The new Woldipedia with 5e content is available here

Module 1 Welcome to Cthonia

From Woldipedia
Jump to: navigation, search

[2011JUL01 -- Approved by Jerry for play. I'm going to go ahead and put out the word to start recruiting on the LnB.]

Title of Module: Cthonia Game: Cthonia Projected Dates: 26 weeks July 18- Jan 9

[Note on XP: Since the module lasts 6 months, we'll need to award about a level and a half. So we'll be half way to 3rd by the end of the module. Remember we advance 3 levels in the first year, then 2 a year after that. So 2000xp to 2nd level plus 1500gp which is halfway to 3rd = 3500xp total. I divided the xp pe scene into shares. Some scenes earned 1 share, some 2. Total of 11 shares. 3500xp divided by 11 shares = 318xp per share.]

Author(s): Dan K, Zach R, Jerry Summary of Module:

The party is recruited by a merchant, mr. Randolph, to be the heroic working arm of the Cthonian trading Post. Their mission statement, secure the area, secure the resources as required by the Post and vet the the longevity and profitability of the Post. Some Privateers/black market poachers try and scare the party off from taking the job with some ruffians and a hint or allegation rather that they have someone on the inside at the Trading Post already. The party meets at a Ring Gate and steps through. The gate malfunctions and the party arrives in a dark jungle about 2 days away from the mesa where the Post is located. Traveling through the jungle they meet some hostile natives and flora before arriving at the mesa's base. the elevator is under repair, a rather constant state and the party must find another ascent. Discovering a trail on the Southern side, the party heads up and enters the Post. Adventure concludes with a meet and greet of the Posts inhabitants.


6-14-11 dan k All discussion notes have been moved to the bottom of the document with Scene refereences for easier module writing and review

All game notes as things progress: 10/1 conflict with Mr Bas has left the Player pretty gun shy towards the whole endevour. switching up the ambush to a day later to allow a success for the party against a nice 'random encounter' Some are still wounded it appears as if the group has 0 healing magic We will need to keep an eye on this going forward. I do not intend to spoon feed healing at them however. group will need to be smart enough on this front. if not the second or third appearance with Gargul will allow the god to force the issue i suppose 10/5 party saved Artrius in the teleport event they cannot heal him however and so his condition remains at -9. going to allow rest overnight to push him to -3 keeping him unconscious. 10/17 Dan K DM's going to post the 318xp for scene 3


Scene 1: [Invitation] [4 weeks] [XP: 1 share = 318 ] Treasure 50gp each PC The PC's probably do not know each other at the beginning, unless their background says they know each other before the game begins. This is "flavor" as some offered the job will not accept forming the party. They are hand picked by Randolph and invited to begin the adventure of a lifetime. Randolph will not be explaining why the PC's have been picked beyond that they have been hand picked. PC's recieve hand delivered invitation. Addressed from the Trade and Merchants guild Cordially inviting thier attendence to hear a proposal for adventure and wealth for which they ideally suited.

6/27 -- Changed to 4 weeks for scene 1 6/27 -- Might be fun to send an actual invitation to the meeting through the email?

Once the party receives their invitations, they head to the meeting. It is on Gold Level of the Floating City at an expensive hang out place for the rich called The Sabertooth Lounge.

http://www.woldiangames.com/Woldipedia/index.php/Geography:_Floating_City:_Gold_Level

Location: Sabertooth Lounge: A gentlemen's smoking club. Leather, valets, saunas, library, 5 Star food, all the comforts of the rich gentleman and exclusive membership that brings top status. On Gold Level.

They sit first in an outer lounge and then are ushered inside where they are offered massages, sauna and use of the library. When Mr. Randolph arrives, the Valets escort them into a private room off the main lounge. Lunch is served with pulled pork and multiple sauces to choose from. For those eating light, there are offerings of yellow and white cheeses, vegatable trays, soft fresh stone milled bread with butter, fruits and juice. A dessert tray of assorted pastries and cakes will be brought in later.

Large oblong table with enough seating, Randolph at the far end, 2 servants to assist in distribution of refreshments and to get the PC's seated.

NPC: Mr. Randolph: A cultured gentlemen, or at least that's how he presents himself, [think Sean Connery for the look] he speaks with a cultured accent. Average build in his thirties 5'11" 180 He does well and dresses the part of his station as a upper middle class merchant. Silk shirts of blues, green and reds with embroidery. Fit Cotton pants with shoes After lunch, he smokes a gorgeous pipe magicked to create all kinds of effects, both with the smoke and the emotions of the smoker. He has a good reputation and is known for dealing fairly and legally in all ventures. He is married to his 3rd wife. One of his exes is still living and he supports her and the children. 7 children from small child to young adult. An opportunistic trader, he deals in anything he can turn a nice profit on from live animals to furniture to rope and tackle. He is on the Merchant Guild Council and has much of their support. He is rumored to have been high up in the Cat and Mouse Gang.

During this first meeting, there are several NPC adventurers here as well. This will create the effect of a "narrowing down" process and the NPCs will not be at the 2nd meeting.

They are:

NPC: Gnor Gromskull -- Minotaur Barbarian. Has worked as a Bounty Hunter in the past. Doesn't speak much. Speaks of self in third-person: "Grom says" His problem with the mission is that it involves more than just fighting. Lots of politics and "feel good" type stuff. Helping folks. "Grom hurts. He doesn't help much. That always goes badly for Grom." Picked as a prospect for the adventuring group going to the Trading Post, but didn't make the cut.

NPC: Minniwinkle Nackleman -- Female Gnome Sorcerer. Cute for a gnome. Wears huge southern belle type hats. Her problem is that this means leaving the comforts of the city. Picked as a prospect for the adventuring group going to the Trading Post, but didn't make the cut.

NPC: Mallory and Jillian. Human Thief "Hot" Twins. Blond petite beauties. Red leather of the highest fashion. They always interrupt each others sentences and talk real fast. Think Valley Girls. I also think it would be fun to have them get drunk and get kicked out of the place after the first meeting, while they are talking. Picked as a prospect for the adventuring group going to the Trading Post, but didn't make the cut.

Mr. Randolph leans back in his chair and smoothly says between puffs on his pipe, "My benefactor has charged me to locate trustworthy upstanding citizens of promising talent and so I have gathered you together. Seekers of Fortune, adventure, glory and fame, I offer you the chance to be a part of the beginning of something truly extraordinary in these times. Our Trading Post in Cthonia is ready to be lifted to the next level and you are PRECISELY the individuals that can do that. There is much to be accomplished. The Cthonian Trade Route must be secured and made safe for increased and reliable passage. There are dangerous species to be removed and savages to be pacified. Greater details on these matters will be provided upon arrival through the current Administrator, Mr Phwent. Do well and your opportunities in this life will grow to include a chance to earn title in Floating City, land and property. While at the Post, room and board are free and a stipend of 20gp each a month will be issued for gear deemed required from the post stores. Any extracurricular earnings can be your own or invested in the Trading Post at your discretion. Are there any questions?"

NPC: Lord Perinon: The person who hired Mr. Randolph to hire the party. He doesn't appear in the module.

He'll answer questions to an extent as long as it doesn't reveal something to be explained later. "I can answer that, but only after you commit to the project."

[6/27 -- What's the name of our Trading Post again?]

Mr. Randolph will bow and give them the room so they can confer and talk. "Just have one of the Valets summon me when you have each decided whether to accept employment for this long-term venture. If you have any business you need to take care of, feel free to do so. I am in no hurry as long as I get your answer before evening. I must report results to my benefactor at that time."

A valet comes in shortly to clean up after lunch and says, "You have full use of the facilities while you are our guests. The Library, Sauna, Errand Boys, all are at your service. Let me know how I can meet your needs."

They might Gather Info or local knowlegde on Mr Randolph Local Knowledge DC 10: A merchant of good reputation that deals fairly and legally in all of his ventures. married with many Children Gather Info DC 10 or Local Knowledge DC 15: An opportunistic trader he deals in anything he feels can turn a nice profit from live animals to spice to furniture to rope and tackle. He is on the Merchant Guild Council and has much of thier support. 7 children form small child to young adult. Gather Info DC 15 or Local Knowledge DC 20: 2 ex wives, 1 still living and in Floating City and Randolph pays all expenses, Mirisa is rumored to have once been high up in the Cat and Mouse Gang

After the NPCs have been eliminated and the party is ready to accept, they can tell the Valet to summon Mr. Randolph and the second meeting begins.

Second meeting; The NPCs from the initial meeting are not present. Mr. Randolph is not surprised, they were on the list of candidates, but not thepreferred list. Meeting is in the same private room as beofre, light refreshments of mid afternoon snack (Fruits and Juice only no servers)

Mr Randolph announces that he will accompany the group on the intital installation of them as the Trading Posts main company and make all necessary introductions to the other personel onsite.

Randolph provides a basic map of the Mesa, [need map for Woldipedia] The Mesa's location relative in the Cthonian area and some basic dynamics of the region. - The natives are godless savages and should be avoided. they will try to kill and eat you. - Small and man sized dinosaurs run in packs through out the jungle. they will try to kill and eat you. - Poisonous snakes and giant insects of all kinds are out there. they will try to kill and eat you. - Poachers are known to frequent the region for dinosaur blood, scales, meat, ivory to pass to the Black market. They should be considered dangerous and unfriendly. - Monstrologers and witches are known to frequent the region. Approach with caution as their motives and reactions are highly varied from kill you to neutral.

