The new Woldipedia with 5e content is available here |
Module 7 Going to Town (Part III of "Meet the New Boss")
--Finalized by Kathy and received on 2014JAN18.
--Approved by Jerry on 2013JUL19. Well done folks. Enjoy!
Corrections implemented on July 17 Stevenvdb adds corrections in green All text between ---deleate ..... --- is no longer needed but not removed to keep track of changes.
--Reviewed by Jerry on 2013JUL17. [done] There is only one correction, Kathy/Stephen VdB. It is in scene 1. Renewing my emphasis to get to the maps I want to do this summer. Keep reminding me, Kathy. :) Fix this one correction and this is approved.
--Please do not move any of my comments at any point. They need to remain so that I can easily see the corrections that you have made. It also helps in case there is a change in DM, because he can trace the module’s development.
--Also, please wait to start making corrections or changes until I complete the review. It messes me up when you’re correcting while I’m reviewing.
--I will list the corrections that are needed below and once those are fixed I WILL approve the module. :) Thanks for your hard work!
Corrections Needed:
Jerry correction: Please clarify the order that the party encounters the merchants and then the bridge where the battle will take place. Change the scene so that the road leads to the river and no further. Change anything else that you wish from my suggestions.
[Jerry will type in blue.]
=
Title of Module: Going to Town (Part III of “Meet the New Boss”)
Game: Cthonia
Projected Dates: July-September 2013
[List projected dates that module is to start and end. Remember to list those dates on the Woldian Module Calendar. If you realize that you’re moving fast or slow, please adjust the dates on the calendar and email Jerry.]
Author(s): Kathy Ice and Steven van den Bremt
Starting Party Level: 5
Summary of Module: The PCs travel to Town (now renamed Wathe’s Freehold) to confront Boss Wathe head-on. He sends thugs to try to stop them. When the PCs arrive in town, they have the opportunity to speak to the townsfolk, befriend some of them, and learn more about what’s going on. Boss Wathe sends more of his goons after the PCs, and then there is a final confrontation.
c c
Changes to module when played: 1 paragraph (to be done when the module concludes)
The primary difference is that it took a lot longer to run than we had anticipated. Other than that, things went pretty much as scripted. The PCs came right up to the brink of a fight with Wathe and all his goons before realizing that, hey, maybe we should talk to the townsfolk first, so I let them have the time they needed. All in all, it went pretty well.
==
Scene 1: On the Move (3 to 4 weeks)
Summary of scene: In this scene the PC’s travel to Wathe’s Freehold and arrive there at the end of the scene.
NOTE: This scene was written by, and will be run by, ADM Steven.
This scene begins either with the finding of some scribled note describing the Kobolds orders from previous scene and instructions where to go when their assignment is made, or if a Kobold from previous scene is captured he will reveal the instruction himself.
Instructions are to follow the trail leading down the mesa all the way North untill the come to the river... then to follow along the river to the new bridge to Wathe's Freehold. There the Kobolds would receive payement...
Now it's up to the PC's to follow the trail towards this new bridge and confront boss Wathe.
--- delete When the time comes to confront Boss Wathe --- The PC’s will have to travel to Wathe’s Freehold on foot. It’s a 3 day (@Kathy, is that ok? Where is town situated on the Chonian map? I might add this also then to the woldipedia pages.) travel. Currently the weather is dry with the sun rising high at noon. Plenty of bugs and due to sweating they will harras the PC’s a lot.
Three days is fine. I had started working on a new Cthonia map, but Jerry said he was working on one and that I should stop. I haven’t heard anything since.
Jerry: Yes, I still intend to work on a new map. I keep having to bump it for emergencies both real life and Woldian.
The first day of travel is fairly uneventful. Nature is full of life and plants grow abundantly. The trail is fairly easy to follow. Temperature rises during the day and will peak around noon - PC’s will need to drink frequently or be at risk for exhausting. The PC's will follow the ---deleteroad--- trail North untill they come to the river approximately 2,5 days once they are down the Mesa.
During the first night one of the guards will hear animals scavenging around the camp.. peering eyes glooming out of the darkness followed by occasional growling. The animals are not here to kill. They are just observing the PC’s. In case the PC’s attack the animals will protect themselves and begin fighting until combined HP loss is half their combined HP (67) and then retreat.
