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View Full Version : [3.5] Evil Campaign: Destroy Lorwyn! (Construction)



Dralnu
2010-08-25, 03:23 PM
Misc DM notes:
-If party decides to attack Dwarf Kingdom, look at Races of Stone (encounters are on p177)
- Spellcraft DC to identify a spell: 15 + spell level

The Setting:
In ancient times there was a powerful nation of magic users that enslaved many worlds. In order to conveniently travel between these worlds, this nation created a relic on each world called Gates. Each Gate allows travel to the other Gates, provided the user knows how to activate it. The Gates are powered when more of a certain relic are brought to charge it. The more it's charged, the more people the Gate can bring through at a time.

For reasons unknown, this nation eventually was destroyed and dispersed, with no known records of their history and technology surviving. The Gates fell dormant.

Fast forward to the present. On one of the planets, Gilt, an evil empire of undead and fiends called The Chosen have just finished conquering all the lands and have asserted near-total domination. This war was called The Glorious War. The big bosses of the empire, called The Ghost Council, were content with their empire until, while destroying one of the last outposts that a post-war resistance movement held, they discovered a Gate and accidentally found a relic in order to activate it.

The Chosen spent a great deal of time cautiously studying the planet that the Gate was connected to, sending only their best spies onto the foreign land with strict instructions not to draw any attention to themselves whatsoever. They gathered as much information as they could about the lands they traversed, a planet called Azhara.

This is where the story takes place.

Azhara:
The Gate on Azhara is located on a continent that is cut off from the rest of the lands by a large body of water. The Gate itself is situated in a swamp (Wyrmwood Swamp) and clearly unused by local residents. Initial scouting has shown that an Elf nation named Lorwyn is the most prominent power on the continent. There is a dwarf kingdom and a sizeable amount of other races not united under a tribe, such as Goblins and Giants, but none alone can match the military might of the elves.


The Adventurer's Leader, Chandra:
An (insert race) by the name of Chandra has been climbing the ranks of The Chosen's hierarchy at an alarmingly fast pace. Initially she was regulated to a low position in the military, but her amazing exploits in the war against the other nations of Gilt have continually promoted her higher and higher.

Chandra is ambitious, callous, and a military genius. The leaders of The Chosen rightfully see her as a threat to their seat of power. However, they don't want to eliminate her outright since they acknowledge that she is by far the most capable military leader that they have. Instead, they will continue to test her limits and profit from her work, until they can find (or summon) a capable replacement.

Also, rumor amongst the elite caste has it that certain council members have struck alliances with Chandra, further complicating the matter.

Instead, The Ghost Council (leaders of The Chosen) have found an interesting way to maximize / dispose of the potential threat. They task Chandra with securing the continent for The Chosen's main forces to move in. Chandra will be given a fraction of the army for this mission. Failure is not an option.

The Council isn't oblivious of the risks they're taking by letting the gorgon handle this operation by herself. They have enlisted their best spies to keep tabs on her every move, as well as offering an "advisor" named Fazeer, to monitor her actions more directly.

Chandra isn't all that she appears to be, however. She is actually a devoted worshipper of Orcus. Everything she's done and will do is due to his orders to get the MacGuffin for him. She was planted into the nation of Gilt to climb the ranks and gain power, urged the Council to conquer the planet that holds the MacGuffin, and leads the military campaign there all so that she can find this artifact.


Chandra (lvl 15)
Human cloistered cleric 1 / binder 7 / tenebrous apostate 5 / sorcerer 1 / mindbender 1
Alignment: Neutral evil
Deity: Tenebrous (Death / Evil)
Hit Dice: 1d6 + 7d8 + 5d8 + 2d4 +45 (108hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: X (+1 Dodge), Touch: X, Flat-footed: X
Base Attack/Grapple: +8/+8
Attack:
Full Attack:
Space/Reach: 5 ft./5ft.
Saves: Fort +14, Ref +3, Will +15
Abilities: (32pb) Str 8, Dex 10, Con 16, Int 10, Wis 18, Cha 18
Skills:
Feats: Improved Initiative, X, Improved Binding (bonus), X, X, Practiced Spellcaster (Sorcerer), Mindsight
Special Actions: Turn Undead 7/day, spontaneous casting (inflict spells), soul binding (2 vestiges), deeper darkness, touch of the void (2d8), vessel of emptiness (11rounds 25ft.), Tenebrous' rebuke, umbral body (10 rounds), blast of the void (12d8)
Cleric Spells Prepared:
3- dispel magic, clutch of orcus (DC 17), animate dead, *X
2- X, X, X, *X
1- bless, blessed aim, conviction, resurgence, *X
0- cure minor wounds, create water (2), light, detect magic
*Domain spell
Sorcerer Spells Prepared (5/3+1):
1- Charm Person, Disguise Self
0- Detect Magic, Prestidigitation, Arcane Mark, Mage Hand
Special Qualities: pact augmentation (2 abilities), suppress sign, soul guardian (immune to fear), see in darkness, eternal bondage, visage of the dead, empower undead
Combat Gear: Stuff
Possessions: Stuff
Effective Binder Level: 11 (6th lvl vestiges)
Effective Turning Level: 12

EDIT: Already turning quite deadly. Chandra will be moving with an entourage of undead minions and if engaged she can quickly become incorporeal, begin teleporting all over the place to dodge attacks and keep herself behind her minions. If the party gets too close, she can turn the tables by dealing massive damage with blast of the void.

The MacGuffin:
((I liked SilverClawShift's campaign journal (http://www.giantitp.com/forums/showthread.php?t=116836) so much, especially the DM's grand scheme, that I had to use it here.))

Orcus has never stopped his search to ascend to godhood. He wishes to bring forth Tenebrous from nothingness and merge with his alter ego to become Orcus, God of Death.

The great demon has found a way. Located on Azhara is an artifact, a staff of immense power that is capable of allowing vestiges to enter the Material Plane through intact corpses. Orcus wants to activate this staff to bring back Tenebrous.

As a devoted follower of Orcus, Chandra's actions all reflect her desire to attain this artifact for her master. Few mortals outside of the Cult of Orcus know of this artifact. Those who are "in the know" seek the relic either to protect it from evil, or to use it as leverage.

The MacGuffin isn't just the concern of mortals and one archdemon, however. If Orcus has his way it would mean the death of all things, even deities. For this reason, there is no shortage of opposition to this plan from the Outer Planes.


Fazeer, Council Advisor:
Fazeer has been elected by the Council to observe the war effort firsthand, periodically send any important information to the Council, and relay any of their messages if necessary. Basically, he's their representative on the new world. It's painfully obvious that he is distrusts Chandra, which is another reason why he got the job.

Haven't statted out Fazeer yet, but I like the idea of him being an intelligent construct, perhaps a Nimblewright.

The Adventurers:
The party will be Chandra's elite unit and most trusted henchmen. They will carry out her most important tasks, from securing a dragon's treasure to leading armies.