You are extremely important to the Trading Post and to hopefully make that very clear I am prepared to give each and everyone one of you 50gp to purchase further equipment here in Floating City. I have secured transport through the Wayfarer guild and I would like to intoduce you to Artrius Myphcim, who will be our guide in transit. At this point Artius introduces himself. 'Good afternoon ladies and gentlemen. My name is Artius Myphcim and it is a pleasure to meet with you today. I am a 12 year Wayfarer Guild member in excellent standing and senior member of the Trading Post Wayfarering operation in Cthonia.' adding with a genuine smile 'That is my official title and means I have done this many times and that you will be in good hands.' Artrius sits and Mr Randolph speaks again...Are there any questions at this point?

NPC: Artrius Myphcim -- Wayfarer Guild Member that has travelled back and forth from the Trading Post to the Floating City many times and knows the Cthonia area well. Good standing Guild member of 12 years experence. average build and looks, 5'10" 180 pounds fair skin, sandy blonde hair closely kept with a tightly kept beard and mustache. favors darker browns of cotton for shirts with a leather many pocketed vest, sturdy wool pants with leather belt, sided with a long dagger single and in his mid thirties Nice guy likes his job generally friendly with no enemies to speak of. He is easy going and doesn't sweat anything. An easy if somewhat shy temperment matured into quiet confidence. A generous smile that is genuine.


[Randolph and Artius can provide info on the trading post personel see the Trading Post description at the end of this Module] We need to start a new scene here. Change of venue. New Roleplaying situation.

Scene 1 notes:

 Didn't catch in Pathfinder that PC's can earn gp per week equal to profession DC check landing many around 30gp    Had Randolph increase the offer to 40gp
  No PC's asked questions about the personel of or about the Outpost.
   

Scene 2: [Reactions] [3 weeks] [XP: 1 share = 318] Treasure None

Not everyone is excited that the Trading Post is bringing in "new muscle." Muscle that could disrupt other less legitimate trade that finds its way through the post. Poachers and privateers. Shortly after the meeting with Mr. Randolph, Mr Bas and 5 thugs have a sit down with the party at the local inn the is having dinner at.

NPC: Mr. Bas; Black markerteer roughian/thug/extortionist. Half orc 6'5" 240 and as slimy as they come. Average intelligence but generally uses the direct intimidating approach. he is mean viscious and moves quickly to destroy those he sees as a threat. 'Tommy in Goodfellas' Mr Bas has a Sense Motive check 20 against any deciept bluff from the party

Location: Message in a Bottle Tavern: On Merchant Level, this tavern specializes in seafood. Best fish in town. The interior is full of aquariums and is a favorite hangout of merchants, mages, and all who consider themselves thinkers. This might be the "Starbucks" type crowd of the Floating City. See Floating City Map on Woldipedia.

Either they approach the party sitting and booting folks from surrounding tables in an Inn the party goes to, or they send one of the thugs out to say, "Mr. Bas wants to buy you a drink." If they defer he repeats. "I don't think you understand. Mr. Bas wants to buy you a drink." Do what is necessary to get them to that meeting. A kid nearby says, "Yah, I'd go. Yep, I'd go." Quickly he scurries around the corner.

Diplomacy Check DC 15 to get the best reactions from Mr Bas

"Rumor mill says Mr. Randolph is extending the trading post position to you guys. So we need to have this little meeting so that we all know where we stand.  My associates need to continue to use the Post both as an entrance and exit point.  You need to stay out of the way." 

Party Agrees & Diplomacy success - Mr. Bas thanks them for thier time and who knows, perhaps in time a relationship could develop. For now we simply are requesting you to not to get involved. Party Agrees and Diplocay Fails - Mr Bas waves them out, 'Smart kids, now get lost.'

Party asks for a kickback Diplomacy Success - Mr. Bas will cast them a skeptical look "Pretty brassy of you, bunch of greenhorns with nothing but what you got asking me that." Dramatic pause "But I like moxy so I'll give you a point on everything going through. From there we'll see how it goes and speak more then." Party asks for a kickback Diplomacy Fails - Mr. Bas will cast them a skeptical look "Pretty brassy of you, bunch of greenhorns with nothing but what you got asking me that. You should be thanking me for even thinking of mentioning this to you instead of simply dumping your bodies in Trash Level for the Carrion Crawlers to play with." The other 5 thugs step forward menacingly and Mr. Bas adds, "Now get out of here before i change my mind

Party Turns Mr. Bas down Diplomacy Success - Mr Bas looks them all over, judging the faces and small nuance movements of each PC He keeps his temper "No thank you huh? You greenhorns got guts I'll give you that. Not much on the brains, but certainly guts. All right then." He waves them out. Party Turns Mr. Bas Down Diplomacy Fails - Mr. Bas loses his temper "You telling me No! You should be thanking me for even thinking of mentioning this to you instead of simply dumping your bodies in trash Level for the Carrion Crawlers to play with." The other 5 thugs step forward menacingly and Mr. Bas adds, "Now get out of here before i change my mind."

If the PC's attack, the 5 thugs take them out. Should be pretty quick. Nearby chairs will be the first weapons from the thugs. Catch off guard feat denies PC Dex bonus Chair attack +9 1d6+6, then go Unarmed strikes

[Want to use this strictly as an introduction to Mr. Bas. The party is an unknown and frankly well off the radar and not worth anything more than a casual thought at this point. As the party's successes grow and the Post prospers, Mr Bas will surely arrange another meeting with the group. Especially if they have taken actions to secure additional friendships with the natives further into the larger story arch

(5 Thugs in Creature Section)

COMBAT A: THUGS [Possible combat]

5 Thugs with Mr. Bas Fighters Lvl 5 AC 16 HP 37 CMB +11 CMD +24 Attack +11 Dmg 1d3+7 Chair attack +9 1d6+6 Fort +6 Reflex +4 Will +1 S 18 D 14 C 14 I 9 W 9 Ch 8 Chain shirt Improved Unarmed Combat, Wpn Focus unarmed, Dodge, Improved Grapple, Wpn Spec Unarmed, Catch off Guard; Wpn training Close


Scene 3: [Wayfaring] [3 weeks] [XP: 1 share = 318] Treasure None

The point of this scene is to sow the seed that Mr. Randolph could be behind the accident at the Gate, conveniently having him miss the Teleport. In Scene 1 adding that Mr Randolph plans to accompany the group to the Traidng Post. This scene might also easily be blended into Scene 1 acting as the cliff hanger into the next Scene as XP is awarded and such. Personally I like this idea

The PC's prepare and meet in a few days at the Wayfarer guild for transport to the Cthonia Trading Post. Artrius is already there and waiting, and some small talk is made while waiting for Mr. Randolph who had sent on earlier that he would be late. Artrius Myphcim and has made this trip hundreds of times over the last few years. Looking forward to breathing some wide open space and sampling Bast's newest creations, a real savant of brew that one is and of Course spending some time with Gazzy. Artrius knows all of the inhabitants of CTP and will freely tell the PC's about any of them. He knows nothing secret and has nothing bad to say about any of them. Like many he is sweet on Gazzy, though she is merely polite in return. (See below in the Trading Post Personel for more information on Bast Gazzy and the rest of the staff)

Locations: Wayfarer's Guild: Open Air level. A "C" shaped mansion type guilding just to the west of the word "Tree" on Treelight Lane. Full of maps, a library, the guildhouse public area is generally designed to impress those gathering there before going through the gateway. Note that the Guildhouse is some distance from the gateway as there are no suitable buildings near the gate. There are couches in the common area, a few teller type windoes where travellers can sign in and gather information from the workers there. A side area is designed for baggage.

A message arrives from Mr. Randolph saying that he will not be able to make it to travel with the PC's. With that news, Artrius Myphcim suggests leaving and escorts the PC's to the Ring Gate area. There the party is welcomed by the Wizards of the Gate and they sign the ledger and taken outside to the gate.

The gate is just west of Location 9. Cemetery of the Ghouls on the Open Air Level. [FYI: The location for the gate in Plateau City is the doughnut/fountain looking thing just north of 33. Royal Library in the Merchant Quarter."]

Location: The Ring Gate; Open Air Level: A Teucri device, the gateway is more horizontal than vertical. [Think Stargate Rings used to transport within a buidling] Another way to look at is is a "transport" pad like in Star Trek with a floating "horizontal" ring that floats in the air, some 20' around carved with symbols and glyphs. Nearby, a couple of control podiums activate the Ringgate with magic. When it activates, a glowing green field surrounds the gate and then flashes brightly as the teleporting occurs.

The Party is questioned as to where they are going and the 2 other Wayfarer Guild members at the Gate look to see that they have receipts from the Wayfarer's Guild and that their passage has been paid for. Artrius rolls his eyes as his juniors within the guild go through the motions. After a look through the seal signed Wayfarer payment documents, the other 2 guild members instruc the party to wait as they move to the pair of control podiums. They add that you may be disoriented for a few minutes upon arrival. Artrius compares it to going to sea for the first time.