2 Smilidon (saber tooth cat - using Tiger from core handbook) : CR 6 - Xp 500 each (challeging encounter if the PC's attack)
This classic saber tooth cat (or Smilidon) roamed North America (California) and South America (Argentina). It had a short tail, much like the bobcats of today. Its huge pair of teeth on the upper jaw were serrated along their back edges, this allowed it to easily pierce the flesh of its prey more easily. With its muscular shoulders and neck, it most likely feed on slow moving large prey in which it could sink its large teeth into.
Tiger hp 45 (6d8+18), CR 4 XP Neutral Large Animal
Init +6 Speed 40
AC 14, Touch 11, flat footed 12 ( No Armour, Shield, none)
(+2 Dex, +3 Natural, -1 size)
Melee Base Attack 4 CMB 11; CMD 23, Single Attack Claw +10 (1d8+6) Full Attack 2 Claw +10 (1d8+6), Bite +9 (2d6+6); Space 10ft.; Reach 5
SA Improved Grab If hit then can start a grapple as a free action, Pounce Can do a full attack plus 2 rakes on a charge, Rake 1D8 +3, SQ Low-light Vision, Scent
Fort +8, Ref +7, Will +3,
Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills Acrobatics 10, Perception 8, Stealth 7(Stealth in tall grass 11), Swim 11 Feats: Improved Initiative, Skill Focus (Perception), Weapon Focus; Languages :/
In case the PC guard reacts and wakes the other PC’s there’s a chance 8 hours of sleep are not reached.
The next day temperature is still very high (+90°F or 32°C) . The high humidity weighs heavy and PC’s must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. PC’s wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
That night one of the PC’s sleeps on an ants nest... fairly harmless. Just to remind them the PC’s that they are in a living jungle filled with perils of all kinds. Possible victim can make a survival check to see the nest...
Jerry suggestion: I suggest giving them a perception check to find the nest. Jungle Ants are VERY dangerous in real life. Look them up. [Science teacher talking] They can come by the thousands. Then perhaps have them return during the night, even if they move their camp. I do think that there should be a combat as they travel. One shouldn’t be able to just travel 100s of miles in a jungle and not have a combat. If they camp in the trees, bring something from the canopy. There’s a very interesting monster that can also be sort of a comic situation. An ape that throws coconuts as a ranged weapon. My local group loved them. Can send the location of the monster in the SRD if asked. If you have this combat, be sure to put it in its own scene. Separate combats demand a separate scene, but you know this. ;)
Here’s a video on youtube that I found inspiring:
http://www.youtube.com/watch?v=dSlVWSPEkw8
Again, all these things are just suggestions.
Love the additions!
Once the PC's decide to rest a perception check will reveal the ant's nest... as it is near dusk they need to find a place to sleep...
The last day of travelling the PC's ---deleteare following a road parallel--- arrive at the river. Orders were to walk along the river upstream untill they reach the "new bridge". As there is no common knowledge of bridges nor roads in Cthonia this is quite puzzling for the PC's. After another hour they will see the bridge up in the distance ---delete the will see a bridge --- where a cart ---delete wagon--- just passes over. The PC’s encounter a group of merchants ---deleteon a crossroad--- that just passed the bridge and that intend to travel to the Float from here along a trail opposite from the one the PC's just followed. ---delete. One leads to the float, the other --- On the other side of the bridge the PC's can see a trail that has been cleared to a far wider one... almost an actual road that apparently leads to a place called Wathe's Freehold. The merchants will point the way from where the came just about half a day travel across the bridge. In the talks to follow and if the PC’s ask if they will go to the Post the merchants will say that they were ordered to avoid the Post by all means... there was even spread a rumor in Wathe’s Freehold that the Post was destroyed. Does that mean Wathe doesn’t know yet that his plan has failed??
