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Difference between revisions of "Descent into Madness"
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[Main Page[http://www.woldiangames.com/Woldipedia/index.php/DMs_Only:_The_Forged]] | [Main Page[http://www.woldiangames.com/Woldipedia/index.php/DMs_Only:_The_Forged]] | ||
− | + | ===Descent into Madness=== | |
Game: Forged | Game: Forged | ||
Projected Dates: June 10, 2013 to September 30, 2013 | Projected Dates: June 10, 2013 to September 30, 2013 | ||
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− | === | + | |
− | Scene 1: Dark Omens [~ 3 weeks] | + | ===Scene 1: Dark Omens [~ 3 weeks]=== |
Jerry correction: I think your time estimates are way short Daniel. I’d bump them all up [all scenes] one week at least. Take another look at them please and think them through. Remember a week is 5 posts only. And once we put the players into the mix, things usually take longer than expected. | Jerry correction: I think your time estimates are way short Daniel. I’d bump them all up [all scenes] one week at least. Take another look at them please and think them through. Remember a week is 5 posts only. And once we put the players into the mix, things usually take longer than expected. | ||
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A voice speaks from the fire in common, “Speak Grim Guard, fallen of Domi, drunkard of the mountain halls, lost children of the Scab, Dark betrayers kin. Speak.” | A voice speaks from the fire in common, “Speak Grim Guard, fallen of Domi, drunkard of the mountain halls, lost children of the Scab, Dark betrayers kin. Speak.” | ||
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Knowledge Planes DC 25 will reveal that the party stands before a DEAMON | Knowledge Planes DC 25 will reveal that the party stands before a DEAMON | ||
− | + | Diplomacy DC 15 | |
You may call me Ashtrious | You may call me Ashtrious | ||
The sorcerer who went by the name Runus is the one who took Tali | The sorcerer who went by the name Runus is the one who took Tali | ||
− | + | The others have intervened | |
− | + | If you do this, you will be tested in more than might | |
DC 25 | DC 25 | ||
− | + | The pall of the shadow world has fallen across Runus | |
Kadis has taken his reason through his love and the Shadows feed upon his deeds. | Kadis has taken his reason through his love and the Shadows feed upon his deeds. | ||
Kadis leads the Shadow Masters though they are truly not the masters in the end. | Kadis leads the Shadow Masters though they are truly not the masters in the end. | ||
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Jerry correction: All deamons are attached to a natural feature of the Scab like a volcano, waterfall, hot springs, mithril mine, etc. You need to determine which is the natural feature of this Deamon and then a sentence about its personality [which should relate to the natural feature] Read the legends of the Scab on Woldipedia about the deamons. There are some deamons named there already and you could use one of those if you wanted. | Jerry correction: All deamons are attached to a natural feature of the Scab like a volcano, waterfall, hot springs, mithril mine, etc. You need to determine which is the natural feature of this Deamon and then a sentence about its personality [which should relate to the natural feature] Read the legends of the Scab on Woldipedia about the deamons. There are some deamons named there already and you could use one of those if you wanted. | ||
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Jerry suggestion: If you like the idea of contacting a deamon instead of using diviners, perhaps the deamon sent an “Elemental” with the information and they can talk to it. That is much more strange and could be VERY interesting. It could even become a source of information for the party and a contact for them if they handle it correctly. | Jerry suggestion: If you like the idea of contacting a deamon instead of using diviners, perhaps the deamon sent an “Elemental” with the information and they can talk to it. That is much more strange and could be VERY interesting. It could even become a source of information for the party and a contact for them if they handle it correctly. | ||