The Wizards of the Gate cast the opening spell and the gate begins to glow and hum. Sigils of the old Teucri flare to life. Artrius than says, "Very well. One at a time you may enter. Once we are all in I will activate the final sequence and we will be off"

Artruis smiles and motions the party forward waiting just outside the ring as he will be the last one to enter. The party enters and as the last PC steps in, a green field of light appears around the gate and flares brightly. Artruis grunts in pain, he is somehow caught IN the green barrier. The grunt quickly becomes a blood curdling scream, he reaches his hands forward to the party for relief. Reflex DC 10 to grab Artrius's hand (first come first grab, others will use Aid another rules to assist in the strength check below` Aid another Strength check DC 10 allows +2 Ability Check: Strength DC 25 up to 3 people able to assist with a +2 each

The gateway begins to expand pulling Artrius in two directions--literally. Sparks fly. The Sigils begin to actually moan and move as snakes. Feedback tears into the podiums, the other Wayfarer guild members cry out in pain. The green barrier starts to become opaque. It seems to be forever, several PC's desperately pulling on Artrius to yank him into the gate. The air within the 'bubble' is violently wrenched out, lungs feel as if they have collapsed in the vaccuum escaping rush Ability Check Constitution DC 15. Faliure indicates unconsciousness 1d4 rounds per point of failure

The sigils, writhing like crazy, turn yellow hot and one and then another, then a chain reacition...they explode!!!

Second Check to save Artrius reroll for all actively involved with holding on to him Ability Check: Strength DC 28 up to 3 people able to assist with a +2 each Open Air Level at the Ring gate is gone is a blinding green flash and a soul splitting scream from poor Artrius

With the hiss of steam the PC's arrive in the middle of a dense jungle. Ability Check Constitution DC 15 Failure Condition sickened 3d4 rounds

If the party suceeded the Strength checks on Artrius he is alive but -9HP and stable. The CTP is nowhere in site and lying in twisted agony is poor Artrius Myphcim . Heal Check DC 15 to determine he is still alive The thick of the Amazon/Congo type of thing. Massive ferns and monkey pod trees all over. Massive insect life, exotic birds and movment all through the trees high above. Canopy begins about 100' and is 150' thick before the sky is reached about 250' above the jungle floor. Through a small crack in the canopy a mesa can be seen, hopefully it is where the Trading Post is. Mr Randolph said it was located on a mesa overlooking the sea. Estimation at 2-3 days walk from here. If the party was unable to save Artrius The CTP is nowhere in site and lying in twisted agony is what is left of poor Artrius Myphcim . Quite dead and horribly so. The thick of the Amazon/Congo type of thing. Massive ferns and monkey pod trees all over. Massive insect life, exotic birds and movment all through the trees high above. Canopy begins about 100' and is 150' thick before the sky is reached about 250' above the jungle floor. Through a small crack in the canopy a mesa can be seen hopefully it is where the Trading Post is. Mr Randolph said it was located on a mesa overlooking the sea. Estimation at 2-3 days walk from here.


Scene 4: [Beneath the Canopy] [4 weeks] [XP: 2 shares = 636] Treasure Each kobold (18) has 5 Smoke Bullets for a Sling. 4 Darts with Medium Spider Poison on them and a Necklace with 50gp nugget

Ambush, the group is attacked by kobolds (18). Blow darts or some other simple primitive basic weapon [need to convey the low level of tech] Kobolds strike by surprise and on thier following turn. They are in 3 groups of 4 and will try to help down kobolds to carry them off. Kobolds keep striking in 5-10 minute intervals until they win or lose 50% of thier fighting force

The peeling scream from Artrius Myphcim has brought in a headhunting party of the nearby Ss'Hathk tribe that was in the area already. The Ss'Hathk Kobolds break into groups; 4 trailing the party, 4 move to get in front of the party and 8 will shadow down one side until the 4 moving to the front attack Perception DC 20 to note shadowy movement to the right 30-40' away One post later go to the next Perception check Perception DC 20 to note movement ahead in the jungle about 60' away

'sharp metal flies from the dense foliage, 'Phoomp' 'Phoomp' 'Phoomp' leaves rip and tear from the left, in front of you and from behind. Perception 15 [small brown and tan creatures are all about you. You can see 2-3 foot bamboo tubes in thier hands, the creatures have long snake like tails and the occasional glint of sun on metal as they rapidly duck and move behind cover]'

Ss'Hathk tribe Local Headhunter kobold tribe. Tribe is Brown with Tan highlights. short crests of black and brown from snout to upper skull back, long viper=-like tails. Initial Reaction is always Hostile. Ambush hit and run like the other small humanoid tribes of the jungle floor about the mesa's high use of poison and alchemy which seperates them from the others. Primitive tech, no metal weapons or armor, no refining capabilities. wood and vine construction of Tribe. Like many primitive cultures here they worship the land and the geat dinosaur. Tribe sits on exposed gold ore vien and use the unrefined ore in all decorations. Powder form for paint, small nuggets in necklaces and such. matriarchal society with the Chief (female) in charge Tribe is about 150 warriors stron.

The initial assault is with poisoned darts Medium Spider Venom Injury Fortitude DC 14 1/rd. for 4 rds Dmg 1d2 Str The kobolds then pull back and hide Move 30' and Stealth +7 Keeping at 60-90' the kobolds shadow the group for a few minutes before closing again for another strike

The Second assault is with poisoned darts Medium Spider Venom Injury Fortitude DC 14 1/rd. for 4 rds Dmg 1d2 Str The kobolds then pull back and hide Move 30' and Stealth +7 Keeping at 60-90' the kobolds shadow the group for a few minutes before closing again for another strike

The Third assault is with Smoke bullets Fortitude DC 13 or become Nauseated The kobolds then rush in with clubs. The kobolds want to take the party alive. If a PC drops and the kobold is not threatend, he will attempt a Heal check to stabalize the PC Heal +3 vs DC 15

Combat: Kobolds

This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail. Kobold CR 1/4 XP 100 Kobold warrior 1 LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will –1 Weaknesses light sensitivity

OFFENSE

Speed 30 ft. Melee Club+1 (1d6–1/x3) Ranged Blowgun Dart +3 (1d3) + poison Medium Spider Venom Injury Fortitude DC 14 1/rd. for 4 rds Dmg 1d2 Str

STATISTICS

Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB –1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner) Languages Common, Draconic SQ crafty

SPECIAL ABILITIES

Crafty (Ex)

Craft (trapmaking) and Stealth are always class skills for a kobold.

ECOLOGY

Environment temperate underground or deep forest

Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats) Treasure Each kobold has 5 Smoke Bullets for a Sling. 4 Darts with Medium Spider Poison on them a Necklace with 50gp nugget

Smoke Bullets It’s unclear whether these sling stones are the product of kobold alchemy, sorcery, or both, but they are fairly effective weapons. They can be hurled as sling stones with normal range, but require only a touch attack to succeed. When they strike a target they release a cloud of gas that requires a DC 13 Fortitude save. If the saving throw succeeds, the target is unaffected. If the save fails, the target is nauseated for 2 rounds.




Observing all of this is The Kobold Observer from the canopy above; about 120'. Perception 20. If spotted and pursued or attacked he will frown as if disappointed by the party reaction to him, shake his head slightly and then vanish. [Spellcraft 29 Invisibility] If the party has a way to come after him, he casts Fly and slips off. Otherwise he sticks around

If the party loses the ambush. Most if not all should be alive. The kobolds hog tie them to carrying poles and head back to camp for the 'dinner celebration' Go to Scene Supplemental 5b Meat


Choice:

If the party is not taken in the Ambush go to Scene 5A: Night.

If the party is taken/captured, go to Scene 5B: Meat.

6/28 -- Reorganized scenes as seen above. Equal but separate paths. If they finish 5B do we want them to do 5A still? If so, then we'll need to put this all back like it was.  :)


Scene 5A: [Night] [3 weeks] [XP: 1 share = 318] Treasure None Combat log Henrix DeaD Toregan Dead Leonan Meranus Yngvar

[Need to hit the group with wandering encounters, need to get the point across that frolicking in the jungle is dangerous and it is inhabited by all kinds of fun stuff.]

Surviving the Kobolds, the party needs to find a place to rest. There are no caves in the immediate vicinity. So they have the choice of a clear spot in the underbrush [say 15' on a side] or rigging something in the trees. They are adventurers so we won't sweat the details as long as they PLAN details.  :) So we'll encourage them to plan their camp well.

--clear bushes and have a fire to keep predators away? --cold camp? --watches?

or

--hanging blankets from limbs for a improvised hammock? --how will you sleep in a tree? --anyone have survival skill? --watches?

Once they are settled in, begin the evening. One post with strange sounds. First watch. Proves to be animals moving below. We're playing cry wolf here. Do it a second time: all birds/crickets stop making sounds. All gets totally quiet as the 1st moon goes behind a cloud. Then the 2nd moon rises and sounds resume. Strange. Then bring on the insects!

Night encounter with centipedes 6 centipedes come into camp. Perception 28 at 60'


COMBAT: 6 Centipedes They come in from two consecutive directions: North and East for example. Whoever they get to first is who they attack. Note when bedding down who is able to keep armor on and get rest and who can't. See that healing is done before bedtime with a hint. Note that healers may be low on heals if the party didn't team up before heading out to get a wand. So, they may be out of spells or very low for this combat. Depending on the party's health, and spells left, we may need to alter this combat some. DM priviledge--play it by ear.


