The Tomb of Athganazar (Introduction)

Athganazar, the feared Archmage of Wayrenth has died. The loss of the wizard has been a great blow to the city and the Duke has begun to seek out replacements for the position of wizard to the court.

This however is not what has brought you all here to the city but instead it is the promise of both riches and power which were offered in the riddle that appeared on the door to Athganazar’s tomb the morning after he was laid to rest…

Five are the tests Athganazar told
To wealth and power for ones so bold
When the wizard was dying, his time at an end
The key he shattered for those to mend
Find one, find two, find three, find four
‘Twil be all for naught until restored
To gain the key will mean one more test
Then after it’s over a much deserved rest
For you’ll have found the prize of the great archmage,
…His wealth of treasure, gold and page.

News of this message spread fast across the realm and has led to what amounts to the greatest scavenger hunt of the age, with treasure seekers looking for clues as to both where to find these key fragments as well as for more information as to where these “tests” are supposed to take place.

Many have sought answers in the Mage’s home, school and the places where he was raised as a child but your group seems the first to have actually discovered the wizard’s testing ground, here beneath his very tomb.


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Adventure: The Dragon of Krom Frykt – The Dragon’s Lair

Here is the third and final part of the Pathfinder-compatible adventure The Dragon of Krom Frykt. See the introduction here and the wilderness encounters here.

The Dragon’s Cave

Once the players reach the entrance read or paraphrase the following:

The rocky hillside, cracked and smoking from various vents, descends to the valley floor here where a wide, low cavern lies. A natural stone awning canopies an open space of small scattered rocks. WIthin, a dark passage emits heat and haze.

One goblin hides among the rocks in at the entrance (DC 20 perception to spot) and watches the approach (perception +0). If he sees the party approaching the cave he will alert the goblins in area 1 (see below).

An alternate entrance can be discovered through investigating the vents on the hillside above and succeeding on a DC 20 nature, survival or dungeoneering skill check. Success means they discover a fissure on the hillside above the cave, which leads to a corridor behind the entrance guards (area 2 on map).

Dragon’s Lair Areas

When the players enter the lair, run the following encounters as the players progress through the areas.

1) Guards and Wards – CR 4 – XP 1300

Within, more goblins with cover and bows and magical traps pass the time by playing at dice inside the entrance.

Trap – At the apex of the entrance, a mark has been made on the stone with grayish paint. Any who cross the threshold or touch the rune trigger this glyph of warding, which summons a poison frog swarm that will attack whoever triggered it.

Creatures – 5 goblins – one on watch among the rocks at the entrance, the rest wary. The goblins will attempt to use cover from the large rock in the center of the chamber and fire their shortbows at attackers.

2) Savage Riders – CR 5 – XP 2000

A natural stone passage splits in an area with several interconnecting chambers. Here, a couple of goblin worg-riders and their mounts stand guard.

Creatures – 2 x Goblin commandos (http://www.d20pfsrd.com/bestiary/unique-monsters/cr-1/goblin-commando) and 2 worg. They will attack the players with shortbows, charges, and halberds on their mounts. The goblins will try to keep moving and flank single opponents.

3) A Fallen Champion – CR 3 – XP 800

Among the corpses of many goblins, the party finds the temple champion’s corpse, which has been partially eaten, and his ceremonial trappings -a helm, shield, and necklace.

Creatures – 2 zombies and 3 skeletons, animated corpses of the goblins that the champion killed, rise up and attack the party as they prepare to leave the area.

Treasure – The necklace is an amulet of health +2. If returned to the Temple further rewards will be bestowed upon them in the form of honors – they will be named Champions of Krom and a feast will be held.

4) The Chamber of Earthfire – CR 6 – 2400 XP

In the chamber of earthfire, a large cavern with lava pools and a natural stone bridge, the party must rescue the dragon’s eggs from the goblin wizard who ejected her. His intention is to hatch them himself and train them.

Hazard – the chamber is extremely hot and each round inhabitants who are not immune to extremes of heat must make a DC 10 Fortitude check or become Fatigued.

Hazard – the area around the nest is even hotter due to closer proximity to the lava, and creatures take 1d3 points of fire damage while past the stone bridge.

Hazard – anyone falling into the pool of molten rock in this chamber will take 5d6 points of damage per round.

Creatures – Goblin Wizard (see below) and 2 Bugbear Bodyguards, one of whom wields the Beastblade (see below) will confront the party. Both are wearing hide armor and are AC 19 (http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/bugbear). The goblin’s wizardry protests all three from the sweltering heat hazards of the chamber except the lava, and he will fight the battle flying around the chamber casting spells.

Treasure – The goblin wizard and the bugbears carry 10 platinum and 30 gold coins each. The dragon’s hoard consists of ore and globs of lead, copper, silver, iron, and gold that are melted together into a nest which weighs 500 pounds and is worth 1000 gold.

Within the lumpy metallic nest rest three egg-shaped stones, very hard, scaly, and hot to the touch. A DC 20 Knowledge Arcana skill check will reveal that these are the dragon’s eggs and require a constant temperature in order to hatch. A DC 25 Knowledge Arcana skill check combined with a DC 25 Knowledge Nature skill check will reveal that these three will hatch in 5d12 days if undisturbed. A DC 25 appraise check will reveal they could fetch up to 500 gold apiece.

Developments – If the eggs are harmed or removed the dragon will wreak her wrath upon the valley. The eggs will only hatch if their temperature is properly maintained.