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While en-route to the caves, the party encounters the party that had killed some dwarves the party discovered enroute to the festival. These Cave giants are marauding the area in search of new slaves (Encounter is for maintaining the danger aspect of being in the Scab and to get some giant protagonists going.) | While en-route to the caves, the party encounters the party that had killed some dwarves the party discovered enroute to the festival. These Cave giants are marauding the area in search of new slaves (Encounter is for maintaining the danger aspect of being in the Scab and to get some giant protagonists going.) | ||
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Scene XP: 2,500 each | Scene XP: 2,500 each | ||
− | http://paizo.com/pathfinderRPG/prd/bestiary3/giant.html#_giant,-cave | + | [[http://paizo.com/pathfinderRPG/prd/bestiary3/giant.html#_giant,-cave]] |
Jerry: Love the plot/story so far. Really do. You can tell then I like something because I’m offering suggestions rather than fussing about things being wrong. | Jerry: Love the plot/story so far. Really do. You can tell then I like something because I’m offering suggestions rather than fussing about things being wrong. | ||
− | Scene 2: The Cave [~5- 6 weeks] | + | ===Scene 2: The Cave [~5- 6 weeks]=== |
small cave complex consisting of a main passage to 3 chambers that each have a passage that connects to a forth chamber beyond. At the back of the last chamber is a small square tower 20x20x40 a Crude hut not too far from it | small cave complex consisting of a main passage to 3 chambers that each have a passage that connects to a forth chamber beyond. At the back of the last chamber is a small square tower 20x20x40 a Crude hut not too far from it | ||
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The caverns are teeming with undead, almost all of an unintelligent variety | The caverns are teeming with undead, almost all of an unintelligent variety | ||
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Bracers Armor +3 (9,000) Headband of Cha +2 (4000) Boots striding (5,500), Rope of Climbing (3000) total value 27,200 | Bracers Armor +3 (9,000) Headband of Cha +2 (4000) Boots striding (5,500), Rope of Climbing (3000) total value 27,200 | ||
− | Scene 3: Imminent Assault [~ 3 weeks] | + | ===Scene 3: Imminent Assault [~ 3 weeks]=== |
The party returns to Clan Lord Fifur Ironbane with news of his daughter and the mystic key to finally put an end to the threat of the necromancer group The Shadow Masters in the region. | The party returns to Clan Lord Fifur Ironbane with news of his daughter and the mystic key to finally put an end to the threat of the necromancer group The Shadow Masters in the region. | ||
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Ironbane’s commander arrives upon completion of the deed, admonishes the party for doing nothing and engages in a grapple agsint Ironbane eventually holding him to exhaustion . If this happens the DEAMON Ashtrious and clan Ironbane will never assist the party again and this event should be noted in the bible | Ironbane’s commander arrives upon completion of the deed, admonishes the party for doing nothing and engages in a grapple agsint Ironbane eventually holding him to exhaustion . If this happens the DEAMON Ashtrious and clan Ironbane will never assist the party again and this event should be noted in the bible | ||
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If the party physically stops Ironbane or succeeds in a Diplomacy check of 25 they bring him to reason and to retarget his anger. Towards the Shadow Masters, Runus, and those behind the Shadow Masters as eluded to by Ashtrious | If the party physically stops Ironbane or succeeds in a Diplomacy check of 25 they bring him to reason and to retarget his anger. Towards the Shadow Masters, Runus, and those behind the Shadow Masters as eluded to by Ashtrious | ||
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To further the party, and to carry out Clan Lord Fifur Ironbane’s overwhelming desire of vengeance against the monsters that have taken his only daughter. Clan Lord Fifur Ironbane gifts the party with another audience with Ashtrious and he gives them a clan lord Marker and elevates the Grim Guard to Honored of Clan Ironbane. The Marker accompanies the new title. The marker is magical marker from the Clan Lord. A throwback to the glory days, when a Clan Lord gives a marker, it is supposed to be good with any other Clan Lord so that the recipient can ask for help from any other Clan Lord and they are supposed to make good with it. This could have great repercussions as the lord presented with the marker would feel obligated to help even though he may hate the other Clan Lord. The magic lets the original Clan Lord know when the marker is called in and whether it