Centipede, Giant

This lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search of prey. Centipede, Giant CR 1/2 XP 200 N Medium vermin Init +2; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 5 (1d8+1) Fort +3, Ref +2, Will +0 Immune mind-affecting effects

OFFENSE

Speed 40 ft., climb 40 ft. Melee bite +2 (1d6–1 plus poison) Special Attacks poison

STATISTICS

Str 9, Dex 15, Con 12, Int —, Wis 10, Cha 2 Base Atk +0; CMB –1; CMD 11 (can't be tripped) Feats Weapon FinesseB Skills Climb +10, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +8 Stealth

SPECIAL ABILITIES

Poison (EX)


Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

ECOLOGY

Environment temperate or warm forest or underground Organization solitary, pair, or colony (3–6) Treasure none Giant centipedes attack nearly any living creatures with their poisonous jaws. These creatures adapt to many environments and feed voraciously on the local fauna, including humanoids. The coloration of giant centipedes mirrors that of normal centipedes and spans the spectrum, ranging from dull hues to bright reds and fiery oranges.


Including the next most powerful one in case you want it. I'm not sure I like it. It is called Hissing Centipede, yet no special abilities that "hiss." Sounds like just a slightly nastier version. Like a Hissing cockroach compared toa normal one

Centipede, Hissing This lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search of prey. Centipede, Hissing CR 1 XP 400 N Large vermin Init +1; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size) hp 15 (2d8+6) Fort +6, Ref +1, Will +0 Immune mind-affecting effects

OFFENSE

Speed 40 ft., climb 40 ft. Melee bite +4 (1d8+4 plus poison) Special Attacks poison

STATISTICS

Str 17, Dex 13, Con 16, Int —, Wis 10, Cha 2 Base Atk +1; CMB +5; CMD 16 (can't be tripped) Feats Weapon Focus (bite)B Skills Climb +11, Perception +4, Stealth +5; Racial Modifiers +4 Perception, +8 Stealth

SPECIAL ABILITIES

Poison (EX)


Bite—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

ECOLOGY

Environment temperate or warm forest or underground Organization solitary, pair, or colony (3–6) Treasure none

After the combat, the party has an uneventful night for the couple of hours remaining until morning.

[6/28 -- Jerry: Look up rules about getting rest.]

==

Scene 5B: [Meat] [3 weeks] [XP: 1 share = 318] Treasure None

If any PC's are conscious: Description of Kobolds moving in on the down party members, attending some wounds and then lashing each PC to a 12' pole. Hoisted between several of the koblds and taken through the jungle. Creatures speak in Draconic and some might understand, 'the kobolds are discussing dinner celebrations and it is obvious the PC's are the main course'

PC equipment not on thier bodies is left behind. Likely the PC's main weapon and anything else in hand at the time the PC went down

PC's arrive at tribe. Bamboo, monkey wood trees with broad leaves and vines make up the structures and shelter. hoots and chirps for the retuing hunting party success, gold 'ash' is thrown into fires with other liquids causing minor smokey explosions and such. PC's can note scores of the lizard creatures and too quickly lose count certainly more than 50 all brown and tan with the long serpant like tails. PC are taken to a sturdy looking bamboo vine wrapped cage and deposited. Hanging from thier wrists in the cage are two others, one a full sized lizard man, the other an elf, both are bloodied beaten and appear to be missing pieces. hamstring, calf, some shoulder muscle that sort thing. Niether are consciuos but but still alive though barely (-7 HP each)

6/22 -- Hmm....seems here we're getting into some story. Similar to what I was suggesting above. Need to incorporate this into Scene 3 to write a scene which introduces the party to their environment. Note my notes on this from before. Hard to remember them since you removed them. Remember, the story has a beginning, middle and end. I don't see that yet. Give me permission to play and I'll do some work on turning the Kobolds into the middle, then we'll need a strong ending.

6/22...Dan K all notes were relocated to the end of the doc to make it readable. From what I am getting here it seems the push is to make the Ambush a success for the Kobold tribe. I only started winging the capture scene together as it occurred to me that the party might lose. It began as a just in case scene, but we could take it to a happens scene easy enough, just need to make the poison a bit more dangerous and the kobolds more numerous and yes i have no real ending other than the basic concept that the party arrives at the Trading Post

Just had a thought. The Kobold Observer drops in outside the cage. As he lands his shortsword cuts through some of the lashing ropes that hold the corner of the Bamboo cage together. He eyeballs the party for a moment or two, drops a large rolled up and tied leaf on the ground and then quickly disappears into the foiliage. The PC's can escape the weakened bamboo cage with an Athletics checks DC 15 up to 3 PC's made aid the active character, granting up to a +6 to the check.

NPC: Grux The Kobold Observer; Observer in Ambush Scene; dark black scales with green highlights and a brown crest running from the bridge of his nose, over his head and all the way to the tip of his tail. Visibly equipped with bow and sword a pair of pouches on his belt. He observes the attack on the interlopers by a differnt kobold clan that he has been watching for his own clan for a few months. He will not approach the party and will quickly loose them in the jungle if they come after him. The Kobold is a mid lvl Ranger/Sorcerer with Dragon bloodline. Initial level idea is 4/6 He is an introduction only and will be a reoccurring NPC seen but never approaching. The hope is that the party will try and initiate peaceful contact at some point. A running NPC reaction scale should be kept. The Kobold will begin 1 step worse than neutral. I'll create a point system. He is more intelligent than the rest of his tribe. This makes him sort of an outsider so he volunteers himself as a scout and spy for his tribe. They "like" him and want his help thinking about "stuff" when there is a "big problem." They "hates" him and ridicule him when things are going well. Grux usually spends his time in the canopy hunting and honing his skills. The Kobolds can't get to him for their daily "beatings" when he's in the trees.

The leaf when opened up, shows a rudamentary map, marking the PC's location, a dashed line to another location and then from there the line continues to the mesa's south side. (The second location is the PC's weapons and other dropped possessions requiring a Search DC 15 to locate at the base of a tree


Scene 6: [Legendary] [3 weeks] [XP: 2 shares = 636] Treasure Trophies Craft DC 10 Success = 1 trophy worth 12gp DC 15 = 2 trophies 12gp each DC 20 = 3 at 12gp each DC 25 = 4 at 12gp each and is the max per raptor

The next day, the sun is out early, but by mid-morning, it is raining. Pours like a waterfall for an hour then as if someone turned off the spigot it stops. Soon after it stops, here comes the dinos. Day encounter stalking pair Velociraptor http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/velociraptor a pair of velociraptor have picked the party up and are stalking them Perception 32 as they move in to stalk. If no one makes succeeeds they attack in 2 rounds on the trailing PC's. Intmidate DC 15 will scare them off before they attack.

COMBAT: 2 VELOCIRAPTORS

Strategy--The monsters aren't that tough, so I want to make them smart. Un-humanly smart. Recreate the feel of Jurassic Park I. Scare them to death. 6-29 remember we are talking about a lvl 1 party against 2 CR 2 creatures we might not want to make it too much tougher. though I do like the let's make them clever/smart and jurrasic a fy them all up idea. What if we generally carried over the smarter than your average bear to ALL dinosaurs in Cthonia

--They move so deftly and quickly. --They look at you with intelligent eyes. --It cocks his head to the side evaluating you. --It opens its mouth and "bleaks" a command. Instantly the other one races in from the side of the mage charging. --More Stuff like that. Velociraptor

Velociraptor CR 2 XP 600 N Small animal Init +8; Senses low-light vision, scent; Perception +14 DEFENSE AC 16, touch 15, flat-footed 12 (+4 Dex, +1 natural, +1 size) hp 26 (4d8+8) Fort +6, Ref +8, Will +2 OFFENSE Speed 60 ft. Melee 2 talons +3 (1d6), bite +3 (1d4), foreclaws -2 (1d3) Special Attacks pounce STATISTICS Str 11, Dex 19, Con 15, Int 2, Wis 12, Cha 14 Base Atk +3; CMB +5; CMD 17 Feats Improved Initiative, Run Skills Acrobatics +12 (+24 jump), Perception +14, Stealth +17; Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth


Treasure: Trophies Craft DC 10 Success = 1 trophy worth 12gp DC 15 = 2 trophies 12gp each DC 20 = 3 at 12gp each DC 25 = 4 at 12gp each and is the max per raptorFail by 5 or more and ruin the whole creature


One of the things that primitive cultures practice is using every piece of the prey. So can we develop a few things off of the Veloceraptor to use/sell by the party?

--trophy of a head --sharp teeth for knives --skin ideal for masterwork/magical leather --etc. dan K We can absolutely do this but I don't think the party will know to do this so early on. But if they think about it, we can turn any teeth, talons, horns and what not into a bit of cash I like easy and so I propose trphies from dinos fetch xp of creature divided by 50 in gold. so a trophy from a velocirator is worth 12gp (600/50) Max one can harvest a number of trophies equal to CR+2 Velocirator has max 4 trophies i want a skill check What skill?

 trophy requires skill DC10 for every 5 points over you get another trophy.  Fail by 5 or more and ruin all 

[6/28 -- Jerry: Stopped here for now.]