Concluding the Adventure

Return to the temple and complete a skill challenge where the PCs must give an accounting of their deeds before the dragon is convinced that her treasure is safe and will leave. As she does she will sniff all of the PCs to check if they smell like her eggs, or, more direly, dragon blood. If she notices the Beastblade which the bugbear took from her hoard she will mention that a fool carried it last and that they may keep it as “the memory is sour”. If flattered she will tell the story of a group of thieves who came into her lair. She killed two  and two more escaped, but the one carrying the Beastblade fought to the death with the smell of fear strong upon him.

Any harm to the eggs leads to dire repercussions the next day after the dragon finds out. She will hunt the players down if possible, likely destroying the village Sera and the temple regardless.

When the players rid the Temple of Krom Frykt of the dragon they are offered 100 gold coins each as a gesture of gratitude. Additionally, as the temple’s kennels have just had a litter, and they are offered up to two mountain hound pups.

Faoer Dornoe, The temple elder, expresses concern at the machinations of the goblin waste wizard, as the goblins have not troubled the valley since he was a boy. Their wolf and goat borne raiders had earned them a reprisal from the warriors of the temple and the men of the village. He mentions that a scouting expedition may need to be mounted and asks the players if they would consider undertaking such a task, which could lead to further adventures in the wastes to the north. Perhaps the players will meet the wizard’s two brothers.

Creatures

Deom-Adr, earth dragon, CR 10

Neutral large dragon (earth, fire)
Draconic, Common
Senses: darkvision, tremorsense

12 HD, 131 hp

AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)

F +12 R +10 W +9
Move: 40 feet

Bite +19, 2d6+10 +1d6 fire damage, 2 x claws +17, 1d8+7 damage

Breath Weapon – 60 foot line of fire – 6d8 fire damage, DC 20 reflex save for 1/2 damage

Choking Smoke – at will the dragon can exhale a cloud of choking poisonous gas and smoke. Each round of exhalation grows the cloud by 10′ diameter. The cloud gives concealment for all within it, which the dragon ignores due to tremorsense. Living creatures in the cloud must make a DC 20 Fortitude saving throw each round or begin to suffocate and take 1d6 points of subdual damage per round in the smoke.

Stats – S 24 D 14 C 18 I 12 W 13 Ch 12

Canny and suspicious, Deom-Adr seethes with anger at the goblins who are holding her eggs hostage. She has had dealings with the men of Sera in the past and is reluctant to inform them of the true nature of her treasures and will resort to threats if the players ply her for details. She will instead insist that the players secure all of her treasure and kill or drive off the goblins.

Ixame, Wizard of the Wastes – XP 1200

NE small humanoid (goblin) Witch 5

hp 20 AC 11 F +1 R +2 W +4

Spear +2, 1d6 damage

Spells – lightning bolt, hold person, summon swarm, sleep, ray of enfeeblement, cause fear

Hexes – Evil Eye, Flight, Healing

Gear – spear, scroll of cure light wounds, resist elements, ray of enfeeblement

Stats – S 10 D 12 C 10 I 16 W 14 Ch 10


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Adventure: The Dragon of Krom Frykt – Wilderness Encounters

Welcome to the second in Claw Claw Bite’s series of weekly adventure posts! Today we present the overland travel portion of our serial adventure. Having taken up the quest to rescue the dragon’s treasure from the goblins who hold it hostage, the players must now travel north to the dragon’s lair in the Smoking Valley. For the adventure’s introduction, click here.

Encounters

Over Hill and Dale – The players will face minor hardships while traveling to the dragon’s lair.

Hazard – CR 1/2 – 50 XP per player – First they must make three DC 7 acrobatics checks as they traverse the rocky mountain slopes on their way to the dragon’s valley – failing a check results in a fall for 1d6 points of damage.

Creatures – CR 4 – 1200 XP – During the journey a pair of lynxes will stalk the party. If they can they will sneak up (Stealth +10) and attack stragglers or pounce during a moment of confusion such as after a party member falls.

Hazard – CR 1 – 100 XP per player – Two different geothermal vents present a hazard as the party approaches the lair’s entrance, and unless players make a successful DC 17 Dungeoneering or Survival skill check they will have to make DC 13 Reflex saves to avoid blasts of hot poison gasses that deal 1d8 points of damage.

The Dragon’s Cave – Once the players reach the entrance read or paraphrase the following:

The rocky hillside, cracked and smoking from various vents, descends to the valley floor here where a wide, low cavern lies. A natural stone awning canopies an open space of small scattered rocks. Within, a dark passage emits heat and haze.

One goblin hides among the rocks in at the entrance (DC 20 perception to spot) and watches the approach (perception +0). If he sees the party approaching the cave he will alert the goblins in area 1 (see below).

An alternate entrance can be discovered through investigating the vents on the hillside above and succeeding on a DC 20 nature, survival or dungeoneering skill check. Success means they discover a fissure on the hillside above the cave, which leads to a corridor behind the entrance guards (area 2 on map).

To continue into the dragon’s lair, go here.


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Salodrin’s House

SALODRIN’S HOUSE

At the edge of the Wealthy Quarter, Salodrin’s house stands nearly alone on a city block. The moon leers overhead, and a small flight of bats circles around a plume of putrid smoke that emanates from the chimney. It is not a normal oak or maple wood burning.

A black, windowless, iron edifice acts as a stoic sentry, as if to proclaim in not so many words, “Keep Out.”

