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Module 3 Cthonia Druids

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Title of Module: Game CTH 2012JUL29 Cthonia Druids Projected Dates: Nov 12 - February 13


Summary of Module The group secures the outpost and now needs to secure the waterway. But before they even leave there are problems. A group of Monstrologers arrive with a nearly dead Raven. they found her in what was left of a waystation The party is off to investigate and secure the waterways They find some clues that indicate the jungle itself might be involved they also meet a more friendly group of kobolds who will help them if the the party helps the kobolds.

Scene 1 - Druids at the Gates

Summary - Druids at the Gates

Group RP of Trading post defenses done Story of Nathanial, Raven, and Ellie exiting the post to take a Barge down river to Floating city. Departure is greatly delayed by Nathanial. Things come up, opportunities here and there. Most revolve around Gazzy. Both her and Nathanial play it up as flirting and romantic interest. Though it is not. Nathanial is incubating one of the eggs (Dinosaur egg) to hatch and turn it over to her.

Her long term plan is to raise the creature and study it. Will it be smarter or are their forces at work in the jungle? The other egg is not allowed to develop to be petrified/fossilized and then sold by Risca. Party knows little to nothing about this. Purely DM story stuff for possibly more ideas later

Hunting expedition(4) arrives having gone through ‘Town’ for supplies and sold most of their wares there. They spend some money, sell a few things, buy a few things and depart in the morning. This sets the Post folks off a bit. The party sets about to the next task, getting the Post to do what it is suppose to do, be THE location that everyone uses to transport goods into and out of Cthonia. Be THE way station to launch expeditions from. First order of business, secure the shipping channels and way stations between the Post and Floating City. They were originally built as a temporary measure until the Post was built and the Teurcri device installed. It now needs to be the main lane. Group is going on a multi week expedition down the river to visit each station and inspect it. Do anything they feel needs to be done and then return. Waterway will never be 100%, life out here is dangerous. But a good riverway is far safer, easier and faster than the jungle Just before group leaves, Monstrologers show up (3) with a nearly dead Raven in tow. They found her in the ruins of a small structure along the river a few days away. They three had been looking into a rumor of Blight magic. This was the closest place to bring her and surprisingly she survived the trip. They will not heal a cleric of Gargul

Setting - Druids at the Gates The group has been working fairly non stop at enhancing the defences and fortifications of the Trading Post and after several weeks of effort, things are about done. A Light Ballista now sits atop each to the two main gate towers. the signal fire tower is fully stocked with cut wood and ready oil for lighting. Two of the nearest trails leading to the top of the mesa by the Post have been effectively removed. The lift has been given a cage like design to protect occupants from flying dinosaurs and the the base are of the lift has been cleared away and a pen area set up d and unloaded in additional safety.

Hunting expedition(4) arrives having gone through ‘Town’ for supplies and sold most of their wares there. They spend some money, sell a few things, buy a few things and depart in the morning. This sets the Post folks off a bit. The party sets about to the next task, getting the Post to do what it is suppose to do, be THE location that everyone uses to transport goods into and out of Cthonia. Be THE way station to launch expeditions from. First order of business, secure the shipping channels and way stations between the Post and Floating City. They were originally built as a temporary measure until the Post was built and the Teurcri device installed. It now needs to be the main lane. Group is going on a multi week expedition down the river to visit each station and inspect it. Do anything they feel needs to be done and then return. Waterway will never be 100%, life out here is dangerous. But a good riverway is far safer, easier and faster than the jungle.

River stats: Avg depth 50’ at center Avg width 70’ Current 2 knots Flood stage Width 150’

Just before group leaves, Monstrologers show up (3) with a nearly dead Raven (Former PC) in tow. They found her in the ruins of a small structure along the river a few days away. They three had been looking into a rumor of Blight magic. This was the closest place to bring her and surprisingly she survived the trip. They will not heal a cleric of Gargul. No sign of any others

They were either eaten or taken by whatever destroyed the small station.

Diplomacy DC 10 The Monstrologers are studying the flora fauna of the jungles mainly north of the river. None of the local tribes claim that area. Blight Magic is a dark and twisted magic that destroys but flora and fauna. Twisting them to evil purpose

[Note that north of the river and west towards the scab is the claimed area of the evil drow house. They are struggling, but could down the road be the source of the blight magic if you don’t already have an idea in mind.]

