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Atonement Walks On Six Legs

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[Jerry: Approved on 2/28/06. Needs more story elements. You have a great premise. a wizard turned bad who thinks elves are at fault. But then this is not mentioned again in your module. So add in story elements into every scene please.]

[Jerry: Reviewed on 02-01-2006. Needs to be finished and I’ll approve this. I see no need for changes or even suggestions at this point.]

Atonement Walks on Six Legs

Windhorn Hamlet

Oct. 27, 2005

Last Update: Feb. 26, 2006

Written by Cayzle

==

Summary of Module:

The Fae King has been defeated, but before passing on, he offers a step toward atonement by telling the party a story. He tells them that a mad Wizard has captured several dozen elves and intends to sacrifice them to advance some evil scheme. The Avatar was planning to go rescue the elves when the party caught up to him and killed him. He begs the Hamleteers to finish the job for him.

This module is intended as a fast-paced, strategy and tactics-rich game that tests the group to work together, either with intensive combat or intensive cleverness. The stakes and dangers are high, and the module may put the Hamleteers at risk of capture or worse.

The module consists of these challenges and potential challenges:

1) Find the giant ant-hill in which the Wizard lives.

2) Sneak into the hill or fight your way in.

3a) Defeat the guardians or bypass them.

3b) Or maybe be captured -- if so, then the next challenge is to escape.

4) Rescue the elves.

5) Defeat the Wizard.

==

Deep Background:

The Wizard, named Sahnhan, is a druid 3 / wizard 3 / monstrologer 6 / mystic theurge 6. He is a Verminologist, specializing in bugs. He has gotten his hands on some of the Atone-Sleep-Die acorns of Queen Maab, and believes that with the right magic and watered with elf blood, he can grow them into something evil and nifty.

Sahnhan lives in a giant ant hill, guarded by his own breeds of mutated ants. He also has a large number of humanoid slaves, who he controls through parasite bugs that latch on to and Dominate targets. He has been building his forces and planning revenge on those who mocked him long ago.

[Jerry: what does Sahnhan look like?]

He has two special henchmen, both females. His Queen Bee is an awakened bee with 3 racial HD and also D2/C1/Greenmage5

She has two awakened trees -- Large animated objects with 7 HD each.

==

Scene 1 - Bugs on the Trail (two weeks)

The party heads off in the direction suggested by the Avatar. As they get closer, they may note the following clues that things are not right -- absence of animals, presence of many game trails (made by ants), a relatively easy encounter with a mutant ant hunting party, use by mutant hunter ants of paralysis poison.

[Jerry: Where in the Wold is this place? How about a map of the journey. Just print the requisite woldian map and draw the path on it, scan and save.]]

Following game trails will let the party track the ants back to the Hill. Then, if the party is smart, they will do some recon / scrying / spying to learn more. If they are clever, the party can discover the following pieces of information: Mutant ant guard movement pattern. Presence of other mutant vermin, such as nearby mutant wasps. Use of humanoid slaves to tend giant aphids aboveground. Alternative entrances to the Ant Hill. Map of the Ant Hill internal passages and chambers.

If the party captures a human slave and “cures” it of its parasite, then they might learn what life is like in the Hill, and more on what is going on. Among other things, they will discover that the elf sacrifice is set to happen very soon.

Of course, it is possible that the party will not prep or recon well, and may enter unprepared. In that case, it is entirely possible that one or more will be captured. That is fine, because I was thinking that an escape scenario would be fun to run.

Scene 2 - Into the Hill (three weeks)

At this point it is hard to predict how the party will react. Instead, this part of the module will detail the hill, the captives and monsters in it, and how they will react to invasion.