Only characters that have encountered many devils or have traveled to the Planes of Hell would recognize this smell. Characters who have encountered one or two devils may recognize the smell (DC 20 wisdom check).

If the characters knock on the door, the bats will fly down by the door, screeching their high-pitched wails, before returning to the chimney. No one answers the door.

Attempts to peer into the windows are unsuccessful; many layers of soot and grime coat them opaque.

ENTRANCE LEVEL

1 Entrance Hall

Stepping into the foyer, it is immediately apparent that the marble of this fifteen foot long corridor is worn and uneven. A bovine smell hangs thick in the air.

Archways lead out of the hall to the left and right, and the hallway opens into a wider room at the end of the hall.

2 Storage Room

Various crates, some bearing demonic iconography, are stacked here.

Upon inspection, they appear empty, save the straw packing that they were likely stuffed with to keep the contents from being damaged.

3 Study

This room is fitted along the walls with dark bookshelves. On the far end of the room, a stack of books adorns a wooden table.

The stacked books are focused on architecture and history. Many of them appear to be from foreign lands, made of strange parchment and paper and bound in a strong leather-like substance.

Some of the books in Salodrin’s collection are bound in human and demon skin, notably those dealing with necromancy and similar topics.

4 Cage Room

A ten foot wide cage occupies the back half of the room. On the floor of the cage is a collection of ruffled feathers. Wooden doors lead in three directions.

Characters who success in a DC 25 Knowledge Nature check recognize the feathers as belonging to a cockatrice.

5 Tapered Cage Room

Another ten foot wide cage fills the back end of the room, with the main walkway leading straight through to a closed door. The floor of the cage is covered in layers of fur and large claw marks mar the wood paneling.

Characters succeeding in a DC 25 Knowledge Nature check recognize the fur as predominantly dire bear and dire wolf fur, with swaths of torn dire badger and alley cat fur among the pile.

6 Prayer Room

The torches set in dark sconces on the walls illuminate the 25’x25’ room, filled with columns carved into images of people writhing in pain. Most 5’x5’ spaces on the floor are covered with carefully arranged finely woven rugs, giving the room a very orderly feel. At the far end of the room is a low table, upon which are a few additional rugs. Two indoor plants adorn either side of the table.

The rugs are geometric in nature, not forming any specific image. If the characters check closely enough and make a DC 25 Knowledge Nature check, they notice that the rug is woven with the fur of many animals, as well as human, dwarven, and elven hair.

Trap: In the center of the room, hidden by one of the rugs, is a pit trap, DC 35 Reflex save to avoid (also DC 35 to perceive). A swarm of rug rats crawl up through the rug, distracting the character standing upon the rug just before the floor gives way. This pit leads to the lower level, where two pit fiends await their prey. See below.

Rug Rats (6).

7 Sitting Room

This oversized sitting room measures 25’x 15’ at its widest point where two walls come together to form a huge window. The view is mostly hidden by two large red velvet drapes. A slight light escapes from between them. A single oversized chair is set facing the window with a small end table at its right side and an ottoman before it.

Behind the drapes is a window into the city streets as seen at night, regardless of whether it is day or night when the party finds it. The light that peeked though the drapes is that of a full moon aloft in a clear sky, which is also what is seen regardless. It is as if someone had painted a life-like mural onto the window itself. If broken, characters will see into the Nine Hells. This will bring Salodrin, his wargoyles, and the pit fields immediately, who will burst through the opening and attack.

The end table is stained with a deep blue liquid unlike anything the party has encountered. The liquid is cool to the touch and will deal 1d4 points of constitution damage if touched, and 2d4 points if any amount is imbibed (DC 30 Fortitude save avoids each effect, roll separately for each effect as applicable).

8 Overflow Storage

This room serves as a mud room as well as a back entrance, and the walls are lined with boxes and crates. Other than that, this room appears to see little use.

From here, a long hallway leads back along the outer wall of the house, filled with bags, crates, and broken bottles.

If the party takes 20-30 minutes to search, they will encounter a few rats that quickly scurry out of sight, and find 2 potions of cure serious wounds and a broken quarterstaff +1.

Any noisy encounter with the rats will alert the pit fiends, who will storm up the steps and attack if the party is otherwise occupied and if they see an easy prey standing alone, or if the party splits up within the house.

9 Stairwell Down

Beyond two doors, a dark stairwell leads down into a dimly lit passage at the end of which glows an orange light.  A warm, smoky odor rises from below.

The ground floor of the house is like a standard human house, though there is no cooking pot nor stove to place one upon. It is possible that the party will discover the fastest route downstairs – the pit trap in location 6. If so, read the description at location 6 and move the action there.

LOWER LEVEL

A lone fireplace gently illuminates this floor. The stony floor is warm and the atmosphere humid.

The smell of grilled meat and smokiness from a fire assault the senses. Piles of bones occupy the edges of the room, mixed in with fur and teeth. The room that opens out to the left is dimly lit by two sputtering torches that cling perilously to the wall at the back of the room.

Rust colored stones line the walls of this musty basement, dripping with a moist luster.

If the characters touch the walls, they discover that they are not simply red-colored, but splattered with tainted blood (and they take 1d6 taint damage). By now the barbed devils will have attacked.

If the party enters here via the pit trap, the two denizens attack that one character. Otherwise, they attack whoever is closest to them, unless they detect a direct threat by a character, for instance, a priest.

Barbed devils (2) CR 12.

Characters who know infernal hear what sounds like one of them exclaiming, “another one?” They appear to have eaten recently, the charred and broken remains of a human slumped in the corner still oozing organs.