Initially they will be doing missions all working towards undermining Lorwyn's power and then eventually leading armies to battle against the elven kingdom. However, when they learn of Chandra's real motives with the MacGuffin, they will have to choose to side with her and unleash Tenebrous or side with celestials and archdemons to stop her.

The Target: Lorwyn, Elvish Kingdom
Lorwyn is the main power on the continent. Th elvish kingdom has an iron grip on the northern part of the continent and have a standing army in the thousands, vastly outnumbering Chandra's forces.

Lorwyn has recently been trying to expand its influence and territory further south. This expansion is bringing up animosity with the other civilizations on the continent.

The elves have no qualms about stealing land from "evil" humanoids, such as goblins and ogres, displacing many angry tribes this way. They're also placing new settlements on the fringes of dwarven settlements in a political bid for more resources. These are tense times.

Lorwyn has no knowledge of the Gate or the looming threat of Chandra's forces and for now are busy dealing with local conflicts.


Chapter 1: Securing the Gate
The party enters through the gate into Wyrmwood Swamp on Azhara. Local lizardfolk are threatened by their encroachment and send a raiding party to capture them.

You find yourselves in a swamp. The Gate lies squarely in the center of a dry-land clearing. Surrounding the clearing is a seemingly endless array of cypress tress. The yellowish-orange rays of a setting sun can be seen reflecting off the tree's canvas-white barks in the west.

After surveying the immediate area surrounding the Gate, Chandra calls you all together. She stands in the middle of a twenty-foot radius pentagram etched into the mud floor. "Here is where we'll set up our initial base of operations, at least until all the troops have been transported to this planet. I will summon up our fortifications. The incantation to do this requires six hours and I cannot be interrupted during that time."

"Keep watch until my spell is complete and deal with any trespassers. The element of surprise is our greatest advantage and I cannot tolerate losing it."

This is a convenient method of making sure that Chandra doesn't take part in the following battle.

During this time the players can interact with Fazeer to get story information, such as details about Chandra, the Ghost Council, the Glorious War, the Gate, their mission, etc.

Regardless of what they do, secretly roll their Spot / Listen checks against the hide / move silenty checks of a lizardfolk scout (literally lizardman scout 1). The scout is situated in the undergrowth of the murky waters just outside the clearing / hammock. Once he's noticed the adventurers, his main goal is to avoid confrontation and report back to the lizardfolk chieftan, who will order a raiding party led by the scout to take them prisoner for intruding on their home.

Raiding Party EL:
7x CR 1 Lizardfolk
1x CR 2 Lizardfolk scout1

A few hours later, the raiding party arrives. Half rush into melee with their clubs while the other half throw their javelins before entering melee as well. Once four or more of the lizardfolk die, the rest attempt to flee.

Afterwards...
Suddenly, Chandra opens her eyes, which glow with menacing emerald flames. In a booming voice she spits out arcane words and the ground beneath you begins to rumble. Suddenly, around the clearing black crystalline structures erupt from the ground, sending large globs of mud flying through the air. After dozens of these small structures emerge, the ground shudders even more violently until a fully formed crystalline barrier shoots up all at once, encompassing the entire clearing.

Chandra then falls silent and the surrounding area follows her example. She stands up from her meditation and turns to you all. "It is complete."

Chandra casted a spell to make a home base all at once, mostly just neatly arranged bunkers to hold the living portion of the army. Everything is surrounded by a large wall with an opening for an entrance.

If anyone spellcrafts it, I'll just call it "Grimgax Fortifications" or somesuch.

"But that spell doesn't exist!"
"It does now."
"But she can't cast arcane spells!"
"It was a scroll."
"But s--"
"Rocks fall, you die."

Recruiting
Chandra instructs the party to find the lizardfolk's camp and kill those responsible for the strike while keeping survivors for information about the area.

Potential Discovered Hooks:
- A powerful lich named Xykon is imprisoned at Elfcatraz
- A dragon's lair inhabited by kobolds is also in the swamp
- Autumn's Edge Outpost can be found in the nearby Cinderbark Forest

"The group that attacked us were under orders to do so. These vermin likely under orders from a leader," Chandra says to the group, "We cannot afford for this leader to realize his attack has failed and to mobilize a stronger force against us. And I certainly don't want the locals to think that we're pushovers." Her lips curl into a wicked smile. "Find their encampment. Kill the leader for his insolence. These locals can give us valuable information about these lands, so 'persuade' the survivors to join our ranks. If they will not, our necromancers will force them to join us anyway."

The party needs to figure out where the lizardfolk's encampment is. Fortunately, it's very near the Gate. Simple tracking checks will let the party follow the deep muddy footprints of the raiding party back to a well-worn path that leads directly to the encampment. Normal search checks work fine too.

The encampment itself is a fairly large and advanced band. There are 18 combative lizardfolk in total: One level 3 Druid chieftan, one level 1 barbarian, two level 1 scout, and fifteen (eight without the raiding party) normal lizardfolk. There are also ten noncombative lizardfolk moving about the encampment, but they hide in their huts at the first sounds of trouble.

The well-worn path widens as it reaches your destination. An encampment lies ahead, surrounded by a decaying wooden wall comprised of logs bound vertically together. The top of each log is carved into a spike, some adorned with humanoid skulls. Four lizardfolk stand at the entrance, each firmly holding a javelin in their hands.

The chieftan figures something is amiss when hours have gone by and his raid hasn't returned yet. He doubles the guards at the entrance to four and orders a scout to hide within striking distance.

Lizardfolk Entrance (EL 5):
4x CR 1 Lizardfolk
1x CR 2 Lizardman Scout1
XP: 425


Lizardfolk Encampment:

Smells of raw fish fill your nostrils as you step inside the encampment. A dozen small mud huts with thatched roofs can be found in the area with small fire pits scattered amongst them. The most prominent structure here resides at the far end of the encampment -- a large tent made of animal hides.

There's a large wooden cage in the north end with an elf captive inside named Gabson. He's a cleric (neutral good elf cleric2), originally from Autumn's Edge Outpost in Cinderbark Forest. He was traveling back home from Mellin's Ferry by taking the fastest route through the swamp when a raiding party captured him. The lizardfolk keep him as a slave, but since his healing is such a great boon to the band, they treat him pretty well.

Gabson, though a good person, has an overinflated ego. He knows he's invaluable to the lizardfolk, which only feeds that ego. Gabson believes that the party is here to rescue him, and if he realizes that they're evil, he still thinks that they tracked him down to find out where the lich Xykon was taken (he passed by the caravan holding him on the road by chance).

Gabson doesn't willingly help evil folk, but if they threaten to murder him, then he's more co-operative. If taken prisoner he will try to escape when the time is right.


If the encampment becomes under attack, the chieftan calls for all warriors to retreat to his tent where they stage an ambush.

Tent Ambush (EL 6):
4x CR 1 Lizardfolk
1x CR 2 Lizardman Barbarian1
1x CR 4 Lizardman Druid3
XP: 613

Inside the tent lies three long wooden benches covered with clay bowls holding half-eaten meals. On the ground beside each row is a large metal bucket. The hide walls of the tent depict an enormous black dragon who's head and tail meet at the entrance. Beyond the benches, elevated to oversee the entire mess hall, is a throne adorned with bones.