Jerry comments/suggestions: We have roads? ::grin:: We have bridges? The main travel route through Cthonia is supposed to be by river, not by road. There is NO WAY that there is enough civilization nor manpower, even if they were all construction workers, to trailblaze, make, and maintain a road. Yes, I know that the first DMs of this game put in a 1000 mile road from the Floating City to Dragon Bay. It couldn’t have survived the first mile through the Crying Woods [they abhor all signs of animal life] much less through a jungle. If this is a major misunderstanding for the players, you may need to correct this in a metagaming [out of character] way via email. Or I can do so if you prefer. No 1000 mile road. :)
That doesn’t mean that there can be no roads. But they should only be near the settlements where they can be maintained. I can see placing a road IF we’re very close to Wathe’s Freehold [like the name]. I suggest having the road go from the nearest river to the town. This road could be maintained by the town. I suggest nothing longer than 10 miles long or so. More of a wagon trail, I’d think.
I suggest just having the party meet the merchant wagon/caravan on the road a bit before the bridge. Do the merchants know of the ambush? It is easier to assume that they didn’t notice it sitting there waiting on the party. If you really need a crossroad, make the other road a hunting trail intersecting the wagon trail. Perhaps the hunting trail leads to some “tree platforms” for hunting stands or something. Be sure to designate that one even happens first and then the other.
With that said, I suggest placing the bridge over a tributary of the main river no further than a mile or two from the Wathe’s Freehold. I suggest making it a very primitive bridge that will hold one wagon with 2 horses at a time or the equivalent. The town has to somehow know the party is coming. Was that in the last module? If not, then scouts must spot the party, the party must get skill checks to spot them back, and then the ambush must be set up.
Jerry correction: Please clarify the order that the party encounters the merchants and then the bridge where the battle will take place. Change the scene so that the road leads to the river and no further. Change anything else that you wish from my suggestions.
Main idea behind the setup : The PC's are to see the merchants cross the bridge and encounter them on the clearing in front of the bridge and before the PC's can cross the bridge. Reason to do this is to increase the surprise of the ambush...
In the end once the bridge ambushers are overcome it will turn out they were hired to either kill the group of Kobolds that come from the direction of the Post OR to kill the adventurers that come from the same direction. Apparently Boss Wathe also double crossed the Kobolds and just hired them to do the dirty work...
As the PC's have a score to settle in this "Wathe's Freehold" they are to follow the road across the bridge...
BRIDGE ENCOUNTER: Ambushed by Wathe’s hired hands CR 8
(make perception checks vs the rogue’s Stealth checks to spot the ambushers or sense there’s a trap ahead (@Kathy, do you know if Stealth checks are getting an extra bonus in such an ambush?)
No bonus, but you can probably allow the rogues to take 10 on their stealth.
If the perception checks are met they will see the rogues hidden. The PC’s then can make first actions.
If perception check is not met the moment the PC’s are in the center of the bridge arrows will be fired at them from across the bridge! Every turn the PC’s will need to make a perception check as behind them the rogues are sneaking up on them. They should state where they look at. Should they want to retreat they will see the rogues coming towards them from behind. Rough idea of the layout of the bridge encounter.
The archers will have ranged capability just to the other side of the bridge. If the PC’s are on the left side they will be out of reach from arrows. On the bridge they will be targeted.
The archers won’t come near and will try to keep the PC’s from crossing the bridge. Once the PC's are over the bridge the archers will drop their bows and switch to melee weapons.
The Rogues will go for melee combat but will try to keep the PC’s on the bridge (and thus in range of the archers)
Overcoming the Rogues and the Rangers will be the goal of this bridge encounter
Rogue 1 + 2 CR 3 Human rogue 4
NE Medium humanoid
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 dodge)
hp 29
Fort +3, Ref +8, Will +0
Defensive Abilities evasion, trap sense +1, uncanny dodge
Spd 30 ft.
Melee mwk rapier +9 (1d6+1/18-20)
Ranged mwk hand crossbow +8 (1d4/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +2d6
Str 13, Dex 18, Con 14, Int 10, Wis 8, Cha 12
Base Atk +3; CMB +4; CMD 19
Feats Dodge, Improved Initiative, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +11, Appraise +7, Bluff +8, Climb +8, Disable Device +11, Intimidate +8, Knowledge (local) +7, Perception +8, Sleight of Hand +11, Stealth +11
Languages Common
SQ trapfinding
Combat Gear potion of cure moderate wounds; Other Gear +1 leather armor, masterwork rapier, masterwork hand crossbow with 10 bolts
Rogue 3 CR 3 Female human rogue 4
CN Medium humanoid (human)
AC 20, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, +1 shield)
hp 34 (4d8+12)
Fort +3, Ref +8, Will +2
Defensive Abilities evasion, trap sense +1, uncanny dodge
Spd 30 ft.