was honored. It is powerful deep and old magic that is only accessible to a clan lord | To further the party, and to carry out Clan Lord Fifur Ironbane’s overwhelming desire of vengeance against the monsters that have taken his only daughter. Clan Lord Fifur Ironbane gifts the party with another audience with Ashtrious and he gives them a clan lord Marker and elevates the Grim Guard to Honored of Clan Ironbane. The Marker accompanies the new title. The marker is magical marker from the Clan Lord. A throwback to the glory days, when a Clan Lord gives a marker, it is supposed to be good with any other Clan Lord so that the recipient can ask for help from any other Clan Lord and they are supposed to make good with it. This could have great repercussions as the lord presented with the marker would feel obligated to help even though he may hate the other Clan Lord. The magic lets the original Clan Lord know when the marker is called in and whether it was honored. It is powerful deep and old magic that is only accessible to a clan lord | ||
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Monsters: None | Monsters: None | ||
Scene XP: 2500 each if they stop Ironbane | Scene XP: 2500 each if they stop Ironbane | ||
− | + | Treasure = Clan lord Marker and Title of Honored of Ironbane Clan | |
Jerry suggestion: I suggest something like a magical marker from the Clan Lord. A throwback to the glory days, when a Clan Lord gives a marker, it is supposed to be good with any other Clan Lord so that the recipient can ask for help from any other Clan Lord and they are supposed to make good with it. This could have great repercussions as the lord presented with the marker would feel obligated to help even though he may hate the other Clan Lord. The magic lets the original Clan Lord know when the marker is called in and whether it was honored. | Jerry suggestion: I suggest something like a magical marker from the Clan Lord. A throwback to the glory days, when a Clan Lord gives a marker, it is supposed to be good with any other Clan Lord so that the recipient can ask for help from any other Clan Lord and they are supposed to make good with it. This could have great repercussions as the lord presented with the marker would feel obligated to help even though he may hate the other Clan Lord. The magic lets the original Clan Lord know when the marker is called in and whether it was honored. | ||
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Jerry suggestion: A magic item that can detect Deamons in the Scab and their claimed boundaries vs other deamons? The DEAMON MAP and the PEN of ????? The pen contains three charges that will force a Deamon to come talk to them as equals by writing or tracing the name of the deamon on the map. It can only be recharged once it is fully empty and only by draining a magic item into it. So you’d have to drain three +1 items simultaneously or drain a +3 item. Or you could just drain a +1 item and not fill it up to max. | Jerry suggestion: A magic item that can detect Deamons in the Scab and their claimed boundaries vs other deamons? The DEAMON MAP and the PEN of ????? The pen contains three charges that will force a Deamon to come talk to them as equals by writing or tracing the name of the deamon on the map. It can only be recharged once it is fully empty and only by draining a magic item into it. So you’d have to drain three +1 items simultaneously or drain a +3 item. Or you could just drain a +1 item and not fill it up to max. | ||
− | ====== | + | ===End matter:=== |
− | + | ||
A: NPCs | A: NPCs | ||
− | Clan Lord Fifur Ironbane – Clan lord of the area near this year's Stone Festival. | + | *Clan Lord Fifur Ironbane – Clan lord of the area near this year's Stone Festival. |
− | Tali Ironbane – Fifur's daughter (missing). Betrothed to Kabur. | + | *Tali Ironbane – Fifur's daughter (missing). Betrothed to Kabur. |
− | Sorcerer Runus – Former mage of Fifur. Has kidnapped Tali because he loves her. | + | *Sorcerer Runus – Former mage of Fifur. Has kidnapped Tali because he loves her. |
− | DEAMON Ashtrious who dwells at the entrance to the Underdark and is the location of the Stone Festival. Being able to speak to the DEAMON Ashtrious is one of the reasons being afforded the lord of the festival is such a coveted position | + | *DEAMON Ashtrious who dwells at the entrance to the Underdark and is the location of the Stone Festival. Being able to speak to the DEAMON Ashtrious is one of the reasons being afforded the lord of the festival is such a coveted position |
B: Locations:. | B: Locations:. | ||