This is how the party must reach the second floor if they are to enter like civilized beings. The city’s watch will not take kindly to an uninvited visit to Salodrin’s house, and crashing through his stained glass windows will bring them in a flash.

TOP LEVEL

Large stained glass windows depicting horrific scenes of torture fill the 12′ arched windows on all sides of this penthouse.

This is where Salodrin sleeps between his meals of human and demi-human flesh. Unbeknownst to the citizens of Chaurille, he is an erinyes. When the characters enter this floor, he and his wargoyles attack, the wargoyles smashing through the stained glass window for dramatic effect, exposing views of a strange landscape (the Abyss) outside.

Before he attacks, he addresses the group.

“How dare you enter my house without summons! For your crime you shall spend your eternity in Hell!”

Salodrin.

Wargoyles (4).

CONCLUSION

Once Salodrin is either killed or flees, the view out the window returns to the surrounding Chaurille streets, and the party can explore this room.

At the opposite end of the room from the staircase is a tall bookshelf that runs the 5′ length of the convex wall.

If the characters search the bookcase and pull a book, they will discover a secret passage:

As the tome enters your hand, leaving the shelf, the entire bookshelf rotates on a small dais.  Behind the bookshelf is a doorway leading to a 10′ round chamber. In the center of the chamber is a strange set of runes set in the floor. Along the walls are bookshelves filled with texts labeled with arcane and demonic scripts and iconography.

The room is trapped. The first character stepping foot in the room must make a DC 30 Reflex check or be hit with a set of diseased darts. The disease quickly causes the part of the body hit to wither, resulting in a loss of 1d8hp per round until the disease is cured.

Further investigation of the runes on the floor (and a DC 20 Knowledge: Arcana or Planes check) reveals this as a portal of some sort.

When activated, this portal leads to the Plane of Knowledge.

Behind the other stained glass window, the one depicting the open book, is a portal to the Plane of Knowledge.


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Broken Camp

The following is a preview of our latest 4th edition Dungeons & Dragons adventure “What’s Mine’s Yours”, now available here.

In this encounter, while traveling through the wilderness to root a group of kobolds out of a mine, the party’s slumber is disturbed by a group of kobolds intent on protecting their claim.

Encounter: Broken Camp

The PCs are attacked in the night, during second watch.

The evening’s fire dies down to a few embers, with most of the party drifting into a weary traveler’s slumber.

Skill Challenge: The PCs who remain awake on watch will have to make DC 15 Perception (to hear the rustling in the leaves) and DC 15 Endurance (to stay awake) checks. Each of these two checks will have to be succeeded two out of three rolls.

Success: If the PCs remain awake and perceive the kobolds:

The sound of a twig breaking on the ground brings your attention to the uphill side of the camp.

The PCs on watch will have time to wake the rest of the party before the attack below.

Failure: If not:

The sound of bowstrings startles you on your watch, as arrows fly through the camp, casting fast shadows across your companions’ faces.

See tactics below for more information on starting this combat.

Creatures: 2 Kobold Slingers (p168 MM), 2 Kobold Skirmisher (p 167 MM)

Tactics: As the PCs slumber, on second watch, the kobold sneakers will make their way to positions where they can deliver critical missile attacks upon the stronger party members. Those on watch can make perception checks to notice the sneakers moving into place and call an alarm, disrupting their plans. The two brawlers wait for the arrows to be fired, then charge into the fray, the darkness and smoke of the dying fire providing cover for their actions. They will start by attacking the stronger member of the party, hopefully weakened by the first volley of arrows. If the sneakers are discovered, the four kobolds attack as normal.

Development: When the kobolds are defeated, one will notice the party, cursing, “You greedy ssscum, you’ll get yoursss!” If the party carefully checks them over in the morning or with a strong light source, they will notice the Guild’s logo branded onto them.

XP: 400


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Traveling to Minwood

After the battle of Clommel Bridge the players and their liege, Ludwig Staledwo, take their army in pursuit of Count Aguies and his protege, Trent. The most direct route is the road through Minwood. Once there they must decide how to deal with the hostile lord of Minwood, and possibally Oltorf as well.


Encounters

  • Treatment of prisoners – if the players captured any Knights in the previous encounters (such as Ilúvënis, the haughty Eledrin Lord of Linton, and Jack the young human son of Lord Erding) they must decide how they are to be treated.

    As you survey the battlefield that Aguies has just fled, one of your troops approaches, looking uncertainly back at Iluvenis and Jack, the knights who have surrendered to you. “What should I do with these two, m’lord?”

    If given general liberty, good food and wine and otherwise treated as guests they will be social with the players, riding and talking with them, and may be disposed to ally with the party’s liege Ludwig later. If kept harshly they may try to escape or stir up trouble – Iluvens can teleport, so keeping him prisoner will be hard. If killed their families will greatly resent Ludwig during the reconciliation later.

    Skill Challenge Level 5, complexity 1, XP 200, 3 successes before 3 failures –
    Primary Skills (DC 12); Diplomacy, Intimidate to make friends or control the prisoners, can be carried out over the course of the journey to Castle Aguies.
    Success – the players make a good impression on their prisoners or frighten them into submission.
    Failure – the prisoners may attempt to convince some of the player’s troops to join them or they may try to escape (use Knight of the Realm stats for Jack, and Eladrin Knight stats (see Monster Manual) for Iluvens.