Once the party has killed the chieftan or half the lizardfolk, the rest of the lizardfolk attempt to surrender. Once surrendered they will provide any information that they know and reluctantly follow any orders so long as they can survive.

Our small tribe has long been the faithful servant of a mighty black dragon, a tradition that has dated back centuries. In return for our servitude of bringing food, treasure, and annual sacrifice, the master protected us. Had she still have been around, she surely would've crushed you all.

She is gone now. Has been for years. We don't know what happened to her.

The master's lair is not far from here. It is where we made our sacrificial rites to her.

The master was as cunning as she was cruel. We were not her only servants. It is said that decades ago she searched the lands for the most vile and ruthless kobold tribe and brought them to her lair. You see, our patron built her lair on top of a great mountain of gems. The kobolds were tasked with mining the gems to increase her hoarde and also to booby trap the entire lair, two things that the race is best known for.

No one would be foolish enough to try and steal from her lair. The kobolds are the best at what they do.[/spoiler]

Chapter 2: The Missions

Because Chandra's army is far smaller than the elf kingdom's, she has to use every possible advantage that she can get in order to win. That means accumulating wealth to fuel her campaign, gain and manipulate allies to fight for her, turn the elf's allies against them, cause civil war, drop plagues, carpet bomb 'em, whatever.

Above all, she has to be smart how she does it. If the elves become aware of the threat too soon they can simply march in on her location and wipe her out through sheer numbers.

Dragon's Treasure
A powerful black dragon once lived in the swamp, commanding the loyalty of the lizardfolk and kobolds. Her magical prowess was matched only by his maliciousness.

Rumor has it, however, that this dragon has perished not long ago. If a properly equipped group can brave the traps, untold riches would be theirs for the taking!

Potential discovered hooks:
- Xykon's phylactery
- half of the Macguffin

Before the party heads out, Chandra gives the most accomplished spellcaster of the group 6 black crystals, telling them that once set around in a perimeter and activated, it will teleport items/people back to the anchor (pentagram that she drew) at the base. This is how the party can transport the treasure back once they've secured it.

Not far from the entrance is an elf corpse. He was killed two days ago, succumbing to his arrow wounds. Looting his body will find a map showing a route from the dragon's lair to the encampment he came from, inside a neighboring forest. With some good tracking, one could follow the trail of blood all the way back to the cave.

Cave Trap (EL 2):
CR 2 Knockdown Trap
XP: 125

Looming out of the shadowy undergrowth is a haunting sight -- a blood-stained jagged stone altar in the middle of a small clearing. Rusted manacles and crude metal instruments litter the surface and airborne insect buzz over the gruesome structure. Scattered around the area are sharp wooden poles, each adorned with humanoid bleach-white bones. Behind the altar, emerging from the side of the hill, is an expansive cave, the grey stone shaped like a menacing dragon's face, its gaping mouth serving as the entrance. An object glistens deep within its left eye socket.

Beside the cave entrance is a large wooden sign with writing in red paint. It reads, "(Common) All intruders will die! (Draconic) Glory to the Kobolds!"

The object is a small lump of pyrite, aka fool's gold. It's a trap attached to a string, which sets off alarms to the kobolds below but also triggers a large stone slab to fling itself at the person like a bat, knocking him back 20feet (2d6). CR 1.

The interior of the cave is dark and damp with hole-filled walls. It stretches deep into the hill, too far for you to see its end.

This entrance goes into the dragon's lair. The entrance to the mine is on the other side of the hill. Twenty kobolds are stationed here to protect the treasure.

There are three pressure plates hidden on the floor. They don't activate traps, but trigger alarms underground for the kobolds.

At the end of the cave is a trap door. This is the main entrance of the lair for the kobolds. It's a 10ft drop to the ground below. There's a ladder on the floor, but the kobolds obviously take it down when they're not using it.

On the ground immediately below the trap door is another pressure plate. If this plate or any of the plates in the cave have been triggered then the party can hear a faint yet audible ringing sound.

If any of the alarms are sounded, the party hear's a great commotion happening around them, as if people were moving all around them. With a good listen check, they can hear kobolds chattering eagerly in Draconic about how they're excited to kill more big folk, feast on their organs, kill them nice and slow, etc. Evil stuff.

Tucker's Kobolds (EL 7):
10x 0.25 Kobolds
1x CR 1 Choke Point Trap
1x CR 2 Automatic Phalanx Trap
1x CR 2 Pit Trap with Spider Swarm
1x CR 4 High and Low Trap
XP: 763

(Most kobold traps used are directly from here: http://www.wizards.com/default.asp?x=dnd/we/20060127a)

You find yourselves at one end of a stone-carved hallway 5ft wide. The roof is a little low for medium-sized humanoids, but still allows for a full range of motions. There is no light source here. Both walls have dozens of holes in them.

(For those who can see) There are unlit torches situated along the walls in metal holsters. The hall heads straight for 60feet before ending, allowing you to take another passage to the left or right.

Two passages run parallel on either side of this hallway, with four kobolds lined up on both sides ready to shoot through the holes at passing adventurers with light crossbows.

In the middle of the hallway is a CR 2 automatic phalanx trap.

Four kobolds show up, fire their slings at the party, then retreat into both passages, enticing the party to follow.

Dragon's Treasure (EL 10):
10x CR 0.25 Kobolds
2x CR 3 Topsy-Turvy Trap
1x CR 6 Hold Person Catapult Trap
1x CR 7 Black Pudding
XP: 1875

The entire floor is made up of these types of hallways, all trapped, and the kobolds use the same deadly tactic.

Eventually the party finds the correct path to get to a pair of elevators that can take them down directly to the dragon's hoarde. Unfortunately, one is a trap, the wires snapping and causing the elevator to freefall once 200 pounds has been placed on it.

The dragon's treasure room is an expansive cavern, which is very fortunate for the party, because they can finally move around relatively unhindered. The kobold defense is much lighter here for this reason too -- they invested most of their defense in their most defensible positions. Still, the kobolds have a few more emergency tricks.

The elevator doors open, revealing a cavern that is enormous in scope. Despite its size it is well-lit, with blazing torches firmly held in iron holsters lined up along the walls. The greatest light source, however, lies on the other side of this underground lair -- a brightly shining pile of gems and precious minerals of all varieties, larger than any royalty's coffers, illuminating the walls adjacent to it in a soft orange glow.

Three 5ft wide rope bridges connect the stone platform that you're on over a deep 30ft wide chasm to the platform holding the treasure. Ten armor-clad kobolds stand guard on the other side.

Ten kobolds stand guard here and start firing crossbows at the party.

Two of the three bridges have a topsy-turvy CR 3 trap activated by a pressure plate in the middle of the walkway. The middle bridge is safe.