Scene 7: [Ascent] [3 weeks] [XP: 1 share = 318] Treasure Perception DC 15 locates an eating area the Ptyradactyls were at. If the group can traverse 20' sheer wall they get some treasure. In the remains of a couple meals are the following items (Healer Kit with 4 uses, Masterwork battle axe, light crossbow 12 bolts, 38 gp, silver ring worth 12gp, potion Cure Light wounds, potion cat's grace)

The PC's finally arrive at the location where the Trading Post is supposed to be. However, it is nowhere to be seen. Instead, there is a huge plateau there. An easy spot check of 12 spots a set of ropes hanging off the cliff and some sort of platform perched at an angle about 400 feet above the ground. On the ground are some broken boxes and crates that evidently fell off the platform and crashed here. With the wind, it is impossible to speak with them. They look at you, have an animated discussion and continue working on the dangerous task of trying to fix the platform lift.

The PC's now stand nearly 800' below the summit. Scouting to the left side of the broken lift will allow a discovery of a trail working its way up.

Skill Check: Spot of 15: A few broken twigs seem to lead to something behind a set of hedges and bushes.

Exploring through the hedges allows a second spot check.

Skill Check: Spot of 15. This lets them discover an ancient trail cut into the side of the plateau. It is old, has partially collapsed in places, and seems to rise curving around the circumference of the plateau. It is impossible to see how far up it goes. It is a switchback trail and impossible to see where it goes or if it continues from below.

[The point of all this is to add emphasis upon the need to fix the lift and make it more reliable.]

As the party ascends, they will have three challenges:

Challenge A: The trail has collapsed ahead. 15' of it is simply missing. The trail continues on the other side. The party must use their abilities and planning to traverse the 15' gap in the trail.

Challenge B: From above, you hear the sound of wings and rocks rain down upon the group. Must dodge the rocks or take damage. Reflex saves of 12 to avoid the rocks. If it misses, the rocks will roll an attack against them. If the attacks hit, they do 1d8hpd which is rough for 1st level characters. Being hit requires a second Reflex save to avoid being knocked off the side to their deaths. Others may make Reflex saves to try to save them, etc. DM can play with this.

Challenge C: The sound of wings were a trio of Ptyredactyls disturbed by the movements and sounds of the party below them. Their takeoff dislodged the rocks. Challenge C Part II COMBAT: 3 PTYREDACTYLS

[6/30/11 Unbelievably, I could not find a Ptyredactyl in any edition of D&D, d20, or Pathfinder. The Pteranodon was the closest I could find. So you can run a Pteranodon, or you can run a Pteranodon and "call" it a Ptyredactyl.  :) That's up to you. If you find a Ptyredactyl, let me know, but this will suffice. We may want to lower some stats on this one as it has a CR3.] 7/1 Dan K -I am dropping the dmg to make them less of killing machines to our poor PCs reduced from 2d6+4 to 1d6+4

Strategy: This will be a flyby attack sort of combat. They will loop around every 2 rounds to attack. After 3 flybys or 6 rounds, they fly off. If the party kills any of them, the survivors fly off down towards the top of the canopy.

Any hit by the flying dino invokes a [Reflex Save DC = Dmg + 4] or they begin tumbling down the trail. If the save fails by more than five, then they fall off the ledge to their deaths unless a party members uses an action to try and save them. Pteranodon This flying reptile has two huge wings and a distinctive backward-sweeping crest decorating its head. Pteranodon CR 3 XP 800 N Large animal Init +8; Senses low-light vision, scent; Perception +11

DEFENSE

AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, –1 size) hp 32 (5d8+10) Fort +6, Ref +8, Will +3

OFFENSE

Speed 10 ft., fly 50 ft. (clumsy) Melee bite +5 (1d6+4) Space 10 ft.; Reach 10 ft.

STATISTICS

Str 16, Dex 19, Con 15, Int 2, Wis 15, Cha 12 Base Atk +3; CMB +7; CMD 21 Feats Dodge, Improved Initiative, Skill Focus (Perception) Skills Fly –1, Perception +11

ECOLOGY

Environment warm coastline Organization solitary, pair, or flock (3–12)

The pteranodon is not itself a dinosaur but rather a large flying reptile that is often found in areas dinosaurs are common. Its flight lacks grace, so it lands on the ground to fight foes it can't carry away. A pteranodon has a wingspan of 30 feet but only weighs 40 pounds. Treasure Perception DC 15 locates an eating area the Ptyradactyls were at. If the group can traverse 20' sheer wall they get some treasure. In the remains of a couple meals are the following items (Healer Kit with 4 uses, Masterwork battle axe, light crossbow 12 bolts, 38 gp, silver ring worth 12gp, potion Cure Light wounds, potion cat's grace)

Scene 8: [Arrival] [3 weeks] [XP: 2 Shares = 636] Treasure None

When the party arrives at the top, they are at the edge of the village. [see map] About a dozen men and women weapons ready to be drawn await them and ask who they are. They are not pushing for a fight, just keeping their village, which currently is at risk, safe.

When the party explains who they are there is initial skepticism. They have had their fill of folks coming by lately trying to manipulate the Trading Post for their own reasons: the big game hunters, the monstrologers, etc. If the party presents their papers, they begin asking questions and there is growing excitement. "So you're really here to stay? An adventuring group? They begin launching into their needs for the Trading Post.

--safer route both direction. 'Gazzy, Phwent and Lerangis' --safe rest houses. 'Gazzy' --a show of strength when the "bullies" come pushing their own agenda. 'Phwent' --better maps of the area 'Phwent' --Better area security on the jungle floor 'Bast and Lerangis --OH! AND FIX THE BLAMIN' LIFT! 'Everyone'

They then launch into all the problems with the lift. "We've been trapped up here for nearly ten days. You found out what happens when you climb. Flying lizards, swear they know we are up here and just wait for you to try it. Then there is this thing. It breaks constantly. The thing can be run by two methods: First, manually. Beasts of burden can be attached to a circular wheel and when it rotates, the lift slowly works. Or, it can run off of absorbed spells. We have a Teucri device transported here that will spin the wheel. It takes 2 cantrips per use to power the lift. The device can hold up to 100 cantrips at a time. You do have a caster, right? Hallelujah! Our Pooters, what we call our dwarven bred oxen beasts of burden, have come down sick. Lots of that around here with the jungle. And the weirdest thing of all is that when we can use the "Black Box," the magic in there seems to help keep the lift from breaking."

"We're always very security conscious with the lift. Without it working, we're like stuck up here or down here. Most of us won't risk the switchback trail."

"What? Yeah it is much safer to be up away from the jungle floor. That's why we put up with this."


They take the party to the Teucri Device they call the "black box." It is a large gem inside of a dark black box. They open the top of the box and you cast the cantrip directed at the gem. With each casting, the gem glows slightly brighter.


The module ends fading to torchlight in the tavern and starlight outside as the trading post, with more hope in their hearts than they have had in a long time, settles in for a good nights sleep. The morning will bring new challenges, because.....

Adventurers have come to town. Come to stay!

=====

A. NPCs:

The Trading Post residents are detailed with the Trading Post itself under Locations

Mr. Randolph: A cultured gentlemen, or at least that's how he presents himself, [think Sean Connery for the look] he speaks with a cultured accent. Average build in his thirties 5'11" 180 He does well and dresses the part of his station as a upper middle class merchant. Silk shirts of blues, green and reds with embroidery. Fit Cotton pants with shoes After lunch, he smokes a gorgeous pipe magicked to create all kinds of effects, both with the smoke and the emotions of the smoker. He has a good reputation and is known for dealing fairly and legally in all ventures. He is married to his 3rd wife. One of his exes is still living and he supports her and the children. 7 children from small child to young adult. An opportunistic trader, he deals in anything he can turn a nice profit on from live animals to furniture to rope and tackle. He is on the Merchant Guild Council and has much of their support. He is rumored to have been high up in the Cat and Mouse Gang.

Gnor Gromskull -- Minotaur Barbarian. Has worked as a Bounty Hunter in the past. Doesn't speak much. Speaks of self in third-person: "Grom says" His problem with the mission is that it involves more than just fighting. Lots of politics and "feel good" type stuff. Helping folks. "Grom hurts. He doesn't help much. That always goes badly for Grom." Picked as a prospect for the adventuring group going to the Trading Post, but didn't make the cut.

Minniwinkle Nackleman -- Female Gnome Sorcerer. Cute for a gnome. Wears huge southern belle type hats. Her problem is that this means leaving the comforts of the city. Picked as a prospect for the adventuring group going to the Trading Post, but didn't make the cut.

Mallory and Jillian. Human Thief "Hot" Twins. Blond petite beauties. Red leather of the highest fashion. They always interrupt each others sentences and talk real fast. Think Valley Girls. I also think it would be fun to have them get drunk and get kicked out of the place after the first meeting, while they are talking. Picked as a prospect for the adventuring group going to the Trading Post, but didn't make the cut.

Artrius Myphcim -- Wayfarer Guild Member that has travelled back and forth from the Trading Post to the Floating City many times and knows the Cthonia area well. Good standing Guild member of 12 years experence. average build and looks, 5'10" 180 pounds fair skin, sandy blonde hair closely kept with a tightly kept beard and mustache. favors darker browns of cotton for shirts with a leather many pocketed vest, sturdy wool pants with leather belt, sided with a long dagger single and in his mid thirties Nice guy likes his job generally friendly with no enemies to speak of. He is easy going and doesn't sweat anything. An easy if somewhat shy temperment matured into quiet confidence. A generous smile that is genuine. Stats in case he is alive in Cthonia BAB +5 HP 18 AC 11 S 10 D 12 C 10 I 14 W 14 Ch 14 Fort +2 Reflex +3 Will +8 proficient in simple weapons no armor or shields Artrius carries no weapon

Mr. Bas; Black markerteer roughian/thug/extortionist. Half orc 6'5" 240 and as slimy as they come. Average intelligence but generally uses the direct intimidating approach. he is mean viscious and moves quickly to destroy those he sees as a threat. 'Tommy in Goodfellas' Mr Bas has a Sense Motive check 20 against any deciept bluff from the party

Lord Perinon: The person who hired Mr. Randolph to hire the party. He doesn't appear in the module.