DC 15 They maintain a well hidden camp of sorts in the jungle canopy They have peaceful contact with the K’tthhykk. A tribe of kobolds distinguished by coloration of mostly greens with brown snouts and no head cresting

DC 20 Specifically they are studying the enhanced intelligence of the dinosaurs of Cthonia. They believe an organization DARE is responsible for the Blight magic they have seen evidence of. DC 30 They belong to a greater organization SAPER and while the party and this Trading Post is still deemed as neutral, they will warn the group as caretakers of it that they are looked to as responsible for actions taken by those that live and use it. To that point SAPER takes a very dim view of Trophy or Sport Hunting and of the general destruction of this great land

Exp: Role playing 450xp each

12-1 NOTE: No PC’s attempted Diplomacy check on the Druids. DM Game them the DC 10 check information as well as knowledge of the kobold tribe

Scene 2 - Investigations

Summary - Investigations Party heads to the River to go downstream and check on the condition of the Waystations as well as explore for evidence to as what attacked Raven and the others. What they find is destruction and some very oddly placed trees. Is the Blight Magic the Monstrologers spoke of responsible?

Setting - Investigations First Station - just by the Post at the river. Seems ok but doesn’t look or feel right. Tree of good size growing extremely close to the shelter. Why it was not cut down is very odd 2nd Station - Destroyed station where Raven was found. A large tree here actually has debris about it and in the foliage Moving through the area are a few scavangers (6) Dimetrodons –CR4 Large Enhanced http://paizo.com/pathfinderRPG/prd/bestiary3/dinosaur.html#_dinosaur,-dimetrodon AC 16 HP 44 Att +10 Dmg d8+9 Crit 19 x2 CMB 11 CMD 23 F 10 R 8 W 6

Party rinse and repeat for 2 more stations, finding 1 of them intact and another in ruin Encounter with neutral kobold tribe at last station Kobolds are picking through the debris of a destroyed waystation. perception 15 spots 8 of them. They have no crests upon their heads and are colored brown and greens This is the K’tthhykk tribe the Monstrologers spoke of if the party attempted diplomacy kobolds will rabbit except for one who will bravely hold out his hand in greeting, unarmed and apparently unafraid. In Broken Common “I K’thyyryyk Ka speak. Know you the arcane language?” If affirmative, he speaks in Draconic [spoiler] We have waited here for you. Druid Jorhma sent you. You are told to be of the Third House upon the river mesa. The Seer told of the rise of the Third House and K’tthhykk should seek. I have and here stands the sons of the Third House.[/spoiler] Assuming he is not killed, the other kobolds will filter back and the group will be invited to a fire that night. they light smoke pipes, they drink a foul smelling and tasting liquid from some weird gourd and they paint themselves rather brightly. before anything begins, they alight several tar torches which fume a thick black smoke into the night If Asked, “It keeps the Drooken away at night, jungle spirits. It is also fairly effective against the natives” Healing DC 10, the kobolds are pretty stoned The leader of this small group, K’thyyryyk Ka, will tell the party of a ruin in the jungle. They will take the party to it so that the party might retrieve The Lens. K’thyyryyk Ka will lead the party to those responsible for the destruction of the buildings and more so count the Sons of the Third House as companions if they do this.

Exp 1000 each

Scene 3 - Living Pillars

Summary - Living Pillars Kobolds take the party deep into the jungles to an ancient ruins. By law and prophecy, the kobolds may not enter. To do so is death [a Forbbidence and Repulsion affect cover the area against kobold kind. The party enters the ruins defeat the surface guardians and the go below to defeat chamber guardian and retrieve The Lens. Others treasures are about for the taking as well. The kobolds will not ask for anything save The Lens

Setting - Living Pillars The ruins, a 100x100 area, dotted are indeed ancient. What was perhaps a great open aired temple now lies in pieces. great pillars are wrapped in flowering vines and the granite floor slabs are cracked and completely overgrown with grasses and moss. dozens of Statues, equally overgrown are about as well. Architecture DC 10 some of the statues were once columns At the center of this field is a 4’ high circular wall about 15’ in diameter. Even under the noonday sun, a soft emerald glow can be seen within it. A Shambling mound lies near the center. perception 30+5 for every 10 http://paizo.com/pathfinderRPG/prd/monsters/shamblingMound.html#_shambling-mound

A Search check DC 15 will yield 350 gp, jewelry worth 3500, Dagger +1- 2302 Heavy Steel Shield +1- 1170 Silversheen- 250

Looking down into the emerald light, you locate the source. A great brazier nearly 8’ across burns about 50’ below. the fuel source cannot be seen nor can any more of the room. Just beneath the brazier and about it’s immediate area the ground seems to shimmer and reflect the green light. Once someone navigates 10’ down they can see the rest of the sprawling cavern can be seen the entire floor shimmers and reflects the light about the cavern. It measures in size to the ruins above. on each wall is a great mural and a symbol. Clockwise from the North, a Triangle within a Circle, a Circle with a vertical Line through the center, a Two Triangles end to end and sideways numeral 8.

Standing in the room at the north end are two ice golems. The figures glisten in the light. The carvings appear to be of ancient beings bearing a resemblance to a medium sized kobold, but with far more human like features. More like a human with draconic traits. Carved headresses and feathers adorn them and between the two is a large grey sphere, about the size of a human head.