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Monster Appendix | Monster Appendix | ||
− | GIANT, CAVE | + | *GIANT, CAVE |
Bestial tusks jut from the jaw of this hunched-over giant. It is clad in armor patched together from the bones of past victims. | Bestial tusks jut from the jaw of this hunched-over giant. It is clad in armor patched together from the bones of past victims. | ||
CAVE GIANTCR 6 | CAVE GIANTCR 6 | ||
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Slaves such as dwarves, orcs, and troglodytes do most of the labor in cave giant settlements. Poor treatment and the need for meat keep slave populations small and ever-rotating. New slaves are brought in whenever raiding parties remember to reign in their blood lust. Any prisoners who fail to submit to their new masters find themselves served on the dinner table or tossed screaming into the giant's cave lizard pens. | Slaves such as dwarves, orcs, and troglodytes do most of the labor in cave giant settlements. Poor treatment and the need for meat keep slave populations small and ever-rotating. New slaves are brought in whenever raiding parties remember to reign in their blood lust. Any prisoners who fail to submit to their new masters find themselves served on the dinner table or tossed screaming into the giant's cave lizard pens. | ||
Giant lizards of all types serve as both guard beasts and sport for the cave giants. Giant frilled lizards are rarely pets, as most cave giants opt to keep less dangerous monitor lizards instead. Kept in check only by fear and brutal beatings, such pets turn on their handlers at the first sign of weakness. At feeding time, live captives are tossed into the pens, a festive event filled with boisterous cheers and spirited betting | Giant lizards of all types serve as both guard beasts and sport for the cave giants. Giant frilled lizards are rarely pets, as most cave giants opt to keep less dangerous monitor lizards instead. Kept in check only by fear and brutal beatings, such pets turn on their handlers at the first sign of weakness. At feeding time, live captives are tossed into the pens, a festive event filled with boisterous cheers and spirited betting | ||
− | ZOMBIE, JUJU | + | *ZOMBIE, JUJU |
This wretched human figure has tight leathery skin, sunken eyes, and an emaciated frame, yet it moves with eerie alacrity. | This wretched human figure has tight leathery skin, sunken eyes, and an emaciated frame, yet it moves with eerie alacrity. | ||
HUMAN JUJU ZOMBIE CR 2 | HUMAN JUJU ZOMBIE CR 2 | ||
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Treasure masterwork short sword | Treasure masterwork short sword | ||
A juju zombie is an animated corpse of a creature, created to serve as an undead minion, that retains the skills and abilities it possessed in life. | A juju zombie is an animated corpse of a creature, created to serve as an undead minion, that retains the skills and abilities it possessed in life. | ||
− | SKELETAL CHAMPION | + | *SKELETAL CHAMPION |
This armored skeleton stands in a battle-ready pose, its weapon held high as cold blue light shines in its eye sockets. | This armored skeleton stands in a battle-ready pose, its weapon held high as cold blue light shines in its eye sockets. | ||
SKELETAL CHAMPIONCR 2 | SKELETAL CHAMPIONCR 2 | ||
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Treasure breastplate, heavy steel shield, masterwork longsword, | Treasure breastplate, heavy steel shield, masterwork longsword, | ||
Some skeletons retain their intelligence and cunning, making them formidable warriors. These undead are far more powerful than their mindless kin, and many gain class levels. | Some skeletons retain their intelligence and cunning, making them formidable warriors. These undead are far more powerful than their mindless kin, and many gain class levels. | ||
− | WIGHT | + | *WIGHT |
The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light. | The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light. | ||
− | + | WIGHT CR 3 | |
XP 800 | XP 800 | ||
LE Medium undead | LE Medium undead | ||
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As undead, wights do not need to breathe, so they are sometimes found underwater, though they are not particularly good swimmers unless they were originally swimming creatures such as aquatic elves or merfolk. Underwater wights prefer low-ceilinged caves where their limited swimming isn't as much of a liability. | As undead, wights do not need to breathe, so they are sometimes found underwater, though they are not particularly good swimmers unless they were originally swimming creatures such as aquatic elves or merfolk. Underwater wights prefer low-ceilinged caves where their limited swimming isn't as much of a liability. | ||