6/22 Mr Phwent??--trading post administrator? [from scene 1]

Ss'Hathk tribe Local Headhunter kobold tribe. Tribe is Brown with Tan highlights. short crests of black and brown from snout to upper skull back, long viper=-like tails. Initial Reaction is always Hostile. Ambush hit and run like the other small humanoid tribes of the jungle floor about the mesa's high use of poison and alchemy which seperates them from the others. Primitive tech, no metal weapons or armor, no refining capabilities. wood and vine construction of Tribe. Like many primitive cultures here they worship the land and the geat dinosaur. Tribe sits on exposed gold ore vien and use the unrefined ore in all decorations. Powder form for paint, small nuggets in necklaces and such. matriarchal society with the Chief (female) in charge Tribe is about 150 warriors strong.

Grux The Kobold Observer; Observer in Ambush Scene; dark black scales with green highlights and a brown crest running from the bridge of his nose, over his head and all the way to the tip of his tail. Visibly equipped with bow and sword a pair of pouches on his belt. He observes the attack on the interlopers by a differnt kobold clan that he has been watching for his own clan for a few months. He will not approach the party and will quickly loose them in the jungle if they come after him. The Kobold is a mid lvl Ranger/Sorcerer with Dragon bloodline. Initial level idea is 4/6 He is an introduction only and will be a reoccurring NPC seen but never approaching. The hope is that the party will try and initiate peaceful contact at some point. A running NPC reaction scale should be kept. The Kobold will begin 1 step worse than neutral. I'll create a point system. He is more intelligent than the rest of his tribe. This makes him sort of an outsider so he volunteers himself as a scout and spy for his tribe. They "like" him and want his help thinking about "stuff" when there is a "big problem." They "hates" him and ridicule him when things are going well. Grux usually spends his time in the canopy hunting and honing his skills. The Kobolds can't get to him for their daily "beatings" when he's in the trees.

B. Locations:

Location: Sabertooth Lounge: A gentlemen's smoking club. Leather, valets, saunas, library, 5 Star food, all the comforts of the rich gentleman and exclusive membership that brings top status. On Gold Level.

Location: Message in a Bottle Tavern: On Merchant Level, this tavern specializes in seafood. Best fish in town. The interior is full of aquariums and is a favorite hangout of merchants, mages, and all who consider themselves thinkers. This might be the "Starbucks" type crowd of the Floating City. See Floating City Map on Woldipedia.

Locations: Wayfarer's Guild: Open Air level. A "C" shaped mansion type guilding just to the west of the word "Tree" on Treelight Lane. Full of maps, a library, the guildhouse public area is generally designed to impress those gathering there before going through the gateway. Note that the Guildhouse is some distance from the gateway as there are no suitable buildings near the gate. There are couches in the common area, a few teller type windoes where travellers can sign in and gather information from the workers there. A side area is designed for baggage.

Location: The Ring Gate: A Teucri device, the gateway is more horizontal than vertical. [Think Stargate Rings used to transport within a buidling] Another way to look at is is a "transport" pad like in Star Trek with a floating "horizontal" ring that floats in the air, some 20' around carved with symbols and glyphs. Nearby, a couple of control podiums activate the Ringgate with magic. When it activates, a glowing green field surrounds the gate and then flashes brightly as the teleporting occurs.


Known Locations: The Floating City The jungle of Cthonia The Trading Post: Lord Perrimon’s Trading Post PC’s Home Base aka Trading Post Cthonia

The Mesa itself The Trading Post is new, a couple years, struggling at best, people dying at worst. The post is located at the far southern end of one of the smallest mesas on the far south of Cthonia.

Size; a Circle of Approximately 1020 square miles, Radius 18 miles Flora; Copses of trees and thick brush with fields of wild, waist high grasses. Relatively flat and dotted with water holes Fauna; Hyena, Lion, Ankheg, bison, antelope, Velociraptors Neighbors: None on the same Mesa A large wagon elevator systems exist to ferry goods up the mesa 2 known trails descend the southern side, 0 are on the east, 1 on the west and 1 on the northern side The mesa is thoroughly mapped and explored. One other mesa can be seen from the post. 1 contains the Wild West town.

Trading Post Description: Small collection of 10 buildings surrounded by stout wooden pallisade with a 120' signal tower facing the sea. Square design with two watch towers and northern facing double gate which opens outward and has a pair of large timber braces that can be slid into place. Surrounding the pallisade is about 2 acres of grains, an acre of vegatables and small ½ acre of apple trees. Below are the specifics on the pernament and near pernament residents

Building 1: Tavern/Inn, large common room with center round bar and 4 tables of 6. Trophies all over the walls. Small chicken coop and a couple goats out back. Second floor contains 6 rooms, double bunk beds (4) occupancy and small table with 2 chairs and window. Common washroom at each end of the upper hall. Basement storehouse and private 3 room suite of Owner proprietor.

Haggard Stark: Barbarian/Fighter/Ranger: Tavern Owner/Brewer of 46 years old, Haggard is a very large, mountain of a man, standing 6'6" and weighing in around 280lbs. Barrel chest, boulder arms, tree trunk legs and a bull neck. Bald head, partially from age, but you'd never tell because he shaves it every morning. Dark eyes, bushy brown eyebrows, a very coarse 5 O'clock shadow. He has a large nose, cocked to the right. He wears a sleeveless buckskin tunic, thick black, bearskin (not fur) trousers. He keeps a dagger on one hip and a well crafted handaxe on the other. A large, grey whiskered, mountain lion by the name of Grim sits curled up in a corner of the tavern. It raises its head to "check out" each and every patron as they enter. Haggards old Greatsword, "Vanguard" hangs above the mantle.

Haggard was born on the "Border of Civilization" and was raised as such, growing up in a very wild, violent culture. When he was 15 he left for Hook City looking for adventure and eventually joined up with a band of Merc's. The Money was good, and the jobs had him travel all over the Wold. Mostly the jobs were caravan escorts, but after a while the group began taking on some... morally questionable jobs. Eventually the authorities came looking for the group and there was a blood bath. Many guards and mercs dies, other fled, only Haggard remained to turn himself in, never raising his weapon against the authorities. After his release he found a more reputable adventuring group. The group became somewhat successful over the years. Haggard met a girl, got married, and soon a daughter was born. His wife died at a young age and he took his earnings from adventuring, retired, and raised his daughter. Now that she has become an adult herself, he has decided that together than can try to find adventure... but not to much, in the shape of starting a tavern at the new Trading Post in Cthonia. He was among the first to acquire the recipe for The Lost Halls Porter from Flogrim Goldstone.

Hope Stark: Bard: Daughter of Haggard Stark as well as an aspiring young Bard. Hope is a beautiful young woman with a voice of silk. Received the best features of both her mother and father. She is tall (5'8") with a lithe, athletic build (130lbs). She is extremely agile. Long brown hair is left down to flow to the middle of her back. Beautiful green eyes, the color of dark emeralds. Tan skin without a blemish. Typically wears loose fitting, white cotton shirt covered by a maroon and black corset vest.

Building 2: General Store; Small front counter with 10-15 displays of gear and foodstuffs, back office accounting room, secured walk-in vault of enhanced steel with Cold iron and lead inner layers. 3 Amazing Locks. Large basement store house for foodstuff and other goods that are kept cool. 3 room suite above the Store is a private residence

Lerangis the Half-Elf: A gangly woman, she stands 6’ and weights no more than 110 pounds. Long birdbeak nose and weathered face. Very dextrous, which belies her height. She is all about the survival of this spot. She thinks fate brought her here and she’s here for good. She is also security conscious, so she keeps her stuff locked up tight. Her eyes always search and look at customers. Even the ones she knows. She has levels in thief and makes her own locks, traps, etc. Her two daughters, full humans without unknown and likely questionable fathers are below. Thier back story and lineage are a mystery to all but Lerangis

Polly: Human Fat but sweet. Nicest girl you’ve ever met. Blond. Think Fat Dolly Parton

Anna: Half Elf Beautiful, but arrogant. Always claiming she’ll hook up with one of these travellers and they will take her to the big city. Think every blond that has had plastic surgery you’ve ever seen. She has “crafted” her beauty to the point that she comes across instantly as phony.


Building 3: Brewery; Crafting of x y and z (use the new LnB contest conversation and pick 3) 4-6 kegs are stored onsight for internal use, another 8-12 are shipped monthly to the Float. Local ingredients makes the brews especially smooth and potent and thus fetch a high price.

Bast the Brewer: Trained in the fields and breweries of the 2nd plateau of New Elenna, he was kicked out of his family for experimenting too much. Now they beg him to return as he’s developed both his own brews, as well as concoctions of others which he buys the rights to. At least every month someone arrives with wagons to try and buy him out of everything he’s made. He holds an auction 4 times a year and this is always a huge event at the post.