  • During the journey to Castle Aguies, the players may have a minor encounter if they want to attack the lightly defended Oltorf and Minwood – who may just surrender with a skill challenge. Lord Jared of Oltorf is still with Count Aguies, but Lord Toel of Minwood was injured at the battle at the bridge and is recuperating in his keep with his family and a small contingent of guards.

    The trip to Minwood takes 2-3 days for the player’s army.

    Description – they party comes upon the town, and it seems deserted – the keep is closed up and archers watch from their positions on the battlements / arrow slits. If parleyed with, they say that Duke Aguies rode by and warned them that Ludwig’s army was coming. They will gladly say that they will not attack the army’s flank in an attempt to convince the players to continue on (Insight or History DC 14 to realize that this is probably not ture).

    Skill Challenge – Level 7, complexity 4 – xp 1200. 10 successes before 3 failures. Primary skills – (DC 14) Intimidate checks to bully them into surrendering, Bluff checks to trick them into giving up, Diplomacy checks to convince them they will not be hurt if they surrender, History to make the argument that Ludwig is the rightful lord of these lands, Stealth checks to sneak into the castle, Athletics checks to scale the walls.
    Secondary skills – (DC 19) Endurance checks to keep watch while blockading them, keeping supplies from getting in or out, Nature to notice the spring feeding water to the keep, and to block or taint it, Stealth and then Acrobatics to squeeze in through the grate that lets the spring water in.
    Success – The castle’s defenders surrender to Ludwig’s army and if they succeeded at at least one Diplomacy check, the Lord swears fealty to Ludwig. Otherwise they merely surrender and the party faces a dilemma – what do they do with the captured troops? The sword of war suggests conscription or execution.
    Failure – The defenders refuse to surrender: to take the castle they must defeat the well-fortified 20 troops defending the place (see encounter below). If they do not take Minwood and Oltorf there is a counter attack from these troops during the siege of Aguies detailed below.
    Development – given the opportunity, the Sword of War will make it’s bearer attack the keep.

    Encounter – Level 7 – XP 1400

    If the players do not convince the defenders to surrender, they must defeat the well-fortified troops defending the keep. While the player’s troops help fight the rest of the forces off-screen (or are repelled by archers if sent in alone), the players make the main assault on the keep and fight:

    Creatures

    • Knight – xp 250
    • pikeman – xp 250
    • 3 x human guards (see MM) – xp 150 ea
    • 6 x human lackeys (see MM) – xp 75 ea

    Treasure – small money parcel as the keep and town are looted. Simple skill challenge to keep the looting from turning into pandemonium as their troops grab everything not bolted down, including livestock, furniture, erc. – the Sword of War tries to encourage the looting. Failure – flush with their loot, four of the player’s troops desert in the night.

    Development – If they do not take Minwood and Oltorf there is a counter attack from these troops during the siege of Aguies (to be detailed later).


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Armies of Count Aguies

This series of encounters take place in County Aguies, one of the five shattered provinces of the former kingdom of Soguer. After taking Castle Devin from a clan of orcish river pirates, the players and their liege, Ludwig Stlaedwo, are challenged by the Count Aguies. He claims that the lord of Devin is his vassal, while the young Ludwig claims that as the grandson and heir of the King of Soguer the Count is his rightful vassal.

After months of preperation and diplomacy the players recieve word that Aguies is on the march. Allies are gathered and battle is joined at the bridge over the Mistwash just south of the village Clommel.

Battle on the field with Aguies’ army

  • Aguies outnumbers the heroes by a large margin, but many of his troops are conscripted peasants.
  • When the Count’s army arrives, he will take some time to take stock of the situation.

    You stand on the wooden bridge spanning the Mistwash River. The waters push up against the soggy banks, heavy with spring rain and melted snow from the Kitel woods far upstream. The troops of your liege, Ludwig Staledwo, are camped behind you to the north, weapons near at hand.

    Ahead, to the south, you see movement through the woods. Nearly a mile away a group of knights on horse ride out of the woods, at the head of a column of footmen. The shields and standards of the knight in the lead bears the red boar on a black field above three blue chevrons – Aguies’ coat of arms. Beside him is another black shield, this one bearing a gold crown over a red fist holding 3 swords.

    The knights pull their horses to a halt and survey your forces.

    Envoys may be sent, but their army makes camp and begins deploying or making some siege gear of their own while standing more or less at the ready. Their archers make a dozen tower shields / standing walls from which they can shoot.

  • The Count’s attack on the bridge will consist of several waves of attackers.
    • First some footmen will be sent across supported by the archers.
      level 7 – 1200 xp
      10 x human lackey – xp 75 ea.
      4 x guards – xp 150 ea.
    • Another wave of footmen, with some skirmishers in the group.
      level 9 – 1575 xp
      1 x human lackey – xp 75 ea.
      3 x pikemen – xp 250 ea.
      3 x light infantry – xp 250 ea.
    • A wave of knights will attack – trying to bull rush / trample their way through the defenders. Trent will be a part of this wave, and will show Hextor-like power once bloodied – he gains resist 10 to all damage. The priest of Hironeous will beseech his god to help, and one of the players will get Herionous-like power too – allowing that character to ignore Trent’s resist 10, and be able to turn the tide. Trent turns and runs once reduced to 1/3 HP.
      level 9 – 1625 xp
      Trent – xp 400
      4 x pikemen – xp 250 ea.
      3 x human lackey – xp 75