The wight presented here is a typical example of its kind, but sometimes when a wight creates spawn from particularly unusual humanoids, the resulting wights are quite different in power, such as the following three variants. | The wight presented here is a typical example of its kind, but sometimes when a wight creates spawn from particularly unusual humanoids, the resulting wights are quite different in power, such as the following three variants. | ||
− | ZOMBIE | + | *ZOMBIE |
This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched. | This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched. | ||
HUMAN ZOMBIECR 1/2 | HUMAN ZOMBIECR 1/2 | ||
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Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety. | Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety. | ||
Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead. Such zombies are always of the standard type, unless the creator also casts haste or remove paralysis to create fast zombies, or contagion to create plague zombies. | Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead. Such zombies are always of the standard type, unless the creator also casts haste or remove paralysis to create fast zombies, or contagion to create plague zombies. | ||
− | Plague Zombie | + | *Plague Zombie |
These zombies carry a terrible disease that perpetuates their undead lineage—those infected by a plague zombie's contagion rise as zombies themselves when they perish. | These zombies carry a terrible disease that perpetuates their undead lineage—those infected by a plague zombie's contagion rise as zombies themselves when they perish. | ||
Defensive Abilities: A plague zombie does not gain DR 5/slashing. | Defensive Abilities: A plague zombie does not gain DR 5/slashing. | ||
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Death Burst (Ex): When a plague zombie dies, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague as if struck by a slam attack and must make a Fortitude save or contract zombie rot. | Death Burst (Ex): When a plague zombie dies, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague as if struck by a slam attack and must make a Fortitude save or contract zombie rot. | ||
Disease (Su): The slam attack—as well as any other natural attacks—of a plague zombie carries the zombie rot disease.Zombie rot: slam; save Fort DC = 10 + 1/2 the zombie's Hit Dice + the zombie's Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours. | Disease (Su): The slam attack—as well as any other natural attacks—of a plague zombie carries the zombie rot disease.Zombie rot: slam; save Fort DC = 10 + 1/2 the zombie's Hit Dice + the zombie's Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours. | ||
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Latest revision as of 08:21, 6 August 2013
[Main Page[1]]
Contents
Descent into Madness
Game: Forged Projected Dates: June 10, 2013 to September 30, 2013 Author(s): Dan Knotts, Jeff Ober Starting Party Level: 6
What has gone on before, starting with ‘Intrigue at the Stone Festival’ (for the Dms eyes only!): In various parts of the scab, Clan Lords claim dominance over certain areas, mines, and mountains, and jealously guard them with their clan members. A medium-sized gem mine a half day's journey to the northeast of Riddleport is ruled by the Rockbreaker clan, led by Clan Lord Huran Rockbreaker. Huran is looking to increase the alliances among the dwarves in the scab. To that end, he has promised his son, Kabur Rockbreaker, to another clan lord's daughter, Tali Ironbane. The Ironbane clan is located about three day's north of Riddleport. That clan is led by Clan Lord Fifur Ironbane. However, not everyone wants to see the wedding take place.
Jerry question: So if he is promised to HER clan, does that mean he joins her clan once married or does she join his clan? This could add some depth to your thinking and storytelling. In the Rockbreaker clan, Clan Lord Huran puts his trust in his top general, Difur Grudgeseer. But Difur is not happy with alliances and instead wants to break the long-standing tradition of peace throughout the lands. He believes that the gods will favor them if they go to war and start uniting the Scab under one banner with force. He is working to stop this marriage at any cost, but is obviously trying to keep his intentions secret.