Toth: A streetwise kid Bast has adopted, when left behind by a caravan. He was trouble, but Bast has tamed, adopted him, and shared with him his love for “making brew.”

Diaosha, Bast’s wife. ran away with him when his family gave Bast the boot. completely devoted and happy. Has picked up the art of Trade and economics very well and is the brains behind the merchant end, though Bast himself is the front and she prefers it that way

Building 4: Forge/Woodshop; Cold Iron and silver crafting are done here as well. 3 of the full time NPC residents own/operate this multi purpose building. Crafting skills rank 12 for weapon/armor/bowyer/tools

Three old codgers own this place. They used to adventure, until a Red Dragon named Wick got to them. All three died in the battle, but were raised afterwards and enslaved by the Dragon in Dragon Bay until the plague. Now, escaped slaves, they are friends and share this business. None at the Trading Post know their past. Gather Information DC 30

Risca the Stalwart: Dwarf Fighter/Stone Warden: Master Craftsman/Smithy who says he doesn't have a history. Extremely protective of Hope though none can really point to a reason. Nudge and Patterson likely have an idea, but are moot on the point. Without a douhbt it has something to do with the old dwarf's past. No on knows his last/clan name. He is only know as Risca the Stalwart for his exploits while adventuring. Risca is an extremely talented craftsman and his work is gaining in reputation in Hook City and Floating City.

Nudge: Not his real name. He’s a gnome fighter/mage who makes armor. He’s had a fear of “horrible raking attacks” and nightmares since the battle decades ago. He talks very fast and never stops between sentences. He can magic armor to +1 with his current knowledge, but doesn’t reveal that at first.

Patterson: A halfling Ranger, he can still climb trees. You can see his hairy white feet hanging from this tree or that and smoke rings coming out of the tree. He makes bows and various needed tools around the place. Somewhat shy, he talks softly and always seems to be looking over his shoulder. He falls neatly into the hunter camp, but also holds church services for various gods on their holy days. Most think he’s a priest instead of a ranger.

Building 5: Administration; Treaties, Maps and Commissions are all kept in the first floor two joined rooms. A small meeting room is in the far back of the building and a 3 room suite residence is located on the second floor

Penfold Blurwinder Phwent (Pen): Gnome from the Floating city assigned to run the post. stuck as a lower administrator and yearning for more, he jumped at the chance to move to a higher profile position. Middle aged and married with 1 son. He is maticulous and driven to keep order and prove his worth and usefulness in expanding the post and making it more than it is. ‘Someday I will make them take notice of us. Someday.’

Phinystys Cobberstore Phwent: Pen’s devoted wife. She loves her husband dearly and despite what Pen thinks, she is quite happy with thier life together. She supports and encourages Pen, but does not understand his drive and needs to be so much more. She was a bit put off when they first came out beyond civilization and she lost access to reliable metalsmithing tools and supplies for her tinkering, but she now makes do with an occassional delivery. Mostly she worries about their son who seems to have the feys (A word she uses to describe mischievious behavior and innate magical gifts)

Penttlecaster Blurwinder Phwent: A gnome of 16 whos magical gifts are beginning to manifest. he is still young and being kept under guidance by his caring parents, though Pen himself spends a vast majority of his day behind his desk. leaving Mrs. Phwent to raise him. He is a curious boy, overly so really and a bit of a prankster

Building 6: Church/Residence; A general church with a dedicated shrine to each of the gods of the Wold along the east and west walls to Alemi, Domi, Gargul, Waard and Ffloy. The entrance is from the south and the north end is a small two room suite residence. there is no second floor. A crypt is being constructed under the church, but as of yet is unfinished and unoccupied.

[See Patterson above.]


Building 7: Alchemist/Herbalist; Lower room store front very small, Product is sold through the General Store. Back room is a workshop/alchemical lab. Herbalist has access to pretty rare stuff in the jungle and sells what he makes for good coin. the upper floor is a 3 room suite Residence

Gazzy : She is quite the cat’s meow to the older gentlemen of the trading post. None have the courage to make a move on her though. She simply LOVES dinosaurs. When others run, she can sometimes make them turn away. There’s an affinity there, even if she isn’t willing to admit it. It is almost like she goes into a trance that they can understand. She is out more than in gathering for her potions and concoctions. If anyone in the area gets sick, they come to her for the anecdote. She views all diseases as poisons of the body to cure.

Building 8: Stable; 4 mule and 3 heavy horse

Building 9: Miller/Bakery/Residence; The grind stone is powered by the mules housed in the stable. The bakery is small with 2 ovens and the NPC is solely supplying the outpost. Product is pretty basic hard tact breads

Borcht the Baker: Think the Soup Nazi. He has a tough exterior, yet he won’t let anyone go hungry. If you say thank you to him though, he’ll get angry. He’s always negative with voice but positive of action.

Klairiest: Borcht’s sister. If Borcht is the soup Nazi, Klairiest is is the furher. You do and help because that is what you do, not to be thanked

Building 10: Grain storage

A large community well is located in the central yard

The overall Population is fluid, as hunters, explorers, missionaries and thrill seekers temporarily take up residence through out the year. The most well known at the Post is Orion Orion [orion the hunter? get it? yeah?] Burly bald headed man. Think the guy that Indiana Jones fought near the airplane in the first movie.] Tattooed all over with the things he’s killed. Deep Basso Profundo voice and sings too. A hybrid hunter/monstrologer, he gets along with both factions but also has problems with both cause he’s a moderate. Orion also is the sole survivor of the very first Outpost from almost 12 years ago. he does not talk about it and currently no one knows this little secret. he was not there when the place was attacked and the others killed. Fearing he would be tried and hung as a traitor, because of previous cooperation with some of the headhunter local tribes, he fled into the thick. He keeps this dark past very secret. no one knows


The Inn’s maximum room capacity is 16 in addition to the PC’s. Another 10 could bunk out in the common room which seats 24 at a time The Outposts provisions are managed to contend with an average population of 12 beyond the full time residents

Supplies came weekly at first and then tapered to every other week and now stand at once a month. The Party is the last magical transit and even they do not arrive on target. Land and sea routes will now need to become more firmly established. The potential wealth of the area, established and rumored has several merchants setting their sights on becoming THE trade route through which all goods will flow.

All trade in and out of the region is done through the Trade Post or at least that is what is supposed to happen, but like all things when laws are laid and claims of nobles proclaimed, there are those who do not agree. Poachers and looters funnelling goods to the Black market is a constant concern to the interest of the Post


C. Treasure: Scene 1 Treasure 50gp to each PC The Ambush Scene 3. Each kobold (18) has 5 Smoke Bullets for a Sling. 4 Darts with Medium Spider Poison on them and a Necklace with 50gp nugget Scene 6 Treasure Trophies Craft DC 10 Success = 1 trophy worth 12gp DC 15 = 2 trophies 12gp each DC 20 = 3 at 12gp each DC 25 = 4 at 12gp each and is the max per raptor Scene 7. Challenge C Part II Perception DC 15 locates an eating area the Ptyradactyls were at. If the group can traverse 20' sheer wall they get some treasure. In the remains of a couple meals are the following items (Healer Kit with 4 uses, Masterwork battle axe, light crossbow 12 bolts, 38 gp, silver ring worth 12gp, potion Cure Light wounds, potion cat's grace)


D. Experience Given:


F. Notes; converstaions scene 1 [6/9/11 Jerry: But we should know why they were picked. So, let's decide. Why would Randolph choose these particular folks. My first thought is references. He's checked around the area for young daring adventurers. No one with a big name as that calls too much attention to things. This project is to be done on a low key basis so that any failure doesn't not bring any recriminations upon Lord Perinon. How's that?] [6-10-11 Dan K: A criteria one would also look for is a character drive for recognition and need to succeed and no connection to anyone important. Just not sure how to get Players to all make that a part of their character. Some might be 3rd or 4th born, no shot at the family Biz, some might have abandonment issues from dad or mom that they need to prove themselves in a huge Wold takes notice kind of way. Lost soul looking for themselves would make a good fit as they would likely glue to the 'leaders' that emerged in the group. Criteria that would not be sought after would be the standard good deed hero protect the innocent type. Randolph could not would not use any of the above reasons. he needs to build the party up and make it sound like they were on top of many lists

[6/9/11 Jerry: If I'm a player in this game, I'm going to be asking about the pay for the danger involved. I'm not going to want to wait until arrival to know these things because the trip is so long and dangerous. Just sayin.  :) I think we need some stronger hooks here to get them to go...and at the moment, I'm drawing a blank. I'll sleep on it.] [6-10-11 Dan k Stronger hooks, probably right adventurers and players are notoriously materialistic I don't want to 'pay' them]

NPC: Randolph; Average build in his thirties He does well and dresses the part of his station as a upper middle class merchant. Local Knowledge DC 10 A merchant of good reputation that deals fairly and legally in all of his ventures. An opportunistic trader he deals in anything he feels can turn a nice profit from live animals to spice to furniture to rope and tackle. He is on the Merchant Guild Council and has much of thier support. He is married with 7 children ages 3-18. He has 2 ex wives still living as well and 1 still rsides in the Floating City Local Knowledge DC 35 Randolph is also a closely guarded secret Retainer and front man for lord Perinon.