    • A final wave of Knights and foot attack with Aguies leading the charge and some controllers to help take the bridge. Aguies turns once it is obvious they are loosing. At this point the Count’s forces are re-grouping away from the bridge and the players have the opportunity to counter-attack.
      level 10 – 2375 xp
      Aguies – xp 700
      Trent – xp 400
      War-Sorcerer – xp 400
      2 knight – xp 250 ea
      5 x lackey – xp 75 ea

    • If they counter-attack there is a final battle with mixed forces and a weakened Aguies and Trent, who flee, with the army in a rout, when bloodied.
      level 9 – xp 2000
      Aguies – xp 700
      Trent – xp 400
      War-Sorcerer – xp 400
      Pikemen – xp 250 ea
      light infantry – xp 250 ea

    • If they do not counter-attack, and take a 5 minute rest or longer, the opposing army gets an opportunity to regroup & heal, and the next battle is much harder. The players can either counter-attack, or wait until the next day when Aguies will attack again – this time supported by a small catapult they built overnight. This encounter should be fairly overwhelming, perhaps a level 13 encounter.

Pikemen Level 6 Soldier
Medium natural humanoid XP 250


Initiative +7 Senses Perception +3
HP 71; Bloodied 36
AC 22; Fortitude 18, Reflex 16, Will 15
Speed 5


Powers

Pike ✦ At-Will, Standard Action, Reach 2
melee weapon
Attack: +13 vs. AC
Hit: 1d10 + 4 damage, and the target is marked until the beginning of the pikeman’s next turn.

Pike Push ✦ Encounter, Standard Action, Reach 2, Recharge (5,6)
melee weapon
Attack: +13 vs. AC
Hit: 1d10 + 6 damage, and target is pushed 2 squares.

Crossbow ✦ At-Will, Standard Action, Range 15/30
ranged weapon
Attack: +12 vs. AC
Hit: 1d8 + 3 damage.


Alignment neutral Languages Common
Skills athletics +11, endurance +10
Str 16 (+6) Dex 15 (+5) Wis 11 (+3)
Con 15 (+5) Int 10 (+3) Cha 13 (+4)


Equipment: chain mail, pike, crossbow, 10 bolts

Light Infantry ✦ Level 6 Skirmisher
Medium natural humanoid XP 250


Initiative +7 Senses Perception +3
HP 71; Bloodied 36
AC 20; Fortitude 16, Reflex 18, Will 15
Speed 6


Powers

Short Sword ✦ At-Will, Standard Action
melee weapon
Attack: +11 vs. AC
Hit: 1d6 + 6 damage.

Backstab ✦ Encounter, Standard Action, Recharge (5,6)
melee weapon
Attack: +11 vs. AC
Hit: 3d6 + 4 damage, and target is dazed until the end of the Light Infantry’s next turn.

Shortbow ✦ At-Will, Standard Action, Range 15/30
ranged weapon
Attack: +12 vs. AC
Hit: 1d6 + 3 damage.

Fleet of Foot✦ At-Will, Move Action, Personal
Shift 1.


Alignment neutral Languages Common
Skills athletics +11, endurance +10
Str 14 (+5) Dex 16 (+6) Wis 11 (+3)
Con 15 (+5) Int 10 (+3) Cha 13 (+4)


Equipment: leather armor, shortsword, shortbow

Knight of the Realm Level 6 Soldier
Medium natural humanoid XP 250


Initiative +7 Senses Perception +3
HP 71; Bloodied 36
AC 24; Fortitude 18, Reflex 16, Will 15
Speed 5 (10 on warhorse)


Powers

Lance ✦ At-Will, Standard Action, Reach 2
melee weapon
Attack: +12 vs. AC
Hit: 1d12 + 5 damage, and the target is marked until the beginning of the pikeman’s next turn.

Longsword ✦ At-Will, Standard Action
melee weapon
Attack: +13 vs. AC
Hit: 1d8 + 4 damage, and the target is marked until the beginning of the pikeman’s next turn.

Heavy Lance Charge ✦ Encounter, Standard Action, Reach 2, Recharge (5,6)
melee weapon
the Knight charges and attacks with the lance
Attack: +12 vs. AC
Hit: 1d10 + 7 damage, and target is pushed 2 squares.

Crossbow ✦ At-Will, Standard Action, Range 15/30
ranged weapon
Attack: +12 vs. AC
Hit: 1d8 + 3 damage.


Alignment neutral Languages Common
Skills athletics +11, endurance +10
Str 16 (+6) Dex 15 (+5) Wis 11 (+3)
Con 15 (+5) Int 10 (+3) Cha 13 (+4)


Equipment: chain mail, heavy shield, lance, longsword, crossbow, 10 bolts

War-Sorcerer of Soguer Level 9 Artillery
Medium natural humanoid XP 400


Initiative +7 Senses Perception +9
HP 72; Bloodied 36
AC 20; Fortitude 19, Reflex 21, Will 25
Speed 6


Powers

Burning Spray ✦ At-Will, Standard Action Close blast 3
Arcane, Fire, Implement
You fling your arm in a wide arc, casting liquid fire at your foes.
Target: Each creature in blast
Attack: +12 vs. Reflex
Hit: 1d8 + 8 fire damage.

Chaos Bolt ✦ At-Will, Standard Action Ranged 10
Arcane, Implement, Psychic
A bolt of many-colored light leaps from your hand and screams toward an enemy’s head.
Primary Target: One creature
Primary Attack: +12 vs. Will
Hit: 1d10 + 8 psychic damage.
Effect: If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power
Secondary Attack: +12 vs. Will
Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack.
You can attack a creature only once with a single use of this power.