Jerry comment: Note that in the history of the dwarves, Domi was their patron god back as far as the 2nd age. They patroned him as soon as he ascended to godhood. Then later [3rd age?-you’d have to look it up] he took back his “Symbols of Honor” A hammer, anvil, and forge because the dwarves were becoming divisive and losing their honor. The clans, all angry at each other because of their fall from honor that it just became worse. Tribes that cooperated were given one of the symbols as a reward which made them leaders and caused jealousy from others dishonoring them further. This dates back to my local campaign back in the 80s. If we haven’t detailed this in the history of the dwarves or in the Scab write-ups, add it. If there is additional info here, might add it to what we’ve put on Woldipedia. Anyway, the theme this creates is that cooperation bring honor. This, however, has become skewed by some clans, families, and individuals who think it false history created by some clans to rule the others. Anyway, all this is meat for your storytelling.]
In Ironbane, the clan lord there had recently employed a dwarf sorcerer of little power, Runus. Runus was absolutely smitten with the clan lord's daughter and was crushed when she was promised to the Rockbreaker clan. He left the clan lord's employ with a story about going to research some sorcery and returned a short time later to kidnap the dwarven princess. He was quite successful, and no one knows that he is the one that has taken her. He is currently holding her in a cavern nearby, hoping that she will finally decide to love him. There have been no ransom notes of any kind, so the clan lord knows nothing about who has his daughter or why. Back in Rockbreaker, general Grudgeseer has gotten word of the kidnapping and the situation around it. He has decided to try and use it to his advantage and to finally bring war between the two clans. At the start of the module, he sets a plan in motion that he hopes will get clan lord Ironbane to declare war on clan Rockbreaker – but only if the party doesn't stop him!
[Jerry suggestion: Give the general a bit of background as to WHY he is so untrusting of other clans. Something had to have happened to him that created that hate. Either a family member was killed by another clan or something happened to him personally. I’m thinking that his beloved grandfather died at the hands of another clan in a mutual fit of greed over an adamantite mine and the grandmother soured Grudgeseer from birth. She even named him Grudgeseer because of it.]
[Dan K 6-3-13 All of the above was lifted from the history of the previous approved module. I was only including it for completion of thought going into this module. All of your suggestions are great, i just hadn’t given much though to the above other than it’s direct impact on what I was writing. I will plan on revisiting this and updating the Game Bible for future DM’s]
The Grim Guard fell into the trap, but was able to sort it out to the satisfaction of Clan Lord Fifur Ironbane. So much to the point that the Grim Guard were proclaimed honored heroes of the Stone Festival and allies true of clan Ironbane
In the meantime, Runus, ran afoul of the necromancers that have plagued the Grim Guard in particular and the region in general. Through foul dark magic they increased his powers greatly, seeking to make an ally of him and thus perhaps a dwarven clan. To push Runus along they arranged an accident for the kidnapped princess Tali, which caused her death. The Necromancers calling themselves The Shadow Masters) than presented Runus with the only option to save her, undeath. Desperate, Runus took it, condemning the poor girl to a state of undead and unknowingly himself to madness and despair. The necromancers were able to run a long desired experiment that they could then use to further themselves later. Leaving Runus to observe the final stages and to contact them upon completion, they retired. Runus is not up to the task. The woman he loved, the object of all his devotion was transformed into an undead thing by the necromancers after an accident befell her and would have been the cause of her death. Unable to let her go, he agreed with the Necromancers and she was converted into an undead creature, but a higher form retaining her memories and knowledge. The change drove her partially mad and full of hate at Runus. Assured by the necromancers that she would come to appreciate what he did for her and would come around in time, the princess was locked in the tower and set with magical wards and servants. The necromancers provided Runus a gem to contact them when she did come around and departed. For the past fortnight she has raged in hate against Runus, slipping further and further into vile oblivion that consumes all creatures of undeath towards the living. Runus, at some level has recognizied this inevitable fact and in knowing he has condemned her to it has pushed him over the brink of sanity
[Jerry Suggestion: This sounds like a prime opportunity for the Powers of Koshe-Mar to tempt Runus into becoming a pawn of theirs. They promise him that Tali will return to life and love him. Then they twist it some way and the party can do a followup module later going to Koshe-Marr to stop him and either rescue her or put her out of her misery, except that the mists are clever and each new generation [like in the Strahd modules] a new girl is born undead who is destined to fall in love with him and then meet a tragic ending before they can be wed. Sorry, Kent, just throwing things out as I think of them. The module is very good so far. Ignore what you don’t like obviously.]
