The Ruins of Soguer – River Journey to the Ruins
Presented below is the first leg of the adventure The Ruins of Soguer. Previously the players had been tasked with traveling to the nation’s fallen capital to find the old king’s sword so that their liege can be coronated.
Previous sections of the adventure can be found here:
The Ruins of Soguer – Introduction
The Ruins of Soguer – Start of the Adventure in Aguies Town & Castle
Running the adventure – This section of the adventure details the player character’s travel from Aguies town to the ruins of Soguer. There is an important encounter along the way, where they meet a ship crewed by Aurochs who are searching for a kidnapped member of their royal family. There are also a few encounters with dangerous creatures and terrain as they travel the wild marsh near Soguer.
Goal – rescue the Auroch princess – Iejir’svern.
level 10, XP 2000 or 3000
This is an encounter with crocodiles in what were once the surrounding farmlands – now swallowed by the marsh. As the journey continues, read or paraphrase the following:
Free Action Melee 0
Target: Creature in a trapped square
Attack: +14 vs. Reflex
Hit: The creature falls into the quicksand, is restrained until they escape and begins sinking (see Effect – Sinking below).
Miss: The character is slowed in the quicksand square but is not yet sinking.
Effect – Sinking: After one hit, a character sinks up to their waist. A second hit or a failed Athletics check means they sink to their neck. A third hit or failed athletics check indicates they sink completely and begin suffering the effects of suffocation (DMG p. 159).
-A character wearing light or no armor can make a DC 24 Nature check to know that if they hold still they will float, and can then do so. While floating in this way the character is not subject to any more attacks from the quicksand. Any move or standard action will end the float and cause the character to be subject to further attacks by the quicksand.
If you wish to add a greater threat to this encounter, feel free to add a few hungry stirge swarms to up the threat.
Creatures – stirge swarms – XP 700 each.
Posted in 4th edition Dungeons & Dragons, Adventure and tagged encounter: skill challange level 10, subplot: Lament of the Aurochs, The Ruins of Soguer, trap: hazard level 11 (elite) by Adam A. Thompson with no comments yet.
Saurian Cleric ✦ Level 13 Controller
Medium natural humanoid (lizardfolk) ✦ XP 800
Initiative +7 Senses Perception +11
HP 125; Bloodied 62
AC 27; Fortitude 25, Reflex 23, Will 27
Speed 5
Powers
Mace ✦ At-Will, Standard Action, Melee
+18 vs. AC, 1d8 + 9 damage.
(un)Holy Smite ✦ At-Will, Standard Action, Close Blast 3, Radiant or Necrotic, Target: Each enemy in blast
The cleric brandishes his holy wymbol, speaks sacred words and energy from his god smites his enemies.
+17 vs. Will, Hit: 1d10+6 radiant or necrotic damage, and the target is weakened until the end of their next turn.
Dragon God’s Claw ✦ Encounter (recharge 5-6), Standard Action, Ranged 10, Force, Fire
In answer to the cleric’s prayer a ghostly claw of flame descends and pins the foe to the ground.
+17 vs. Reflex, 4d8+6 force and fire damage and the target is knocked prone, restrained and takes ongoing 5 fire damage (save ends).
Alignment neutral Languages Common
Skills Athletics +15, Religion +17
Str 19 (+10) Dex 12 (+7) Wis 22 (+12)
Con 13 (+7) Int 16 (+9) Cha 14 (+8)
Equipment: robes, scale mail, mace, holy symbol
These statistics can be used for either of the two high priests of the new temple to the gods in Veth’achuak’arux – the green valley of the Aurochs. The two priest revere Tiamat and Bahomet respectively and their Smite powers deal radiant or necrotic damage as befits their patrons.
Their creed includes the compatible commandments from those two gods and is primarilly focused on being mighty warriors. The priest of Tiamat tends to extole gaining wealth as a source of power and a benefit of power as well. The priest of Bahomet tends to focus on the importance of defending your family, clan or comrades in arms. Their teachings are very popular and well recieved by the mercanary companies that bivouac near the temple. The mercanaries tend to have a small shrine to these dragon gods on their ships and pray to them before battle. At the urging of the clerics these warriors have taken to calling themselves the Saurians to distinguish themselves from the rest of Aurochs who revere the royal shamans and their less martial spirits.
Posted in Uncategorized and tagged creature type: humanoid, creature: paragon controller, subplot: Lament of the Aurochs by Adam A. Thompson with no comments yet.
Saurian Assassin
This hunter, along with the priest of Tiamat, is in charge of the expidition to deliver the Auroch Princess to Baldric Ostov. He has been lurking at the ruined house where they plan to sacrifice her, observing the ritual from hiding in case anything goes wrong. If the players rescue the princess, he will attempt to kill her himself so that she cannot report the Saurian’s treachery to the royal family.