The chasm is a 30ft. drop. Inside it lives something big and nasty chained to one end. Think Star Wars in Jabba's lair style. Not sure what it is yet.

On the other platform is one more trap, the hold person catapult trap (CR6). It hurls the target 10ft into the air and into the chasm, taking 4d6 falling damage.

The "treasure" itself is actually a very high DC Major Illusion spell which everyone can figure out as soon as they interact with it. There is a secret door on the back wall, however, that opens once someone presses down on a pressure plate. Inside is the real pile.

There's an incredible amount of treasure here to supply Chandra's army. Xykon's phylactery and a piece of the MacGuffin can be found here, as well as (insert a couple useful items for the party).


Infiltrate Autumn's Edge Outpost
Autumn's Edge Outpost is Lorywn's most southern settlement. The official reason why the elves are here is to maintain close ties with the friendly humanoid nations in the southern region and to dispose of a terrible cyst that is slowly rotting away the forest. However, more politically-aware citizens know that this outpost is a convenient way to lay claim to more resources.

Small scouting parties guard all roads leading to the outpost high up in the treetops and are difficult to spot.

The outpost is in the center of the forest, built on the massive branches of three magically-enhanced trees. It comfortably holds around five hundred inhabitants, mostly elves.

The malignant cyst can be found northeast of the outpost. The area surrounding it is withered and reeks of evil. A paladin and druid are at the site, taking samples and testing countless enchantments and remedies in the hopes of stumbling upon a cure.

(useful forest link: http://www.dandwiki.com/wiki/SRD:Forest_Terrain)

Sprawling ahead is a seemingly endless forest of massive trees with dark reddish brown barks. Some tower over you at heights that reach four hundred feet and almost blot out the sky. Instead of the open blue, the forest ceiling is ablaze with a fiery collage of leaves that are colored in varying mixtures of red, orange, and yellow. The leaves are lit up by the bright sun above and illuminates the ground below with a warm celestial glow.

The ten foot wide, well-worn dirt path winds its way forward.

Despite the leaves' colors, it's the beginning of summer. This is their natural healthy colors.

Cinderbark Archer Encounter (EL 5):
3x CR 1 Elf Ranger1
1x CR 3 Elf Ranger3
XP: 413

As you're walking along the path, a sudden voice booms overheard. "Hold it right there! Don't move a muscle or we'll shoot!"

A group of rangers led by an elf named Kirion guard this path leading to the outpost. Each wears camofluage and has a bow trained on the group. The elves are very cautious with visitors, especially non-elf ones, but if they prove that they have good intentions then they let them pass. Kirion goes down to speak with them.

If violence occurs, Kirion spends his first round action using his Amber Amulet of Vermin (MIC) to summon a huge scorpion.

Autumn's Edge Outpost

Ahead proudly stand four trees that dwarf even their massive neighbors, their trunks spanning a good two hundred feet in diameter each. Nestled high above on their mammoth branches are dozens of wooden platforms holding buildings, each platform connected to others by rope bridges.

Three massive trees are the base of the outpost. Each tree holds two platforms, and each platform is connected to the others via rope bridges. These trees themselves are magically enhanced to be bigger and stronger than the neighboring trees to reliably hold all these structures. They've also been enchanted to be fire-proof, 'cause the elves aren't dumb. I know "burn everything" will be the first tactic that my players think of. :smallamused:

On either side of each tree is an elevator that is run on a pulley system. This is the main method that people on the forest floor reach the platforms.

The elves have also attached vines to the branches above their platforms, allowing more agile locals a faster means of transportation around their outpost.

Around five hundred elves live in the outpost, a bonafide community. Though most are noncombatants, the distance from other elvish settlements means they must be more self-sufficient and able to protect themselves. For this reason, there's quite a sizable "army" at their disposal, mostly NPC warriors, but also a healthy mix of low level rangers, fighters, clerics, and druids. The leaders of the community will be particularly brutal if aiding the rest of the troops, I'm thinking NPCs that can go toe to toe with party members if not slightly more powerful.

Trades Tree:

A bustling trade district sprawls over this wooden platform. Merchants of elven, human, dwarf, and halfling descent congregate beside the center road, loudly proclaiming the superior quality of their goods, from food to trinkets.

Established shops are scattered away from the bustling main road. Signs are hung over each shop showing the goods that they specialize in.

Notable Shops:

1) Kellin's Provisioning
- Kellin Shadowbanks is a halfling rogue that caters to folks traveling long distances. He also occasionally steals from visitors. He's part of the family-run rogue guild in the outpost merely called "The Dark Hand."
- sells any basic starting equipment and mundane gear
- also sells a secret stash of poisons to the right people

2) Jace's Smithy
- Jace is a an accomplished human blacksmith and also a collector of exotic gear.
- sells +1 weapons/armor

3) Arcane Wonders
- Nigel is a retired elf wizard (lvl 6) adventurer. He's held in high regards in the community and is responsible for the magical wardings protecting the trees from potential hazards such as fire.
- sells scrolls of dispel magic / mage armor / invisibility / wind wall / rope trick, potions of cat's grace / feather fall / jump / reduce person
- also sells a Rod of Viscid Globs (MIC) and three Bags of Holding (Type 1)

4) Sharp Shootin' Bowyer
- Selendis is an elf scout that helps her father run the business while he's in the back working on repairs. She's one of the strongest combatants in the outpost (scout6) and can surprise the party.
- sells +1 ranged weapons and 6x fountainhead arrows (MIC p52)

Residences Tree:
Dozens of tall wooden buildings sprout up from the platform, each housing multiple elven families. Two inns stand side by side at the entrance. An elaborate white temple stands above the other structures on the far end of the platform, a symbol of a crescent moon shining proudly on top of it.

The two inns are The Grinning Rogue Inn, which is owned by the Shadowbanks family, and the Skinny Moon Inn.

If the players are savvy enough, they may be able to contact the Dark Hand inside the Grinning Rogue Inn. The Dark Hand can provide services such as forgery, disguises, maps of building interiors, among other things.

A magnificent two-storey temple stands at the end of large granite courtyard. A large marble statue of Corellon Latherian stands guard in front of the temple's entrance with a composite bow readied in his hands.

Robed elves move busily around the courtyard, some carrying round archery targets (divided into three concentric sections) while others carry bows and arrows.

The temple is devoted to Corellon Larethian. Selendis Moonbow is the head cleric at the temple.

A yearly archery contest on the temple grounds in the deity's honor will be held the day after the party arrives.

Anyone is able to participate in the archery contest (CW p132).

The winner gets a +1 Seeking Spellstoring bow (type and STR based on winner), 2x Dragonsbearth Arrows (RW) and 2x Serpentongue Arrows (RW).

Military Tree:
The clashing sound of steel against steel and the twang of arrows fill the air in the daytime on this platform. Dozens of armor-clad elves perform their daily military drills here, practicing their deadly art on wooden target dummies or in duels with dulled blades.

The only structure on this platform is an imposing building that resembles a small fortress.