Monsters to be created for this module:

Domination Parasites

Ants

Mutant Giant Stalker Bees

Mutant Improved Bees

Mutant Warrior Ants

Dominated Humans & Orcs

Dominated Elves

Captive Elves

The outer defenses will consist of two Awakened Trees, Two summoned unicorns (summoned by the Queen Bee), The Queen Bee (who stays concealed in the foliage up high in the tree – at least 100 feet up – at all times. Also six Mutant Invis True-Strike Silent Bees, another 10 regular (mutant regen) bees, five warrior ants, another five workers, and another four dominated orcs.

Scenes 3-5 - Inner Sanctum

Scene 3 - FIRST CHAMBER: In the first chamber underground the Sage’s Simulacrum (a Wiz3/Druid3/Mystic Theurge3) will be hidden, invisible, and reduced, hiding behind a barrel. Also there will be four or five worker ants. The Sage can see through the Simulacrum’s eyes, thanks to the Domination Parisites that both wear (these are beetles look like helmets on your head. They cover your eyes but leave mouths free.) The simulacrum is carrying a Ring Gate; the other half is in the Sage’s possession. He can look through the gate and see into this chamber. When the party enters, he will cast Message to talk with them, and Heightened Mind Fog (7th level) into the chamber to reduce the party’s Will saves. He will invite them to enter and talk. The simulacrum will Dimension Door out via scroll or wriggle through the Ring Gate.

SIDE CHAMBERS: These go to ant places – stores, larvae nursery, etc. Nothing relevant.

CORRIDOR: This corridor ends in a tapestry, behind which is a door. The door has a Symbol of Persuasion on it, hidden by the curtain. If the party draws the curtain, everyone will be affected by the symbol. The sage, via message cantrip, will urge the party to enter.

[Jerry: remember you’re telling a story. So don’t get all caught up in the exploration and meaningless combat. Tell your story. Find pieces or add pieces of it to these “boring” areas.]

Scene 4 - SECOND CHAMBER: This is a large store room whose ceiling is held up by four wood pillars. The pillars have been intentionally weakened. There is a door leading further in, and there is a hole in the door – like an arrow slit, giving good cover to anyone on the other side. The Sage will meet the group here. First he will stand behind the door and address the party with a Projected Image. If the group sees through that, he will come out to talk, leaving his simulacrum behind the door invisibly watching and hiding. If the charm worked well, then the Sage will schmooze and chat friendly-like, getting as much info as he can. If the party broke things or killed people on the way in (likely if they fought their way in), then he will demand compensation, maybe some magic items, and send them on their way. If, even charmed, they are insistent about the elves, the Sage will tell them they were mistaken, or make up something, to put them off. Worst case, maybe he will send them off with illusions, or maybe surrender an elf. There’s also the chance that he’ll try to capture them, by locking them in a room with a dimensional anchor, or by triggering the cave-in. That’s especially an option if negotiations go south.

If the party is not sufficiently charmed, or if talk gets angry, the simulacrum will cast Warp Wood, taking down the pillars and the ceiling. See DMG for rules on cave-ins, page 66. Treat buried PCs as grappled for actions possible. The Sage dim doors out from under the rubble, then he and the simulacrum start summoning earth elementals to swim through the rubble and attack buried PCs. Any PCs brought into the negatives will be captured and brought out by the elementals.

Scene 5 - THIRD CHAMBER: The Sage will mount his “final” defense here. In fact, it will be the simulacrum (restored to normal size), the remaining Ant Warriors, and the Ant Queen, plus a few controlled orcs and humans. This is a straight fight, blades and spells. The Sage will abandon all hope of escaping detection if the party has seen through his efforts already, instead simply blasting with every spell at his disposal.

Sahnhan’s Strategy: Spells cast before the battle, as time allows: Alarm in the working office (see below) in case he is flanked; Haste (on self and others), Stoneskin on Simulacrum, Vermin Growth on his ant minions, Rage on his ant minions; Barkskin, Bear’s Endurance, Cat’s Grace, Greater Magic Fang on the Ant Queen.