[6/9/11 Jerry: Suggest that we go ahead and list Lord Perinon [sp?] as an NPC. We may want it later for a future module or in case things get off track. It is always possible that the party discovers that Randolph is not the primary employer.] [6/9/11 Dan K: agreed and started, Not sure if information on him already exists.] about Mr Bas [6/9/11 Jerry: What if we make two offers to the party? Let them choose who they want to work for: Randolph [i.e. Lord Perrimus] or Mr. Bas, an independent and powerful rogue in the Big Float. We can throw in some "Rogue for a good cause" bits into it to make Mr. Bas' offer just as legit. He claims Mr. Randolph is more crooked in his political and philanthropic ways than any rogue in the city. The party investigates, chooses and we move forward. They might even try to play one off of the other, or pretend to deal with one while siding with the other. Several interesting possibilities could emerge. I really like this Mr. Bas guy for some reason. Nice!]

[6-10-11 Dan K Seems to early and the PC's too unimportant to really attract that lind of attention, that of multipe factions pursuing them. Maybe a little later Mr. Bas's boss comes out of the shadows and makes a second work for him and his rogues as the PC's make headway and prove the Post is viable and will alter the Cthonia areawith its presence. Too early and i think it piles too much importance on this Trading post that might just completely fail anyway

Scene 2 [6/9/11 Jerry: Do we want to make the "mishap of a teleport" a big event. It is important to the setup of the campaign. Someone arriving shouting for the teleport to hold as they flash out. Anyway we can detail that event up to where it is indeed an event? Drawing a blank, but loving this story mechanism.] [6-10-11 Dan K bigger event. I want to leave the mishap as a mystery. What I mean is that no one is trying to stop it at the last minute. No one knows or has evidence of the tampering, which I like the idea of and i say we keep. Maybe Perinon did it to make his Post more important to the trade route, may the Monstrologers did it trying to eliminate the post, or Mr. Bas and his boss or other noble rival of Perinon who foresees the rise of Lord P should this Trading post suceeds. Plaenty of suspects really. To make it a bigger event I am thinking the PC's notice a curious look come across the Ring operator a look of somethin seems wrong. After all he's done this hundreds of times and thus if anything is out of place he can tell I also want the operator to go with the party. The Ring requires an 'driver' he drops them off and comes home. sometimes spends the night or two. done it hundreds of times. The malfunction kills him, merges him with the ring, turns him inside out somethig like that. To build the event we will need to write in some fan fare to it. Thoughts?]

Ambush, the group is attacked by kobolds (12). Blow darts or some other simple primitive basic weapon [need to convey the low level of tech] Kobolds strike by surprise and on thier following turn. They are in 3 groups of four and will try to help down kobolds to carry them off. Kobolds keep striking in 5-10 minute intervals until they win or lose 50% of thier fighting force (6-10-11 Dan K Copied to Scene 3 Below, temporarily being left here for completeness)

[6/9/11 Jerry: I suggest something different than Kobolds. Every badlands location has Demihumans. What would be in a Lost World setting? Cannibals? Headhunters? Lizardmen? Just suggesting. I also suggest allowing spot checks to avoid the trap. Yes, make them difficult, but possible. I like the plan for striking in intervals. Detail one monster as different. One to remember and hopefully use again in some way.]

[6-10-11 Dan K Why not Kobolds. Not following the objection. we are planning Lizardmen as well I don't see how kobolds do not fit our scene/world perfectly. canniblas and headhunters are what they do. no reason Kobolds can't be those. I think of the raptor scenes in Jurrasic park but using kobolds with blowguns poisoned darts and such]

[6/9/11 Jerry: We may want to make the ambush into its own scene. Scene 2 is the mishap event, ending with the teleport. Scene 3 is arrival, a description of the jungle. A sighting of a T-Rex. Trying to find a trail or where they are. Then the ambush?]

[6-10-11 Dan K yea the ambush could be written as a scene in its entirety. Scene 1 intro scene 2 teleport mishap scene 3 take in your surroundings and how much touble you are in Scene 4 ambush scene 5 Trading Post conclsion]

[Treasure???] [6-10-11 Dan K I think the ambush is our treasure hand out. surely the group will drop several and those they kill have some expensive jewelry. the lowly natives are running around wearing gold necklaces, rings with jewels and that sort of thing. Ought to get the greed buring on where this wealth is coming from]

Scene 4 [6/9/11 Jerry: Suggest that we make the elevator under construction. Allows one more thing to play with and gives the feeling of "not quite done" yet. The trading post will indeed need the party's help and leadership to survive what is to come.]

[6-10-11 Dan K going with under repair.  Scene will make it apparent that the elevators are wrecked alot.  I think that will bring home the thought that the jungle is dangerous and things are constantly about]

scene 3 wayfarer notes 6/28 -- I really believe we need to allow a slight chance to pull him through to safety. However, it will be extremely difficult. Otherwise, he's dead. With us railroading the gateway explosion, I'm thinking that we shouldn't fully railroad Artrius' situation. Either that or we can put Artrius on the outside of the bubble and he's killed in the explotion to come. That would make it so that his crumpled and dislocated body doesn't go through with them. Let me know what you want to do here guys. I'm good with either, just making the point.  :) Note that some of this is written right now for him going through with the party, but dying and some having him stay behind and dying. Let me know which way you want to go. I'm just trying to up the drama for this scene.]

6/28 Not sure why the need for his possible survival other than the invested time in adding detail to his character. couple problems i have above. Artrius is the wayfarer and should be activating the gate, that's the point of the NPC. he dies horribly and should give the party a nice pause as to what could have gone wrong and operator error or on purpose should be off the llist as Artrius is the one that ends up dead. His death scream is what causes the kobold attack. need a loud dramatic one to make the plausible investigation of the kobold head hunters to come look. they know human screams, wounded humans are easier prey so they make quick to the area.

Within the "green bubble" the party finds that they can't breathe.  The air is sucked out.

Skill Check: 1st Con Check to see if anyone blacks out.

[6/28 -- We need to look up choking rules. Not that we plan on anyone dying, we don't. But we'll need the rules.]

The sigils, writing like crazy, turn yellow hot and one and then another, then a chain reacition...they explode!!!

Guards come running, shouting unheard orders. However, the party sees the city fading away. The teleport is not easy, nor enjoyable. It feels like sea-sickness X 100. The head spins.

Skill Check: 2nd Con Check to see how many rounds they are sickened.

The last thing the party ses is Artrius staring at the gate and the party in horror. He covers his head and screams!

[6/28 -- My only problem with this is that we're railroading the party through this. They are really spectators. Is there any way we can change things so that it's not a railroad scene, or is it needed? If we leave the railroad scene, I'd like to send out an email breaking the 4th wall to tell them, after it happens, that we know it was a railroad, but needed to set up the game properly. That we hoped they enjoyed the fun, but not to get frustrated by it.] [6/28 Dan K teleport is instantaneous, normally no one can do anything you go pop;point to point Why should this teleport be overly slow so they can react? I would rather go for subtle. Artrius activates the gate and BAM they end up off location, Artrius is dead. Something went horribly wrong. Done. by expanding it yes it give a spectator railroad feel. So don't. nor figures about no others getting taken out by a few arrows none of that. Artrius gives the PC's a look that he realizes it's not normal, but again teleport is instant, in the fraction of a second available there is literally nothing anyone can do. these are first level characters with no experience and very short histories. Not seasoned reacting PC's. I do want to add some Fortitude and or Con checks to avoid damage and passing out or stunned/dazed affect. It makes the accident/sabotouge more personal and make s the kobold attack more dangerous

With a skin crawling scream and the hiss of steam the PC's arrive in the middle of a dense jungle. The CTP is nowhere in site and lying in twisted agony is what is left of poor Artrius Myphcim . Quite dead and horribly so. The thick of the Amazon/Congo type of thing. Massive ferns and monkey pod trees all over. Massive insect life, exotic birds and movment all through the trees high above. Canopy begins about 100' and is 150' thick before the sky is reached about 250' above the jungle floor. Through a small crack in the canopy a mesa can be seen. Estimation at 2-3 days walk from here.

6/22 -- NPCs from Scene 2: Artrius, Gazzy. Got a bit confused as to who these folks were. Add to NPC section and put that info here too. 6/23 Dan K all NPCs aare listed out in NPC section. Lord Perinon is the only one without any information currently 6/22 -- Locations from Scene 2: Wayfarer Guild, Cthonia Trading Post, Ring Gate 6/23 Dan K Definately need more detail on Floating City Locations (Wayfarer Guild, Ring Gate) added to Scene 1 and 2 6/22 -- Expand upon the teleport part. Set it up better. Build it to a climax. Think I've said this before. Do any NPCs come with them? If not, then how do they know where they are and how to get to the trading post?

[6/28 -- Wondering if we want to redoo this scene and make it a combat. We could have them while still outside get to fight the terrorists and defeating them just as the gate is about to explode, they have the choice of staying outside and probably dying or diving in and teleporting before the explosion. Then Artruis can "just not make it." How's that?

dan k My preference is no combat here. i would really lke to hear from Zach or Cayzle on this though. Part of my concern is the ramifications of an 'attack' on the the wayfarer guild, which is what it would be with guys dropping the other wayfarer guild folks. that is a really bold move and would require some mighty hefty clout to pull off