Saurian Assassin✦ Level 12 Elite Lurker
Medium natural dragonborn ✦ XP 1400
Initiative +12 Senses Perception +15
HP 194; Bloodied 92
AC 28; Fortitude 24, Reflex 24, Will 22
+2 to Saving Throws
Action Points: 1
Speed 6
Powers
Bite ✦ At-Will, Standard, Melee
+17 vs. AC, 2d6 + 3 damage.
Blowgun ✦ At-Will, Standard, Ranged 6
+17 vs AC, 1d4 + 6 damage and ongoing poison 10 (save ends).
Executioner’s Noose ✦ At-Will, Standard, Ranged 5
Force, Implement, Shadow
+17 vs. AC, 1d6 + 6 force damage, the target is pulled 2 squares and slowed for 1 turn.
Quickened Breath ✦ At-Will, Minor Action (only usable once per turn), Close burst 5
+15 vs. Reflex, 1d6 + 4 poison damage.
Flury of Talons ✦ Encounter (Recharge 5-6), Standard, Melee
Implement, Shadow
Fly 6 to a square adjacent to an enemy and then make three attacks at:
+15 vs. Reflex dealing 1d8+3 damage per hit.
Bloodied Talons ✦ Encounter, Immedeate Reaction
Flury of Talons recharges and the Assassin uses it immedeately.
Alignment evil Languages Draconic
Skills nature +11, perception + 15, stealth + 17
Str 16 (+9) Dex 22 (+12) Wis 10 (+6)
Con 19 (+10) Int 12 (+7) Cha 19 (+10)
Equipment: blowgun, poisoned darts, torc with dragon heads
Posted in Uncategorized and tagged creature type: humanoid, creature: paragon lurker (elite), subplot: Lament of the Aurochs by Adam A. Thompson with no comments yet.
A Princess of the Aurochs
Iejir’svern is a member of the royal family of the Aurochs, a civilization of dragonborn and lizardfolk who inhabit the swamps of southern Soguer – a land they call Veth’achuak’arux (our green valley). The royal family are also the shamanistic priesthood of the Aurochs, and Iejir’svern is a young but powerful spiritual leader of her people – she is well-liked by her subjects. She publically lives out the priesthood’s principals of harmony with nature, respect, patientce, and wisdom.
Currently she has been kidnapped by the Saurians, a group of priests in the Auroch society that worship gods rather than nature – a new phenemon within their society that has sprung up in the last few generations. They mainly revere Tiamat and Bahomet, viewing them as powerful complimentary dieties that extol them to become mighty, wealthy and powerful. Some among them also worship other dieties such as Errithul and Hextor. The Saurians resent the power and respect the royal line holds in Veth’achuak’arux and many among them wish to usurp the religious leadership of their people from the Aurochs. A bold group of Timat worshipers among them has kidnapped Iejir’svern to remove her charismatic hold over the people. But this treasonus sacralige was not their own plan – it was suggested to them by an agent of Brashel Ocktor – the priest of Orcus who is carefully building up his power in these lands.
A slender young dragonborn female with light blue-green scales, a small frill above her head, and curving horns, Iejir’svern tends to tap her fingers when nervous, and has a star-shaped patch of white scales on the end of her snout.
Iejir’svern ✦ Level 9 Shaman
medium natural humanoid ✦ XP 400
Initiative +5 Senses Perception +9
HP 64; Bloodied 32
AC 20; Fortitude 21, Reflex 18, Will 23
Speed 6
At-Will Powers
Companion Spirit – Sprit’s Shield – opportunity action – when an enemy leaves a square adjacent to the spirit companion. wisdom vs reflex – 4 damage.
Watcher’s Strike – Wisdon vs. Reflex, 1d8 + 7 damage and you and allies gain +1 to attack and +5 to perception for 1 turn.
Defending Strike – Wisdon (+12) vs. Reflex, 1d8 + 7 damage and you and allies gain +1 power bonus to AC while adjacent to the spirit companion.
Encoutner Powers
healing spirit – spend healing surge + 2d6 hp
speak with spirits
Dragon Breath – close blast 3, +8 vs Reflex, 1d6 + 6 lightning damage.
Thunderstorm Spirit – ranged 5, Wisdom (+12) vs. Reflex, 1d12 + 7 lightning and thunder damage, and when you and your allies hit a target adjacent to the spirit companion they deal an extra 1d6 lightning and thunder damage.
Daily Powers
Raging Storm Spirit – area burst 5 within 10, Wisdom (+12) vs. Reflex, 3d6 + 7 damage. Effect: creates a zone of thunder that grants allies within it 1d6 extra thunder damage on enemies within the zone.
Blessing of the Iron Tree – one bloodied ally withing 5 gains resist 5 to all until the end of the encounter.
Alignment neutral Languages Common
Skills Arcana +10, Heal +14, History +12, Nature +14
Str 13 (+5) Dex 13 (+5) Wis 18 (+9)
Con 16 (+7) Int 12 (+5) Cha 17 (+7)
Equipment: leather armor, dragon totem, mace
Posted in 4th edition Dungeons & Dragons, Character, Creature and tagged subplot: Lament of the Aurochs by Adam A. Thompson with no comments yet.