[Dan K 6-3-13 The previous DM’s tormented the group with a necromancer group. I want to continue that torment into this to really give the group drive to go after the true cause behind the tragic events that befall Runus and Tali. The Necromancers and the promise of revenge will send them into a tizzy. I do like the Powers of Koshe Marr tie in and I think I will use it asthe powers behind the Necromancers, acting through them. It’s how they can do so much and all that. Future DM’s could then push that further if they wished or if I am around on this game that long, I could open Koshe Marr into the unsuspecting Scab
Jerry suggestion: Name the Necromancer Group. Give them a name. I suggest: Death Bane, or Masters of Undeath. You may have done this below. [Dan K 6-7-13 Done went with Shadow Masters as in Masters over the Land of Shadow]
Summary of Module The Grim Guard spend a few final days at the Stone Festival after returning triumphant from the mines and killing the Beblith, celebrating and being celebrated. Ironbane has had others looking for his daughter since she was taken. With the Abyssal presence removed from the immediate area, his diviners have now located her. She is in a small cave complex very close to the mines the party was just at. Clan Lord Fifur Ironbane looks to the Grim Guard to rescue her, for if any can bring her home safely surely it is them. If they can capture Runus, the cowardly grass eating flower picker and bring him before the lord for justice, perfect. If all they can manage is his head, that is good as well.
Enroute, a war party of Cave Giants. This is nothing more than a reminder that the Scab is a dangerous place.
Reaching the caves, they will be attacked by a solid army of undead that are defending the caves, but more specifically the undead are preventing anyone in the caves from leaving. Namely Runus as the necromancers are not through with him yet The party fights through seemingly endless hordes of low powered undead and confront the very much insane dwarven sorcerer.
Jerry suggestion: Look up the Beheaded monster in the SRD and its variants. They would be very spooky here and with the different types and possibilities for you making more types, it would be a very unpredictable fight. I used them last night with my local group and it was very interesting. I threw about 30 at a 10th level party. They were supped up obviously. They hit like a truck, but only had 16 hit points so one or two strikes would kill them and area affects were effective against them. I had beheaded that were belching various energy types, grabbing for automatic hits, fearing, and even swallowing them whole and beginning to float off with them. Anyway, interesting monster that can create that some major mayhem. It felt like a tavern brawl and they had fun killing so many while worrying about what ability THIS one had.
[Dan K 6-3-13 that was my attempt with the varying undead presented without everything being a custom creature. Combat gets harder to abjucate the more one offs you have in this forum. At this point I think I will keep it as is and bust out the more unusual things in the next part of this two parter when they go after the Necromancers proper. Let the group think it is the same ole same ole until bam howdy happens.]
The fight takes place just outside of the tower built in the chamber, wherein lies the cause of the dwarf’s loss of reality.