Dozens of elves perform military drills in the daytime here. Most are warriors, with some lvl 1 fighters / rangers / scouts / warmages.

The first floor of the fortress holds all of the military's weapons and armors. The basement has food provisions, rations and the like. The top floor is the officer's meeting room, a large wooden table holding maps of the area and various military goals, including documents pertaining to Prince Thaladun's journey through Cinderbark Forest. There is also the magistrate's office, which may have the magistrate Fenor (lvl9 dervish) reading some letters.

The players will likely want to grab the documents discussing the dwarf prince so that they know his route and times and prepare an ambush. They can also steal elvish military apparel to plant after the ambush.

The Cinderbark Cyst:

This cyst (Terrible Cyst DMG2 p248) is a day's journey northeast of Autumn's Edge Outpost. As the party reaches the cyst, the forest's fiery colors begin to darken, vegetation becomes thinner, animals are agitated and more violent. Even closer, the vegetation is black and cancerous.

Stationed in the area near the cyst is a paladin named Edwin and a druid named Salandra. They have set up a small alchemical lab and have been working for months trying to come up with a cure to the cyst.

Salandra believes she in close to a breakthrough when the party arrives. She needs just one more ingredient to try out her latest remedy, the (blank) from a (blank, a powerful forest-dwelling creature). When the party arrives, she asks them to help her retrieve the ingredient for her.

If the party aids her, she will cure the cyst and accompany the party back to the outpost where the group will be rewarded.

More likely, the party will move towards the cyst and absorb it into their bodies. If they do, they all gain Smite Good 1/day until they die and the cyst "disappears."


Idea #3: Recruit Xykon!
The elves are holding captive a lich named Xykon in a well fortified outpost just off the coast (Elfcatraz!). Xykon was once a highly influential nobleman who was seduced by the dark arts, but when his devious nature was discovered he was thrown in jail. The elves do not know where his phylactery is so they cannot be rid of him for good.

A powerful lich with knowledge of the elve's hierarchy can make for a potent ally. Break Xykon free and recruit him to Chandra's cause!

Lead-in hooks:
- elvish encampment has documents ordering an escort to take Xykon to prison
- lizardmen mention that a powerful individual was escorted through the swamp to a prison
- party finds phylactery amongst dragon loot and somehow track down the lich with it

I love the comic so I thought maybe it would be cool to have an NPC named after one of the coolest villains. He'd have to be a lower level than the comic Xykon of course.

I picture this as a sort of stealthy infiltration mission. Slip past or kill the patrols, avoid triggering alarms, and then break out nice and clean. Or... Rambo it. Whichever!

If they do not have the phylactery with them, then Xykon will offer complete loyalty to Chandra's cause if they simply return to him an "item" from the dragon's den.

Xykon's phylactery is, in fact, amongst the dragon's hoarde.

Potentially discovered hooks:
- xykon wants the party to retrieve an item from the dragon's lair
- xykon tells them of a nearby elvish encampment where they can learn of more recent events
-

Chapter 3: Time to get Serious

Send the Dwarves to War!
The second largest united military power on the continent is the dwarf kingdom of Baladun. The dwarves and elves have followed an uneasy truce, but recently border negotiations regarding a forest between the two nations have brought further strain to their relationship.

You have discovered that the dwarf king's son, Prince Thaldir Stonewedge, has been sent to meet an elf representative at the forest in question to work out a deal.

Make sure the prince never arrives at his destination. Intercept his caravan, kill Thaldir, and then plant elvish weaponry and insignias on the bodies. Send the dwarves to war!

Lead-in hook:
- documents in elvish encampment explaining that the Prince will be entering the area for peace negotiations

Prince Thaldir is taking an escorted caravan to the land disputed forest, Cinderbark Forest. There he will rendezvous with an elven ambassador at the Cyst to check the elves' progress at healing the land, and then will be escorted by the elves to Lorwyn to commence true negotiations.

If the party kills the Prince and makes it look like elves did it, an already distrustful dwarven kingdom may cease any truces they currently have.

Giant / Ogres / Something Allies:
A tribe of (blank) have been removed from their ancestral homes due to reckless elven expansionism in the north. They are bitter and have deep hatred for this transgression, but their leader is either too weak or too complacent to seek revenge.

If the party kills the current leader and finds a more bloodthirsty replacement, they could have a powerful ally against the elves.

Frostwind Peaks:
Within this frosty mountain range lies all sorts of dangers, from savage creatures to the threatening climate and terrain itself. For these reasons, most races deem this area inhospitable.

This is why "in the know" mortals of the MacGuffin have decided to protect a piece of the relic here. Both celestials and binders are likely to be defenders of the site. Perhaps even good dragons too!

Dwarf Caravan Ambush:

1) Dwarf Prince (lvl8):
- is traveling to meet with an elven ambassador
- is escorted by his top guards
Stats:
Prince Thaldir CR 7
Male dwarf aristocrat 8
NG Medium humanoid
Init +1; Senses Listen +9, Spot +9, Darkvision 60ft.
Languages Common, Dwarven, Halfling
AC 18, touch 11, flat-footed 17
hp 36 (8 HD)
Fort +1, Ref +3, Will +8
Speed: 20 ft. (4 squares)
Melee: +1 dagger +7 (1d4+1) or
Ranged: +1 longbow +9/+4 (1d8+2)
Base Atk: +6; Grp +6
Abilities: Str 10, Dex 12, Con 11, Int 14, Wis 14, Cha 13
Feats: Alertness, Skill Focus (Diplomacy), Weapon Focus (longbow)
Skills: Bluff +14, Diplomacy +16, Knowledge (nobility and royalty) +7, Listen +9, Ride +6, Sense Motive +13, Spot +9
Possessions: +2 breastplate, +1 longbow with 10 arrows, ring of protection +1, amulet of natural armor +1, +1 dagger


2) Dwarf Deepstone Sentinel (lvl12)
- head bodyguard of the dwarf prince
Stats:
Dalrun Stonehammer
Male dwarf crusader 10 / deepstone sentinel 2
LG medium humanoid
Init: +1 Senses: darkvision 60ft.;
Languages Common, Dwarven
AC: 20, touch 11, flat-footed 19
HP: 102 (1d10*12 + CON)
Resist stability (+4 against bull rush and trip)
Fort +13 (+15 against poison), Ref +4, Will +4; +2 on saves against spells and spell-like effects
Speed 20ft.
Melee +1 greataxe +16/+11 (1d12+6/x3)
Ranged mwk light crossbow +12 (1d8/19-20)
Base Atk +11 Grp +15
Atk Options Power Attack, Stone Power
Special Actions crashing mountain juggarnaut, mountain fortress stance, passwall 1/day
Special Abilities: furious counterstrike, steely resolve 15, smite 1/day, indomitable soul, zealous surge, die hard
Maneuvers and Stances Known (IL 12th):
Stances: Iron Guard's Glare, Stonefoot Stance, Thicket of Blades
Strikes: Entangling Blade, Revitalizing Strike, Daunting Strike, Tactical Strike, Stone Vise, White Raven's Tactics, Overwhelming Mountain Strike, Elder Mountain Hammer, Rallying Strike
Readied: Rallying Strike, Elder Mountain Hammer, Overwhelming Mountain Strike, Revitalizing Strike, White Raven's Tactics, Daunting Strike
Abilities: STR 18, DEX 12, CON 16, INT 8, WIS 13, CHA 8 (elite array)
Feats: Extra Granted Maneuver, Stone Power, Shards of Granite, Power Attack, Open
Skills: TBA
Possessions: TBA