Spells cast on himself: Protection from Good, Mage Armor, Shield, Expeditious Retreat, Protection from Arrows, Resist Energy (elec), See Invisible, Mirror Image, Bear’s Endurance, Cat’s Grace, Heroism, Haste, Lesser Globe of Invulnerability, Stoneskin, Contingency (Cure Crit Wounds if wounded below half), Greater Arcane Sight (from a scroll), and Protection from Spells (also on Simulacrum and Ant Queen), and Repulsion (cast at the last moment, when defenders are in position). Also on himself: Barkskin, Neut Poison, Protection from Fire, Freedom of Movement.

The Simulacrum will have the following spells in place: mage armor, shield, pro good, exp retreat, bear end, mirror image, heroism. Haste and pro spells from the sage.

Captive elves, chained to the floor, will serve to deter area spells.

The ants will be affected by haste, vermin grow, and rage.

The queen will be affected by haste, vermin grow, rage, pro spells, barkskin, bear str, bull end, cat grace, greater magic fang, heroism.

The sage will use quickened mm and scorch ray each round. Major spells to start with are forcecage, irrisistable dance, feeblemind, etc. Will blip out if threatened, to cast summons and buff back up (repulsion, frex).

This chamber serves as a working office and residence – enough to fool intruders into thinking that this is the sage’s quarters. He keeps a small treasure hidden in trapped chests here.

Scene Six: HIDDEN INNER CHAMBERS: CAPTURED OR EXPLORING:

This is where the Verminologer retreats. He uses a Dimensional spell to prevent others from teleporting in or out. Here is where he takes the prisoners. He has a lab, library, and residence.

He made this refuge with passwall and disintegrate spells, carving it out himself. No one now alive except the Simulacrum has seen these small halls.

The only place left to explore is the sage’s inner sanctum. If captured, the party will be here. If they defeat the sage, he will retreat here. It is possible that the party won’t find this place.

You have to pass through solid stone to get here. There is a dimensional lock that prohibits most teleporting in and out.

APPENDIX A – END MATTER

A) NPCs in this module. Sahnhan the Sage, his Queen Bee, his And Queen, and his Simulacrum. Sahnhan is a smooth talking scholar who enjoys dabbling in the forces of life. He is prepared, cautious, and likes to be in control. He is LE with neutral tendencies.

B) Location. The action takes place in an uninhabited portion of the Windbourne Hills. The Sage’s compound is a valley of giant flowers (tended by his large bees). In the center is a hedge that acts as a wall. Inside is a huge Whistal Tree. The beehive is in the tree trunk. Under the tree is a vast anthill. The sage lives under the hill.

C) Treasure. (Note! Much of the below will be used during the fight!)


SAGE Ring Gates 40000 Int Headband +4 16000 Wis Amulet +4 16000 Pearl of Power 7th level 49000 Ring Evasion 25000 Ring Protection +5 50000 Ioun Stone +1 Caster Level 30000 Vestment o Setanos +2 Caster Levels 58000 Elixer of Hide x10 2500 Elixer of Move x10 2500 Elemental Gem x4 9000 Wand CMW 4500 Wand MM 9th 6750 Scrolls Teleport x2 2250 Mon Sum 8 3000 Greater Arcane Sight 2275

SIMULACRUM Wand MM 9th 6750 Wand CSW 11250 Salve of Slipperiness x3 3000 Rod of Enemy Detection 23,500 Lesser Rod of Silent Spell 3000


FAMILIAR Ioun Stone Spell Storing 36000

Components, furnishings, lab, etc 25000

Cash 14725

TOTAL 440000


4) Experience Points:

One-sixth of a level per month gained – most likely, four to five sixths of a level.

APPENDIX B -- MONSTERS

Buffed Sage

Str 10

Int 22

Wis 20

Dex 15

Con 16

Chr 13

HP 129 with BE

AC 31

Saves: +20 Fort, +15 Ref, +27 Will PLUS prot spells.