Melee mwk punching dagger +6 (1d4/x3 plus poison), mwk punching dagger +6 (1d4/x3 plus poison)
Ranged mwk hand crossbow +8 (1d4/19-20 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +2d6
During Combat both of Rogue 3’s blades as well as three of her bolts are poisoned with Medium spider venom; she uses these at the start of combat.
Str 10, Dex 18, Con 14, Int 8, Wis 12, Cha 2 (normally 13)
Base Atk +3; CMB +3; CMD 18
Feats Dodge, Improved Initiative, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +10, Bluff +3, Climb +6, Disable Device +12, Knowledge (local) +4, Perception +8, Sense Motive +6, Sleight of Hand +11, Stealth +10
Languages Common
SQ rogue talents (combat trick, finesse rogue), trapfinding +2
Combat Gear Medium spider venom (2 doses) ; Other Gear mwk chain shirt, mwk punching daggers (2),mwk thieves' tools, coins and jewelry worth 450 gp (payment for the ambush)
During Combat these rogues will work together to set up flanking attacks against the PC’s, ganging up against single targets. Morale As long as Rogue 3 survives, these thieves fight to the death. If Rogue 3 is defeated, these Rogues 1 and 2 flee if brought below 10 hit points
Ranger 4 CR 3 Male human ranger 4
CN Medium humanoid
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +2
Spd 30 ft.
Melee mwk cold iron handaxe +7 (1d6+2/x3)
Ranged mwk composite longbow +9 (1d8+2/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy (Raptor +2), hunter's bond (companions)
Ranger Spells Prepared (CL 1st; concentration +2)
1st—Magic Fang
Once the PC’s are in sight Ranger 1 will cast Magic Fang on his Composite Longbow
Ranger 1 is full of swagger, but he has no desire to give up his life for lumber in a forest full of it. If reduced to 10 hit points or fewer, he retreats (surrendering if necessary), vowing to practice his trade "some place where Boss Wathe doesn’t run the show!"
Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 19
Feats Endurance, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (composite longbow)
Skills Climb +9, Handle Animal +6, Intimidate +6, Knowledge (geography) +7, Knowledge (nature) +7, Perception +8, Stealth +10, Survival +8
Languages Common
SQ favored terrain (forest +2), track +2, wild empathy +3
Other Gear +1 studded leather, masterwork cold iron woodsman's axe, masterwork composite longbow with 20 cold iron arrows
Rangers 5 and 6 CR 3 Human ranger 4
LG Medium humanoid (human)
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 38 (4d10+12)
Fort +7, Ref +6, Will +2
Spd 30 ft.
Melee mwk longsword +7 (1d8+3/19-20)
Ranged mwk composite longbow +8 (1d8+2/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy (raptors +2)
Ranger Spells Prepared (CL 1st; concentration +2)
1st—longstrider
Str 15, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 18
Feats Deadly Aim, Endurance, Far Shot, Improved Initiative, Weapon Focus (composite longbow)
Skills Climb +8, Handle Animal +6, Heal +8, Intimidate +6, Knowledge (geography) +7, Perception +8, Stealth +8, Survival +8
Languages Common
SQ favored terrain (plains +2),, track +2, wild empathy +3
Combat Gear +1 Raptor-bane arrows (5) Other Gear mwk studded leather, mwk composite longbow (+2 Str) with 20 arrows, mwk longsword
[Treasure: 2 x potion of cure moderate wounds; 2 x +1 leather armor, 2 x masterwork rapier, Medium spider venom (2 doses) ; Other Gear mwk chain shirt, mwk punching daggers (2),mwk thieves' tools, coins and jewelry worth 450 gp (payment for the ambush), +1 studded leather, masterwork cold iron woodsman's axe, masterwork composite longbow with 20 cold iron arrows, +1 Raptor-bane arrows (5), 2 x mwk studded leather, 2 x mwk composite longbow (+2 Str) with 20 arrows each, 2 x mwk longsword]
ROGUE 6 GOT AWAY : ACTUAL LOOT LIST
[Treasure: 2 x potion of cure moderate wounds; 2 x +1 leather armor, 2 x masterwork rapier, Medium spider venom (2 doses) ; Other Gear mwk chain shirt, mwk punching daggers (2),mwk thieves' tools, coins and jewelry worth 450 gp (payment for the ambush), +1 studded leather, masterwork cold iron woodsman's axe, masterwork composite longbow with 20 cold iron arrows, +1 Raptor-bane arrows (5), 1 x mwk studded leather, 1 x mwk composite longbow (+2 Str) with 20 arrows each, 1 x mwk longsword]