3) (2x) Dwarf Wizard (lvl 6)
- part of the prince's escort
- earth-themed conjurors
- will use scrolls of Wall of Stone to wall off the prince from attack and then try to escape through the back "wall" (a Major Image)
Stats:
Wizard Bodyguard
Dwarf Specialist Conjurer 6
Hit Dice: 6d4+12 (27hp)
Initiative:+6
Speed: 20 ft. (6 squares)
Armor Class: 16 (+2 Dex +4 Mage Armor), Touch: 12, Flat-footed: 14
Base Attack/Grapple: +3/+7*
Attack: Slam +7 1d6+6*
Full Attack:
Space/Reach: 5 ft./5ft.
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 12 (18*), Dex 14, Con 15, Int 16, Wis 8, Cha 8
Skills:
Feats: Spell Focus (Conjuration), Augment Summoning, Improved Initiative, Sculpt Spell
Special Abilities: Rapid Summoning
Spells Prepared (4/3+2/3+2/2+2):
0- detect magic, dancing lights, ghost sounds (x2)
1- fist of stone, mage armor, benign transposition, magic missile, enlarge person
2- earthern grasp (SPC p76), melf's acid arrow, baleful transposition (DC 16), invisiblity, mirror image
3- giant's wrath (SpC p105), major image, summon monster III, stinking cloud
Possessions: scroll of wall of stone x3, scroll of fly, metamagic rod of silent spell
*Fist of Stone cast

Celestial Bison (http://www.dandwiki.com/wiki/Celestial_Bison_%283.5e_Creature%29)

Autumn's Edge Forces:
5) Elf Dervish (lvl9)
- chubby head magistrate at elven encampment, aka the law
Stats:
Drizz'l
Elf Swashbuckler 3 / Fighter 2 / Dervish 4
Hit Dice: 9d10+9 (58hp)
Initiative:+5
Speed: 35 ft. (7 squares)
Armor Class: 20 (+5 Armour, +4 Dex, +1 dervish), Touch: 15, Flat-footed: 16
Base Attack/Grapple: +9/+9
Attack: +1 Frost Scimitar +15 2d6+6 (18-20 x2)
Full Attack: +1 Frost Scimitar +13/+8 2d6+6 (18-20 x2), and +1 scimitar +13/+8 1d6+6
Space/Reach: 5 ft./5ft.
Saves: Fort +8, Ref +11, Will +5
Abilities: Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha 8
Skills:
Feats: weapon finesse, weapon focus (scimitar), dodge, mobility, combat expertise, two-weapon fighting, improved two-weapon fighting, spring attack
Special Abilities: Grace +1, Insightful Strike, AC Bonus +1, Movement Mastery, Slashing Blades, Dervish Dance 2/day, Fast Movement +5ft, Dance of Death
Dervish Dance: +1 Frost Scimitar +16/+11 2d6+8 (18-20 x2), and +1 scimitar +16/+11 1d6+8
Possessions: +1 frost scimitar ("twinkie"), +1 scimitar ("icingcake"), mithral breastplate, three cupcakes

6) Elf Druid (lvl 9)
- spiritual leader of the elven encampment

7) Elf Ranger (lvl 6)
- leader of elf scouting party
Stats:
Jace
Elf Ranger 6
Hit Dice: 6d8+12 (36hp)
Initiative:+4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 Armour, +4 Dex), Touch: 14, Flat-footed: 14
Base Attack/Grapple: +6/+9
Attack: MW Composite Longbow +11 1d8+3 (x3)
Full Attack: MW Composite Longbow +11/+6 1d8+3 (x3)
Space/Reach: 5 ft./5ft.
Saves: Fort +7, Ref +9, Will +4
Abilities: Str 16, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Skills:
Feats: point blank shot, precise shot, far shot, rapid shot, manyshot, endurance, track

Special Abilities: Animal companion (wolf), Favored Enemy (arcanists), Favored Enemy (humans)
Spells known:
1- Hunter's Mercy (2)
Possessions: bow, chain shirt?

DM notes:
Hunter's Mercy: first hit with a bow in the next round is an automatic critical

Wolf Companion:
Size/Type: Medium Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Bite +7 melee (1d6+5)
Full Attack: Bite +7 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: TrackB, Weapon Focus (bite), Weapon Specialization (bite)

Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills

*Wolves have a +4 racial bonus on Survival checks when tracking by scent.


Elfcatraz:
8) Gnome Wizard (lvl 10)
- warden for a high-security prison
- will annoy the hell out of the party with spells like Explosive Runes, Confusion, Dominate Person, Backbiter, Backlash, Mirror Image, etc. The more annoying the spell, the better!

Terrible Cyst:
Not yet.

Thieves' Guild:
4) Halfling Rogue (lvl6)
- leader of a local thieves' guild
- wealthy, well-connected, prepared

Races of Destiny Halfling Groups (p182)

Xykon:
Size/Type: Human Lich CR 16
Hit Dice: 14d12 (91 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 21 (+2 Dex, +5 natural, +4 armor), touch 12, flat-footed 19
Base Attack/Grapple: +7/+6
Attack: Touch +9
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch DC25 1d8+5 damage negative energy (will Save for half) +Paralysis, Fear Aura 50ft. radius 5 HD or less Will DC 25 or panicked
Special Qualities: undead traits, turn resistance +4, DR 15/bludgeoning and magic, immunity to cold / electricity / mind-affecting / polymorph
Saves: Fort +4, Ref +6, Will +10
Abilities: Str 9, Dex 14, Con 0, Int 14, Wis 13, Chr 26
Skills: Bluff +17*, Concentration +13, Diplomacy +7, Disguise +17 (+19 acting)*, Intimidate +5, Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11, Spot +11
Feats: 6 Feats
Challenge Rating: 16
Combat Gear: Ring of the Ram, Cloak of Charisma +6
Alignment: lawful evil
Spells Known:
Sorcerer Spells
Level 0 (6) DC 18
Arcane Mark(Universal)[ ] X 1