[1 round after the group enters the chamber, the golems turn and attack]

When the Lens is removed from the ruins a pair of Schir demons erupt from it, throwing a wave of extreme heat in all directions to a radius of 30’ causing 2 points of damage. Several small fires erupt and the kobolds start screaming and running. The one who spoke common cries out in a great voice, “The hearlds of destruction! They must be destroyed before they open the gate!.” kobolds panic and are running everywhere

http://paizo.com/pathfinderRPG/prd/bestiary3/demon.html#_demon,-schir

The Lens is merely a means to an end. Party does something for the kobolds in exchange for their help. The Lens was the item and the ruins and such surrounding it were story constructs to explain why the kobolds simply did not retrieve the item themselves. The kobolds know where the DARE cell is that attacked the waystations and possibly killed the others, leaving Raven for dead. At this point the Lens can be simply forgotten or the DM could log it as a future plot hook

In the inner chamber the party will find 3,500gp Hand of the Mage -900, Feather Token Swan Boat- 450

Exp: 2400pts Treasure: 12,422 total value

Scene 4 - Making Friends

Summary - Making Friends Group exits and is taken to the tribal village. A treetop string of structures. The kobolds come down to the group, they are not permitted to go up. Not that freindly yet. Group has a chance to meet the King, Queen, High One and Father’s Voice. The Lens is presented the group is acknolwedged and the King and Queen depart. The High One and Father’s Voice stick around with others to fraternize. Group can learn things (Need to put some in) In two days the group will be taken to the Blighters area [and that will be the next module]

Setting - Making Friends With the demons slain and the Lens in their possession the Party is taken to the a clearing where the group is told to wait. Many Kobolds begin to gather wood for a great fire as a few others rush off. The party is told that the King, Queen and Fathers Voice will be here at dusk to personally receive the Lens and the Party will present it. The King, Queen and Fathers Voice arrive. The group of some 18 kobolds present, all fall silent and look to them, though none bow avert their eyes or otherwise subjugate themselves in any way. The King and Queen, as you have already heard them called, are dressed in scaled armor not unlike that you imagine once was part of a green dragon. The deep emerald skin glistens and nearly dances in the light of the setting sun and bonfire. Raw gold ore is woven into vital areas for additional protection and adorns their hands, heads and tails. The kobold that has spoken to the group hands them the Lens and gestures towards the newly arrived pari of kobolds. party presents. King and Queen leave immediately after nodding to the party speaking in Draconic “Your presence and assistance is noted. Fathers Voice will speak to you.”

The Kobold known as Fathers Voice will step forward as the royals depart If Party uses Diplomacy check; A Diplomacy DC 15 will put them on Friendly terms with Fathers Voice and the tribe He will offer a trade relation with the Post and the party. prepared to send a small troop within a time frame acceptable to the group to the Post to trade in skins, plants, oils, extracts and gold.

If the party fails to roll or think of it. the night is pleasant and and uneventful. The following day the party will be directed towards the humans they seek. The kobolds will provide detailed direction, not a guide. The journey should take 7 suns. (This is the next module)

Exp: 500 pts 1,500 if the party succeeds in the Diplomacy Check

Appendices Monstrologer Jorhma Human Male with the SAPER organization Monstrologer Solstice ½ elf female with the SAPER Organization Monstrologer Evan Keill Human Male with the SAPER organization

S.A.P.E.R The Society Appropriated to Protect Endangered Reptiles Mission Statement:

To protect the majesty and livelihood of endangered reptiles throughout the vastness of the Wold.

Secret Inner Circle Statement: To establish a communication and magical link with the sentient life of Cthonia (the Dinosaurs) with the ultimate goal of becoming one with the Great Father

D.A.R.E. Druids Against Rogue Explorers Public Mission Statement:

To oversee the continued preservation and protection of wilderness holds from the threat of unsanctioned adventuring and exploration groups.

Secret Inner Circle Statement: All Woldian forests were once active and aware. Intelligent forests can protect themselves. DARE will alter the makeup of the plants and creatures of the forest to awaken their collective intelligence. We will engineer forest life so it can protect itself against civilization These guys are militant in that they are SO INTO intelligent forests that they are trying to engineer this to happen. They breed variant treants with varying abilities. They are even trying to use drider technology of the Drow to turn various races into a walking drider/treant type creature. Yeah, I know, kinda bizzarr, but by taking it too far, we can make this group more interesting and even pull it back a bit later.

Kobold tribe: K’tthhykk coloration mostly greens with brown snouts. They have no head crest. Tribe is untrusting, but not overly hostile to outsiders such as humans. They can be negotiated with, traded with and possibly become allies. Much depends on the party. The tribe is highly magical and it’s leadership of King, Queen, High One and Father’s Voice are all powerful sorcerers with Primoral bloodlines. They are also very adept at creation of magic Items.