Jerry suggestion: Add one story/informational treasure. A note about the town or the leader. Some bit of info or background that causes curiosity. It could even be an opportunity for a side quest while in the town. Idea 1: note about a husband that is abusing his wife. Idea 2: 3 merchants have been arrested for starting a fight in the inn. Idea 3: The leader has a bad habit like taking a potion derived from ant guts to give him strength, but now he’s addicted to it. [Yeah, not my best idea.] Of course if you do this, you have to add it into the module which I know you want to be done with. :)
There could indeed be a note along with the payment giving the instructions to the ambushers. Thus they will learn more about the true nature of Boss Wathe.
[XP: 1500 each]
After this encounter all or most PC's will probably be lvl 6
Scene 2: Wathe’s Freehold (2 weeks)
The PCs arrive in Town, which has been renamed Wathe’s Freehold. On the way in, they see a sign:
WATHE’S FREEHOLD
MIND YOUR OWN BUSINESS
When they arrive, the PCs have several options, and I’m going to let them dictate what they do and who they talk to. In general, the residents they talk to “don’t want no trouble.” They’re not exactly loyal to Boss Wathe, but they’d rather put up with him than risk the uncertainty of trying to remove him. (see town description at the end of the module.)
There are a few places the PCs can go for information. Complete descriptions of these establishments is at the end.
Jerry Suggestion: Make a map of the town. Just a suggestion, but I like to “see” where I’m going. If you make it, put on Woldipedia or send to the IT guys and I to upload.
Miss Sussy’s: combination tavern, gambling hall, and brothel. Not an inn; there are no rooms to rent. Food is available, but it’s not very good. Here they can encounter: Miss Sussy, Frec the barkeep, and various townsfolk.
Jerry: ::laughing hard:: Love the name! Don’t know why, but I like it.
The Weary Wanderer: inn. Actually, a pretty good inn, run by a family of halflings. Here they can encounter all members of the Brookhollow family. (There are currently a few merchants staying at the inn, but they are selling goods in the marketplace when the PCs arrive.)
Otto’s Things to Buy: general store. Here they can encounter Otto.
Marketplace: Near the center of town there is a market square, where merchants can buy and sell the goods they have brought. There are no official “market days;” the market is available and whoever shows up, shows up. Often, this means there aren’t many people selling. Here they can encounter various merchants, and the weavers.
If the PCs can get some of the townsfolk on their side, they will find that their final confrontation with Boss Wathe is a little easier; townsfolk will find ways to delay or divert Wathe’s goons so that he doesn’t have as much support at the end.
Jerry: Nicely set up.
If, on the other hand, the PCs march directly to the Town Hall and confront Wathe right away, they’re going to have a real fight on their hands.
[Treasure: none.]
[XP: 600]
Scene 3: The Welcome Wagon (1 week)
Once it is known that the PCs are in town, Boss Wathe sends his remaining thugs to deal with them. How many thugs show up depends on how the PCs have done in the previous scene. There are six altogether; the townsfolk can divert as many as two of them. For example, Miss Sussy might be able to keep one drinking at the bar; Otto may come storming out of his store to take one out with a shovel.
NOTE: If, instead of talking to the townsfolk first, the PCs march straight to Town Hall, they get to fight Wathe AND Tunks AND these thugs. I’m anticipating that won’t go well.
Jerry comment: Hey without true risk and choices, there is no fun. Also, if combats don’t challenge, the players can get flippant about them. Gotta create that doubt and paranoia. Good!