Chaos Storm ✦ Encounter, Standard Action Area burst 1 within 10 squares
Arcane, Implement, Lightning, Teleportation
A storm of lightning pounds your enemies. When the storm clears, everyone has teleported to new positions by your magic.
Target: Each creature in burst
Attack: +12 vs. Reflex
Hit: 2d6 + 8 lightning damage.
Effect: You teleport each target hit by the attack to any other space within the burst.

Contagious Curse ✦ Daily, Standard Action Ranged 10
Arcane, Implement, Poison

A cloud of poison gas coils around your foe, warding off help.
Target: One creature
Attack: +12 vs. Fortitude
Hit: 2d10 + 8 poison damage.
Effect: You slide the target a number of squares equal to your Charisma modifier. The target is poisonous to your enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 poison damage.
Wild Magic: If you rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 poison damage.

Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack’s other effects.


Alignment neutral Languages Common, Draconic
Skills Arcana +9, Insight +9, Perception +9
Str 13 (+5) Dex 17 (+7) Wis 11 (+4)
Con 12 (+5) Int 10 (+4) Cha 21 (+9)


Equipment: staff, dagger, robes

Trent Level 9 Paladin (Soldier)
Medium natural humanoid XP 400


Initiative +5 Senses Perception +4
HP 83; Bloodied 41; Healing Surge: 20; Healing Surges: 1
AC 28; Fortitude 22, Reflex 23, Will 23
Speed 6 (10 on warhorse)


Powers

triple-headed flail ✦ At-Will, Standard Action,
melee weapon
Attack: +13 vs. AC
Hit: 1d10 + 6 damage

Enfeebling Strike ✦ At-Will, Standard Action, Melee
melee weapon
Attack: +12 vs. AC
Hit: 1d10 + 8 damage. If marked, the target takes -2 to attack rolls until the end of Trent’s next turn.

Divine Challenge ✦ At-Will, Minor Action, Close burst 5,
Divine, Necrotic
Effect: the target is marked, taking a -2 penalty to attacks that do not include Trent as a target, and the first time the target makes such an attack it takes 8 points of necrotic damage.

Lay on Hands ✦ 4 times / Encounter, Minor Action, Melee Touch
Divine, healing,

Divine Reverence ✦ Encounter, Standard Action, Close burst 1
Divine, Necrotic, implement
Attack: +12 vs Will
Hit: 1d8 + 8 necrotic damage, and the target is dazed until the end of your next turn.

Necrotic Pulse ✦ Daily, Standard Action, Ranged 10
Divine, Necrotic
Attack: +12 vs Fortitude
Hit: 1d10 + 8 necrotic damage, and make a secondary attack
Secondary Attack: +12 vs Fortitude on each enemy adjacent to the primary target.
Hit: 1d10 + 8 necrotic damage and the target is pushed 3 squares.
Sustain Minor: repeat the secondary attack.

Wrath of the Gods ✦ Daily, Minor Action, Close burst 1
Divine
Trent and each ally in burst gain +5 to damage rolls until the end of the encounter.


Alignment neutral Languages Common
Skills religion +9, bluff +13
Str 16 (+7) Dex 12 (+5) Wis 10 (+4)
Con 11 (+4) Int 14 (+6) Cha 21 (+9)


Equipment: layered plate mail (A.V.), heavy shield, triple-headed flail, holy symbol of Hextor, heavy warhorse

Count Aguies Level 12 Fighter (Soldier)
Medium natural humanoid XP 700


Initiative +7 Senses Perception +9
HP 109; Bloodied 54; Healing Surge: 26; Healing Surges: 2
AC 32; Fortitude 31, Reflex 27, Will 25
Speed 5 (10 on warhorse)


Powers

Bastard Sword ✦ At-Will, Standard Action, Melee
melee weapon
Attack: +21 vs. AC
Hit: 1d10 + 12

Combat Challenge
Any target Aguies has attacked may be marked, and takes -2 to attack rolls that don’t include Aguies as a target. Aguies can make a bastard sword attack against any marked target that shifts or makes an attack that does not target him.

Sweeping Blow ✦ Encounter, Standard Action, Close burst 1
Attack: +24 vs. AC
Hit: 1d10 + 12 damage.

Reckless Strike ✦ Encounter, Standard Action, Melee
Attack: +19 vs. AC
Hit: 3d10 + 12 Damage.

Victorious Surge ✦ Daily (Reliable), Standard Action, Melee
Attack: +21 vs. AC
Hit: 3d10 + 12, and regain 26 HP.

Defensive Training ✦ Daily, Stance, Minor Action, Personal
Effect: Gain a +2 power bonus to Fortitiude, Reflex or Will defense.

Inexorable Shift ✦ Daily, Move Action, Personal
Effect: Shift into any adjacent square and push any target occupying that square 1.


Alignment neutral Languages Common
Skills athletics +18, endurance +12
Str 24 (+13) Dex 12 (+7) Wis 16 (+9)
Con 13 (+7) Int 17 (+9) Cha 11 (+6)


Equipment: wyvernscale armor, heavy shield, bastard sword


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Lone Tree

This single tree stands out in the vast stretch of Bale Morrow. It is said that this tree is so affected, that birds will not even land in its branches.

Many a shady deal has gone down in this location, with many an ill consequence. Here is a random encounter table (d100).