Detect Magic(Divination)[ ] X 1

Flare(Evocation)[Light ] X 1

Ghost Sound(Illusion)[Figment ] X 1

Mage Hand(Transmutation)[ ] X 1

Message(Transmutation)[Language-Dependent ] X 1

Open/Close(Transmutation)[ ] X 1

Prestidigitation(Universal)[ ] X 1

Touch of Fatigue(Necromancy)[ ] X 1

Level 1 (8) DC 19
Alarm(Abjuration)[ ] X 1

Identify(Divination)[ ] X 1

Mage Armor(Conjuration)[Creation Force ] X 1

Protection from Evil(Abjuration)[Good ] X 1

Protection from Good(Abjuration)[Evil ] X 1

Level 2 (8) DC 20
Glitterdust(Conjuration)[Creation ] X 1

Invisibility(Illusion)[Glamer ] X 1

Mirror Image(Illusion)[Figment ] X 1

Spectral Hand(Necromancy)[ ] X 1

Touch of Idiocy(Enchantment)[Compulsion Mind-Affecting ] X 1

Level 3 (8) DC 21
Dispel Magic(Abjuration)[ ] X 1

Fly(Transmutation)[ ] X 1

Hold Person(Enchantment)[Compulsion Mind-Affecting ] X 1

Ray of Exhaustion(Necromancy)[ ] X 1

Level 4 (8) DC 22
Agonize(Evocation)[Evil ] X 1

Dimension Door(Conjuration)[Teleportation ] X 1

Mages Black Tentacles(Conjuration)[Creation ] X 1

Polymorph(Transmutation)[ ] X 1

Level 5 (7) DC 23
Cloudkill(Conjuration)[Creation ] X 1

Symbol of Pain(Necromancy)[Evil ] X 1

Telekinesis(Transmutation)[ ] X 1

Level 6 (6) DC 24
Contingency(Evocation)[ ] X 1

Mages Forceful Hand(Evocation)[Force ] X 1

Level 7 (4) DC 25
Mages Grasping Hand(Evocation)[Force ] X 1

Dralnu
2010-08-25, 03:25 PM
Initial Run Status Report:

Party is currently level 6:
- Dunsten, human barbarian2/warblade4
- Jimmy, halfling rogue5/assassin1
- "Dan", human favored soul of nerull6
- Syn, elf scout6

Group has fully completed Chapter 1 and is working on Chapter 2. They have completed "Dragon's Treasure" and accomplished everything to do in "Infiltrate Autumn's Edge Outpost" except for exploring the Cyst, though they plan on returning in the near future to go on a bloody massacre.

Next session they plan on doing "Send the Dwarves to War!"

Lolzords
2010-08-25, 06:18 PM
I have one thing to say:


Elfcatraz

I love you.

Dralnu
2010-08-26, 08:03 PM
I'll probably have to change that name to keep with a pseudo-serious atmosphere, but it will remain its nickname.

Next session (monday) they'll be going straight for dwarven Prince Thaladun's caravan so I'm working on the details for that encounter now.

The dwarf prince has been sent to meet with the elven king of Lorwyn at the monarch's palace way up in the north part of the continent. His caravan will travel to the Cyst in Cinderbark Forest to check the progress on curing the land and will also meet his elven reinforcements (led by head officer at Autumn's Edge Outpost, a badass dervish) which will escort the prince the rest of the way.

Thaladun's caravan is fairly well guarded by his personal bodyguards, but they don't expect much danger since the journey has been a well-kept secret. Even if there was trouble, the majority of the trip will be also protected by the elven guards that meet them at the forest.

The party wants to ambush the dwarves before they meet with the elves, kill everyone, then plant elvish "signs" to shift the blame to them and cause a war.

This will be one of the toughest straightforward fights so far in the campaign. Whereas most of the campaign the party faced off against large numbers of low level creatures, now they will have to face a low amount of the prince's high level elite bodyguard.

I'm aiming for a very flavorful and stereotypical dwarven group. Probably a fighter type with a warhammer, a cleric of moradin, maybe even a dwarven defender. Since protecting the prince would be the utmost importance, the caravan will attempt to flee rather than stop and attack, so the party must find a way to halt them.

Any ideas?

Lolzords
2010-08-29, 09:55 PM
Any ideas?

Hrmm, having them face an all-cleric party of dwarves could be interesting, and they'd definatly need to be on their toes when facing them.

vicente408
2010-08-30, 12:37 AM
I hope that these elves have an obsession with beauty. If not I will be forced to shake my head disapprovingly.

Dralnu
2010-09-07, 09:57 PM
In the elven kingdom of Lorwyn, of course the elves have an obsession with beauty! They're a perfect blend of superiority complex and narcissism, with a healthy dosage of xenophobia. All the more reason to slaughter those dirty (well, clean freaks actually) tree huggers!

It also pisses off one of my players who has a fetish for elves with their gracefulness and long lives blahblah, cause I show him the other side of them. :smalltongue:

For the dwarf encounter:

Two horse-drawn carriages holding the prince, the escorts, and the journey's provisions. Documents and gold will of course be found inside the carriages that will serve as plot hook reminders for the stuff the party hasn't done yet, namely 1) investigate the Terrible Cyst in Cinderbark Forest 2) Xykon is imprisoned in Elfcatraz

For the level 7 party, I'm thinking something like this may be worthy:

Cleric9: Head bodyguard or the prince himself, not sure. Lets him cast Divine Might and Righteous Might for major smashy goodness!
+
Cleric3: Primarily a buffer and healer but also a smasher. I'll use an old dwarf cleric PC sheet that I have lying around, easy peasy.
+
Fighter4: Drunken warhammer-wielding smasher/fodder!
+
Fighter4: His twin brother!

Not sure if that's a balanced encounter, what do you guys think? Keep in mind that the party will be ambushing them with a thought-out plan, so the clerics won't have pre-buffs ready, aka the Cleric9 is going to spend at least 2 rounds buffing before going in there. What fun cleric spells should I throw at them? I don't think I should be using my favorite spell, Clutch of Orcus, and I don't know many neat Cleric spells really outside of Bless and the like.

This might also be a good time to give the Favored Soul or Warblade something shiney. Everyone's gotten minor things so far, from +2 ability enhancement items to Gloves of Lightning, but the particularly powerful items are the assassin's Rogue's Blade and the scout's +1 Seeking Spellstoring Bow and a bunch of Fountainhead Arrows, Serpentongue Arrows, and Dragonsbreath Arrows to go with it. I tried giving the FS a Reliquary Holy Symbol.. and then I remembered they don't have Turn Undead. What a crummy class, blech. Warblade I'm thinking of giving a +1 Brutal Surge Greatsword because bullrushing is fun.

On another note, I need some inspiration for statting out Xykon. What type of spellcaster should he be? I want something that evokes fear of his power, but not something so strong that he can just waltz up to Lorwyn's gates and start blasting things to pieces all by himself. I feel he should be something cooler and flavorful than just sorcerer levels.

Dralnu
2010-09-14, 07:23 PM
This is what I got so far:

Send the Dwarves to War!
The second largest united military power on the continent is the dwarf kingdom of Baladun. The dwarves and elves have followed an uneasy truce, but recently border negotiations regarding a forest between the two nations have brought further strain to their relationship.

You have discovered that the dwarf king's son, Prince Thaldir Stonewedge, has been sent to meet an elf representative at the forest in question to work out a deal.

Make sure the prince never arrives at his destination. Intercept his caravan, kill Thaldir, and then plant elvish weaponry and insignias on the bodies. Send the dwarves to war!