STREET THUG CR 3
Human fighter 2/rogue 2
NE Medium humanoid
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 enhancement, +1 dodge)
hp 28 (4 HD; 2d10+2d8+8)
Fort +4, Ref +6, Will +0 (+1 vs fear effects)
OFFENSE
Speed 30 ft.
Melee: masterwork rapier +8 (1d6+3/ crit 18-20) or masterwork rapier/masterwork dagger +6/+5 (1d6+3/ crit 18-20/ 1d4+3/ crit 19-20 )
Ranged: masterwork dagger +7 (1d4/ crit 19-20)
Special Attacks: sneak attack +1d6
STATISTICS
Str 16, Dex 16, Con 13, Int 8, Wis 10, Cha 12
Base Atk +3; CMB +6; CMD 19
Feats: Dodge, Skill Focus (Intimidate), Toughness, Two-Weapon Fighting, Weapon Focus: Rapier
Skills Climb +9, Intimidate +9, Knowledge (local) +5, Perception +6 (+7 to find traps), Stealth +8
Languages Common
SQ trapfinding +1, evasion, rogue trick: surprise attack
Gear: +1 studded leather armor, masterwork rapier, masterwork dagger (x2), potion of cure moderate wounds
[Treasure: +1 studded leather armor (x4), masterwork rapier (x4), masterwork dagger (x8), potion of cure moderate wounds (x4)]
[XP: 1300]
Scene 4: Meet the New Boss (2 weeks)
The PCs may want to spend some more time talking to the townsfolk after the thug attack, which I’ll let them do. Basically, they won’t fight Tunks or Wathe until they go to confront the new boss at Town Hall.
Wathe tries to bribe the PCs to come over to his side, then tries to intimidate them, and then the violence will likely ensue.
Note about these NPCs: The PCs have already fought Tunks, and are already familiar with what he can do. In the last module, I needed him to defeat them, so I picked a really tough NPC. Now I’m kind of stuck with him. I took some of his gear away, and I plan to give the PCs as much advantage as I can; they are supposed to win this fight.
Jerry suggestion: If Tunks is smart, he will have “acquired” something different. Perhaps a magic item etc. so that he has a new “wrinkle” to confront the party with. Especially if the party beat him last time or it was a draw.
Also, decide whether you want these “boss” NPCs surviving the module or not. If you want them to possibly survive, give them a contingency plan, then it is up to the party to try and stop that if the “boss” enacts it.
GIBBON TUNKS CR 11
Human fighter 8/rogue 4
CN Medium humanoid
Init +6; Senses Perception +10
DEFENSE
AC 23, touch 18, flat-footed 16 (+5 armor, +1 deflection, +6 Dex, +1 dodge)
hp 74 (12 HD; 8d10+4d8+12)
Fort +9, Ref +13, Will +4; +2 vs. fear
Defensive Abilities bravery +2, evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 frost keen rapier +20/+15/+10 (1d6+6/15–20 plus 1d6 cold) or sap +17/+12/+7 (1d6+2 nonlethal)
Special Attacks rogue talent (bleeding attack), sneak attack +2d6, weapon training (light blades +1)
STATISTICS
Str 14, Dex 22, Con 13, Int 8, Wis 10, Cha 12
Base Atk +11; CMB +13; CMD 31
Feats Bleeding Critical, Blind-Fight, Critical Focus, Dazzling Display, Dodge, Improved Critical (rapier), Mobility, Shatter Defenses, Spring Attack, Vital Strike, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Acrobatics +20, Appraise +3, Bluff +10, Climb +6, Diplomacy +5, Disable Device +12, Escape Artist +10, Handle Animal +5, Intimidate +16, Knowledge (local) +5, Perception +10 (+12 to find traps), Ride +10, Sense Motive +5, Stealth +21, Survival +4
Languages Common
SQ armor training 2, rogue talent (finesse rogue), trapfinding +2
Gear: +1 chain shirt, +1 frost keen rapier, sap, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, thieves' tools
ORRIS WATHE CR 6
Human expert 4/fighter 3
N Medium humanoid
Init +4; Senses Perception +10
DEFENSE
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 57 (7 HD; 3d8+5d10+21)
Fort +6, Ref +5, Will +6 (+7 vs. fear)
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee +1 short sword +12/+7 (1d6+3/19–20) or +1 short sword +10/+5 (1d6+3/19–20), +1 dagger +9/+4 (1d4+3/19–20)
Ranged mwk heavy crossbow +13 (1d10/19–20)
STATISTICS
Str 14, Dex 17, Con 14, Int 8, Wis 12, Cha 10
Base Atk +7; CMB +9; CMD 22
Feats: Improved Two-Weapon Fighting, Quick Draw, Toughness, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword)
Skills Acrobatics +9, Climb +8, Intimidate +8, Knowledge (local) +7, Perception +9, Survival +9
Languages Common
SQ armor training 1
Gear: +1 breastplate, +1 short sword, +1 dagger
[Treasure: +1 chain shirt, +1 frost keen rapier, sap, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, thieves' tools, +1 breastplate, +1 short sword, +1 dagger, 4,000 gp]
[XP: 3000]
NOTE: By the time the PCs face off with Boss Wathe, they should be well aware that the gold has been extorted from the locals. I’m expecting them to give at least some of it back to the townsfolk.