1-10: A small party of adventurers huddles around a crude map. If approached with care, they will serve as porters through the Bale Morrow in exchange for being led through.

11-15: A wandering wizard has set up a small camp under the tree, and is busy collecting mosses and fungi for use as spell components. If approached, the party will set off his glyph of warding, and he will turn on them.

16-20: A merchant has wandered off course, and his cart is stuck in the mud. If assisted, he will offer the party a few items.

21-35: A party of gnolls waits in ambush!

36-42: The skull of a humanoid provides the first clue of a deeper mystery, culminating in uncovering a murder.

43-50: The weather turns violent, and the party must seek shelter or risk being struck by lightning.

51-95: Choose a random encounter from an appropriate table.

96-100: A magical item has been left leaning against the tree. There is a 50/50 chance that it is cursed.

Further, if anyone tries to climb the tree, the limbs will emit a low shriek, causing a 20′ fear aura (DC 20). Finally, the limbs give off a murky poison (Fortitude save DC 25 or suffer 1d4+2 permanent Con damage).


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Reading Room

Here’s another encounter from the upcoming Old Rock Tower 4th Edition conversion. A young chimera lairs in this room in the abandoned tower, below.

Level 8 – 1750 xp

The broken and charred remnants of furniture lie scattered around the room, piled up along with sticks and plant matter to form a raised nest. Coins, items and bones lie scattered around the room. Both the north and west doors have been broken down and the roof and archway leading to the southern balcony is mostly missing.

The debris in this area constitutes rough terrain and covers 1/2of the floor.

CREATURE: A young chimera has made its lair here and will leap to attack anything entering the room. If hard pressed it will retreat out one of the balconies and try to regain the upper hand by swooping in upon the party from above the roof. It will not easily abandon its horde of treasure. If the players made significant noise entering the area 24, the chimera will be waiting to ambush the first to come through the door.

TREASURE: The items scattered around the room include broken bookshelves and chairs, crumbling ancient scraps of paper and book covers, ruined scraps of clothing and armor, an elven longsword, a small steel shield, a short sword, 800 gold coins, two gems worth 100 gold, and a Rod of the Dark Reward +2.

Young Chimera – Level 8 Solo Brute
Large natural magical beast – XP 1,750

Initiative +10 Senses Perception +14; all-around vision, darkvision

HP 288; Bloodied 144; see also bloodied breath
AC 22; Fortitude 22, Reflex 22, Will 20
Resist 10 fire
Saving Throws +5
Speed 6, fl y 10 (clumsy), overland flight 15
Action Points 2

Powers
Lion’s Bite (standard; at-will)
+9 vs. AC; 2d8 + 5 damage.

Ram’s Charge (melee; standard; at-will)
The chimera makes a charge attack; +10 vs. AC; 1d10 + 9 damage, and the target is pushed 1 square or knocked prone.

Triple Threat (melee; standard; at-will)
The chimera makes the following three melee attacks, each one against a different target:
Lion’s Bite +9 vs. AC; 2d8 + 5 damage.
Dragon’s Bite +9 vs. AC; 3d6 + 5 damage.
Ram’s Gore +9 vs. AC; 1d10 + 5 damage, and the target is knocked prone.

Dragon Breath (blast; standard; encounter) – Fire
Close blast 5; +5 vs. Reflex; 1d8 + 5 damage, and ongoing 5 fire damage (save ends).

Bloodied Breath (blast; free, when first bloodied; encounter)
The chimera recharges and uses dragon breath.

Alignment Unaligned Languages Common, Draconic
Str 20 (+9) Dex 17 (+7) Wis 14 (+6)
Con 19 (+8) Int 5 (+1) Cha 17 (+7)


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The Story of Silas Dindle

Silas Dindle is a local baron with a keep along the road between Tannen and Chez. The small barony has profited from the trade route that runs from Westfort to the capital.

Lately Silas has been acting strange, insisting that his twin teenage daughters (who look only remotely alike) remain in his keep out of fear of having it overrun with goblins if they leave. It’s as if he sees them as guardians of the keep, though he employs a full retinue of soldiers to guard the keep itself. This has created some friction between him and his daughters, who wish to travel to Tannen to enjoy the prime of their youth. The Jæruel is beginning to threaten to step in if he is unable to gain control of the situation and explain why his daughters cannot leave the keep and why his men have been unable to provide escorts along the nearby roads. They too have been pressed into a new service, that of protecting the daughters so they can protect the keep.

Lady Dindle is long gone; she died during their birth some fifteen years ago. Silas has mourned her ever since. If the party visits the small graveyard at the rear of the castle, they will learn this, and her ghost will visit the party and tell her side of the story, a tale of wanting to keep her man happy while at the same time losing herself in him. They were unable to conceive, and instead she was impregnated by one of his god’s angels, giving birth to the half-angel beings that protect the keep. At least that’s her side of the story.

Plot Resolution

It turns out, they were able to conceive, but Lady Dindle died with the twin daughters, who were replaced with angels (Antaigne and Emmaigne) on earth due to Silas’ devout nature. Recent events, including his joining the Jæruel have led him to question his god and perform acts which are considered less devout by his god’s followers, including overtolling the local merchants and imprisoning a merchant who asked for one of his daughters’ hands (Emmaigne, the younger of the two) in marriage. The party will need to restore Silas’ faith by helping him perform a series of heroic deeds. This will enable him to retain the angels and thus his sense of fatherhood, and maintain a reason for living.

(map of the keep to follow in a later post)


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