Simulacrum

Str 10

Int 16

Wis 14

Dex 12

Con 16

Chr 13

HP 63 with BE

AC 22

Saves: +12 Fort, +8 Ref, +15 Will PLUS prot spells.

Awakened Tree

Size/Type: Large Plant

Hit Dice: 7d10 (38 hp)

Speed: 40 ft. (8 squares)

Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14

Base Attack/Grapple: +5/+12

Attack: Slam +8 melee (1d8+4)

Full Attack: Slam +8 melee (1d8+4)

Space/Reach: 10 ft./10 ft.

Special Attacks: Poison, True Strike

Special Qualities: Plant traits

Saves: Fort +5, Ref +2, Will +2

Abilities: Str 16, Dex 10, Con Ø, Int 10, Wis 10, Cha 10

Skills: Spot +10, Survival +5, Know Nature +5

Plant traits:

Low-light vision., Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)., Immunity to poison, sleep effects, paralysis, polymorph, and stunning., Not subject to critical hits.

Giant Stalker Bee

Size/Type: Large Vermin

Hit Dice: 9d8 (57 hp)

Speed: 20 ft. (4 squares), fly 80 ft. (good)

Armor Class: 15 (+1 Dex, +5 natural -1 size), touch 10, flat-footed 14

Base Attack/Grapple: +6/+14

Attack: Sting +9 melee (1d6+4 plus poison)

Full Attack: Sting +9 melee (1d6+4 plus poison)

Space/Reach: 10 ft./5 ft.

Special Attacks: Poison, True Strike

Special Qualities: Darkvision 60 ft., silent, invis, regeneration 3. vermin traits

Saves: Fort +8, Ref +4, Will +4

Abilities: Str 19, Dex 12, Con 15, Int 0, Wis 12, Cha 9

Skills: Spot +10, Survival +5*

Sting: If the bee hits, its stinger detaches and lodges in the victim. This inflicts 3d6 damage to the bee, and the bee cannot attck again until it regenerates the stinger. The stinger continues to pump poison into the victim for another 1d4 rounds after the first hit. The stinger can be removed with a DC20 Str check that inflicts 2d6 damage on the victim if successful, 1d6 if unsuccessful.

Poison: Fort save DC18 for 1d8 Con initial and secondary.

Silent: The bee is surrounded by a zone of silence with a 10 foot radius. This is a supernatural ability that is always on.

Invisible: The bee can become invisible at will as a spell-like standard action. This lasts until the bee attacks, which ends the invisibility.

True Strike: The bee can cast True Strike at will as a Spell-like standard action.

Regeneration: The bee regenerates 3 hp nonlethal damage each round. Fire and acid are lethal damage..

Tactics: The invisible silent bee casts True Strike, then attacks to sting. After a successful attack, the bee flies off to regrow its stinger, letting the old stinger do its job.

Improved Bee

Size/Type: Large Vermin

Hit Dice: 9d8 +18 (58 hp)

Speed: 20 ft. (4 squares), fly 80 ft. (good)

Armor Class: 14 (+1 Dex, +4 natural -1 size), touch 10, flat-footed 13

Base Attack/Grapple: +6/+14

Attack: Sting +9 melee (1d6+4 plus poison)

Full Attack: Sting +9 melee (1d6+4 plus poison)

Space/Reach: 10 ft./5 ft.

Special Attacks: Poison Fortitude DC 15, initial and secondary damage 1d6 Con

Special Qualities: Darkvision 60 ft., vermin traits, regeneration 1 hp/round

Saves: Fort +8, Ref +4, Will +4

Abilities: Str 19, Dex 12, Con 15, Int Ø, Wis 12, Cha 9

Skills: Spot +5, Survival +1*

Sting: If the bee hits, its stinger detaches and lodges in the victim. This inflicts 3d6 damage to the bee, and the bee cannot attack again until it regenerates the stinger.