NOTE: If this fight goes hideously wrong and the PCs are defeated, they wake up in the jail cell. And I will need to write a new module quick!!
Jerry comment: And possibly a trip to Gargul.
Scene 5: A New Beginning (2 weeks)
Once Boss Wathe has been defeated, the PCs can talk to the townsfolk again. They are more or less expecting the PCs to take Wathe’s place and run the town, and are a little confused to find out that’s not the case. Who’s in charge now? Who’s in charge of figuring out who’s in charge? They’re uncertain. The traveling merchants, while pleased that Wathe is no longer in charge, are not happy with all the uncertainty.
One thing is clear, however: the town needs a new name. When the PCs leave, they see that the sign at the edge of town has been updated:
WARDD’S FREEHOLD
WE DON’T WANT NO TROUBLE
Jerry comment: Nice!
[Treasure: None.]
[XP: 600]
==
End matter:
A: NPCs [List all NPCs used in the module. Some like to link the first mention of each NPC in the module down to this location, but that is optional. Even if it is NOT the first time for that NPC to be used in the campaign, write a few words describing the NPC. If there are changes to the NPC in this module, note the changes. An alternative to this is to have an NPC page on Woldipedia and link to that page.]
Orris Wathe (“Boss Wathe”): A clever criminal who grew up in the rough-and-tumble Trash Level of Floating city, Boss Wathe is ambitious enough to want his own criminal enterprise, and smart enough to realize that it will be difficult to achieve in the Float. So he has set his sights on the lands beyond. Specifically, he wants to be Boss of the new town that is being established. He means to control the trade in Town, both legal and otherwise. He sees the Trading Post as competition, so he found a way to destroy the Gate that connected the Trading Post with Floating City. He spread rumours about bad fortune at the Trading Post, to warn merchants away. He tried to hire the PCs away, and bribed the Ss’Hathk kobolds to attack the Post directly. He has also been strong-arming business owners in Town, which has been re-named Wathe’s Freehold.
Gibbon Tunks: Wathe’s right-hand man. Big, thuggish, smarter than he looks, always seems on the edge of losing his temper. Black hair and bushy black beard. The PCs have fought him once, in the previous module, and is is a tough challenge.
Miss Sussy: A former “lady of the evening,” Miss Sussy now runs her own place. She is a shrewd businesswoman, and in the beginning supported Orris Wathe’s attempts to consolidate power in the town. Now, however, Boss Wathe is demanding a bigger piece of the action, and Miss Sussy is beginning to regret her decision. She will not ally with the PCs unless she is sure they already have support from others in town.
Frec: The barkeep at Miss Sussy’s knows just about everybody in town, and can give the PCs a rundown of who’s who, and who they should possibly approach for support. He will need to be persuaded to talk.
Jerry comment: I like this name too!
Blossom Brookhollow: Blossom runs the inn with her husband Derem and their five children. Blossom is more outgoing than her husband, so she generally manages the taproom and serves the guests, while Derem does the heavy lifting and manages the kitchen. The Brookhollows are not at all happy with Boss Wathe and the way things are going in Town, and the PCs will have instant allies if they talk to the family at all.