Lead-in hook:
- documents in elvish encampment explaining that the Prince will be entering the area for peace negotiations

Prince Thaldir is taking an escorted caravan to the land disputed forest, Cinderbark Forest. There he will rendezvous with an elven ambassador at the Cyst to check the elves' progress at healing the land, and then will be escorted by the elves to Lorwyn to commence true negotiations.

If the party kills the Prince and makes it look like elves did it, an already distrustful dwarven kingdom may cease any truces they currently have.

Caravan Ambush (EL ?):
2x Dwarf Fighter 4
1x Dwarf Cleric 3
1x Dwarf Cleric 9
1x Dwarf Aristocrat 5

If attacked, all but the prince will leave the carriage to confront the enemy. Cleric 3 will buff while Cleric9 will spend two rounds casting Righteous Might and Divine Power after casting necessities such as Dispel Magic. The Fighters will engage the party head on.

If the fight appears to be overwhelming, the carriage will attempt to flee the scene.


I also thought a bit more about Chandra's backstory. Since the black dragon has been mysteriously missing for years, and Chandra mysteriously began climbing the ranks in Gilt, I thought it would be interesting to make her the missing black dragon. She would need a way to hide her true identity though. It would also be nice to have a mechanical reason on how she climbed her way to such a highly esteemed military position so quickly too. Sheer ability, or some underhanded dealings?

Dralnu
2010-10-07, 03:36 PM
Fleshing out the Caravan Ambush further. It'll be happening Monday.

The party is currently level 7: barbarian2/warblade5, favored soul7, rogue5/assassin2, scout7

Since the party will be setting up an ambush, I have a little leeway to make the opponents tougher than usual. Also they've mostly been fighting NPCs that have been numerous but lower level than them, so it's about time to mix it up.

Encounter 1: KILL SOME DWARVES!
Right when I start, the group is going to try and ambush a dwarven caravan to assassinate an important noble. I don't know what their ambush plan is, but I'm confident that they'll get a surprise round.

I really liked the idea of the Deepstone Sentinel as soon as I read it in ToB. It was so dwarfy and seemed perfect for a dwarven encounter, if a tad high level. I want to use him effectively in this encounter. Everything else is just a means to using him well.

Idea:
- Dwarf Crusader 10 / Deepstone Sentinel 2 (lvl12)
- Two spellcasters around level 4-6
- A bunch of low level Fighters!
- Dwarf aristocrat

Strategy:
The idea of a Deepstone Sentinel is to force people to have to get through him in order to reach his more vulnerable allies. Unfortunately, this is kind of tough to pull off on an open road.

So I was thinking: what if we had spellcasters wall off the caravan with stone and then put the sentinel right in front of this makeshift cave's entrance? Then they have to fight him to get through.

I'm not sure what spellcasters would be best suited towards low level "earth manipulation" that I need though. I'm thinking scrolls of Wall of Stone should suffice. First round two walls go up, second round a third wall seals off the back entrance and "roof."

I add a couple low-level dwarven fighters with warhammers because hey, why not? It's fun to slaughter 'em and they help show how significantly more powerful the sentinel is. Unless there's a better idea?

I statted out the sentinel cause the premade one in ToB sucked (fighter into it? blech):

Dalrun Stonehammer
Male dwarf crusader 10 / deepstone sentinel 2
LN medium humanoid
Init: +1 Senses: darkvision 60ft.;
Languages Common, Dwarven
AC: 20, touch 11, flat-footed 19
HP: 102 (1d10*12 + CON)
Resist stability (+4 against bull rush and trip)
Fort +13 (+15 against poison), Ref +4, Will +4; +2 on saves against spells and spell-like effects
Speed 20ft.
Melee +1 greataxe +16/+11 (1d12+6/x3)
Ranged mwk light crossbow +12 (1d8/19-20)
Base Atk +11 Grp +15
Atk Options Power Attack, Stone Power
Special Actions crashing mountain juggarnaut, mountain fortress stance, passwall 1/day
Special Abilities: furious counterstrike, steely resolve 15, smite 1/day, indomitable soul, zealous surge, die hard
Maneuvers and Stances Known (IL 12th):
Stances: Iron Guard's Glare, Stonefoot Stance, Thicket of Blades
Strikes: Entangling Blade, Revitalizing Strike, Daunting Strike, Tactical Strike, Stone Vise, White Raven's Tactics, Overwhelming Mountain Strike, Elder Mountain Hammer, Rallying Strike
Readied: Rallying Strike, Elder Mountain Hammer, Overwhelming Mountain Strike, Revitalizing Strike, White Raven's Tactics, Daunting Strike
Abilities: STR 18, DEX 12, CON 16, INT 8, WIS 13, CHA 8 (elite array)
Feats: Extra Granted Maneuver, Stone Power, Shards of Granite, Power Attack, Open
Skills: TBA

Spellcasters will likely be lifted straight from the premades in the DMG. Same goes with the Fighters (probably Fighter2's).

Encounter 2: Kill Some Rogues
Last session, the party infiltrated an elven encampment and purchased the services of a local thieve's guild to do things like forgeries and whatnot. The party ended up causing a big ruckus and the guild didn't like that, so they turned on them by ratting them out to the authorities. Party is mad and wants revenge.

I don't know how they'll do it, honestly. Their last visit to the elven encampment was ended prematurely with them destroying half the village and barely making it out alive. Now they want to go back just to kill the guild leader, who also works as an innkeeper. Yeah, really.

Idea:
The guild is very well connected in these parts. Inside the encampment, they operate both inns and several shops and also have connections inside the militia and higher authorities. They'll likely have forewarning when the party shows up.

There's about a dozen guild members in the encampment. Most are halflings. They all have innocent jobs, but the majority work at both inns. They're all probably low-level rogues. I'd imagine the guild leader is the most experienced of the bunch, a rogue6 maybe?

Strategy:
A big ol' ambush inside the inn. Very well co-ordinated. They may be significantly weaker than the party indvidually but they try to make up for it through surprise and a well orchestrated strike.

Any ideas for this?

Encounter 3: Elven Ambush
The party left a bad impression with the local elves by destroying half their town. There are scouting parties in the forest. If they spot the party wandering about, they're gonna bring on the pain.

Idea:
- Elf Ranger 4 (leader) with Amber Amulet of Vermin (Huge Monstrous Scorpion)
- A couple elf ranger / scouts

Strategy:
The elves start off in the trees. They have the high ground and concealment. They fire away with arrows. The leader summons a huge monstrous scorpion. Hilarity ensues.

Probably all pre-made DMG NPCs again, unless anyone has some particularly cool archer feats / spells that I should know about?

Chess435
2010-10-07, 03:43 PM
Wait, do you mean THIS Lorwyn?

http://lib.store.yahoo.net/lib/inmint/magic-lorwyn-merrow-deck.jpg

Dralnu
2010-10-08, 03:19 PM
No. First session was full improv so I borrowed some names.