Derem Brookhollow: Blossom’s husband. He’s not much of a people person, but he agrees with his wife that they’d be much better off without Boss Wathe.
Iris Brookhollow: Blossom and Derem’s oldest child. She splits cooking duties with her father. She is shy, and if the PCs try to talk to her, she refers them to her parents.
Other Brookhollows: There are four more children, who help with cleaning and various chores around the place. I will invent names as needed.
Otto: Otto is a half-ogre, and is not too bright (to put it charitably). He does, however, understand the idea of buying and selling, and he thinks it is awesome. Especially when people buy things from him. When anyone comes into his cluttered and bewildering shop, he tends to begin pulling out random items to show them: “You buy this! No? Maybe you buy this!” Otto does have some common sense about what kinds of things people want; most of the stuff in his store is useful. If you can find it. Otto pays a cut every week to Boss Wathe, who has told Otto that this is the way it works when you have a store. If the PCs can explain, in very small words, that Boss Wathe was not telling the truth, they will have a staunch supporter in Otto.
The weavers: Chale and Madda are a husband and wife. They are the best crafters in town, specializing in hand-loomed rugs, blankets, and cloth. They sell their wares in the marketplace, and have drawn the interest of several traveling merchants. They are unhappy with Boss Wathe, who demands a share of their profits--but they are also fearful of reprisal. They can be persuaded to back the PCs, but it will take some persuading.
B: Locations: [List all locations used in the module. Briefly, describe the location. We’re talking places like inns, shops, temples, etc. Note any changes just as with the NPCs above.]
Wathe’s Freehold (Town): This is the town in Cthonia, which has previously been called just “Town.” It consists of a short main street, with businesses on either side, opening into a large market square. There are houses around the market square, and two secondary roads leading from the market square past more houses. Businesses along the main street include Miss Sussy’s, the Weary Wanderer, and Otto’s Things to Buy. There is also a Town Hall.
Miss Sussy’s (new location): A tavern, gambling hall, and brothel. This is where the locals hang out. The food is terrible, but the booze is cheap and the company is pleasant, if you can afford that sort of thing. The main floor is mostly taken up by tables holding various games of chance; there is a long bar at one end where drinks are served. The brothel is upstairs.
The Weary Wanderer (new location): The town’s one inn is surprisingly good. It was opened by a halfling family, the Brookhollows, who once had hopes of running a quality establishment for discerning tastes. That dream has faded, but the family still do the best they can. The food here is good, the drinks are good but a little pricey, and the rooms are clean and comfortable. The inn is a single story, with a taproom at the front and guest rooms in the back.
Otto’s Things to Buy (new location): Otto’s is a cluttered and incomprehensible general store. Otto isn’t too bright, but he gets the idea of people giving him money for things, which he thinks is great. He has a good sense of the things people need, so most things in the store are useful, but it’s impossible to find anything. Otto has no system for what goes where; in fact, he won’t even necessarily keep the same items together.
The Town Hall (new location): This two-story building includes a small sheriff’s office, currently occupied by Gibbon Tunks, and a small jail cell, currently unoccupied. Boss Wathe’s office is upstairs.
C: Treasure: Two things go here.
Magic Items List: [6 x potion of cure moderate wounds; 2 x +1 leather armor, +1 Raptor-bane arrows (5), +1 studded leather armor (x5), +1 chain shirt, +1 frost keen rapier, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, +1 breastplate, +1 short sword, +1 dagger.]
Total Treasure Value: [48,185 gp, or about 9600 per PC (assuming 5 PCs).]
D: Total experience: [7000]
NOTE: I realize that treasure is a little high, but the last two modules have been a little low. Hopefully this will even things out.
Jerry comment: Nicely done.
Final notes:
1) Give me the level of detail necessary to for a sub, not familiar with the game or campaign, to run the module. Anything beyond that is up to you. Look at your module as you fill in the template with that "focus" in mind. Can my Asst. DM or a sub DM run this module with this amount of information?
2) When the module is on a googledoc, please do not "hang out" and watch on a googledoc while I am reviewing a module. In relation to that, do not begin corrections while I am still working on the review.
3) Please do not remove any of the corrections from the document until the module is approved. I need to see them there when I do the final approval so I can easily see what has been changed and what my corrections were.
[last updated 2013JAN05]