After the defeat and death of Runus, the party will finally confront the princess and the horror that has befallen her and likely others that have come into the grips of the necromancers. The Grim Guard will battle destroy her and her ‘servants’ and will then be free to explore the tower to find the evidence/proof of the Necromancers and most importantly the scroll that will trigger the gem to open the portal to the necromancer lair The final push to eliminate the necromancers from the Scab will be the next module. The gem portal will be to a way station and from there the Grim Guard will be able to assault and put to a final end, the necromancers, rescuing Tahli and closing the entire storyline.
Jerry Suggestion: If you want to do the Koshe-Marr thing, you could have it so that the powers have been tempting him for a while now and offering him some perks to show him the possibilities of accepting their tempations. As he dies, he could accept their offer. It doesn’t affect the module except for creating a mystery as to what he just shouted out and who he was talking to when he accepted the offer. Then you have the future storyline in Koshe-Marr in the future if you want it. [Dan K 6-3-13 I got the tie to Koshe Marr with the necromancers and so poor Runus can simply die horribly without hope of redemption and knowing his love is lost even in the afterlife. I’ll tie something like that in]
Scene 1: Dark Omens [~ 3 weeks]
Jerry correction: I think your time estimates are way short Daniel. I’d bump them all up [all scenes] one week at least. Take another look at them please and think them through. Remember a week is 5 posts only. And once we put the players into the mix, things usually take longer than expected.
The group is able to enjoy a few last days (10) at the festival, including a portal to the catacombs and access to any kind of materials any might wish to construct items. Upon the last official day, clan lord Ironbane himself comes to the Grim Guard, without escort of any kind, his face a mask of grim determination and anger. Walking into your midst, he simply begins talking “They found her, my beloved Tali. I am told there is a mask of darkness is about her, that she is wrapped in a veil of hatred and pain. But most importantly they have told me where she is. Omens are dark about this and I must ask that you go in my stead. There is treachery here and I know not whom else I might trust.” The dwarf pauses for a moment before he continues, “I ask that you go and bring her home to me and her tormentor as well. If only his head arrives I will make do. You may speak to them if you wish. Have care with your dealings”
Jerry idea: One aspect of this area that we have not utilized as much as I’d like are all the “Deamons” also called “Elemental Lords” and “Powers” that inhabit all the natural features of the Scab. Like “Fhorge” who lives in the biggest volcano. There is info on them in the game writeup on Woldipedia. What if instead of divining, which is not very dwarven like, he has petitioned and gifted a DEAMON for the information?
[Dan K 6-3-13 I like it changes made....Going to call them what seers? calling them Deamons or possessed doesn’t sound like a positive thing Perhaps channelers, three dwarves chant and such and summon forth the Deamon which takes the shape of a fire elemental With the Beblith destroyed, the Channelers of Ironbane, A trio of Dwarves each possessed by the fragment of a DEAMON of the old world have indeed been able to ascertain the location of the princess. In Truth, here at the Stone Festival grounds, the gatway to the Underdark where the DEAMON Ashtrious is tied and guards the DEAMON chooses to manifest through those it has chosen during the festival. In this case, these 3 dwarves. They do not know if she is alive or dead, which is disconcerting at best. The party is allowed to and encouraged by Ironbane to a point to speak to them in the clan lords tent.
The Channellers will insist the party disarm themselves, the presence of weapons, the tools of violence will make any conversation or contact to dangerous. They will also insist to speak with the party alone and that no one else ever becomes privy to the knowledge they share. (This is all imposed by the DEAMON to bring more drama to the audience with the party and to assure the DEAMON as he forms is in no danger Killing a Channeller does nothing to the DEAMON, but it is vulnerable when it decides to manifest fully which it needs to do in order to make so direct a contact as it chooses to do now. Assuming the party can play nice
The Trio gather and standing side by side with hands clasped they bow to the party politely. Lamps burn low in the tent and there is an eerie quiet all around. It takes a moment to register, but then it hits you. You can hear none of the commotion that is going on outside of the plain canvas walls of the tent. The only sounds and smells are within the room itself.
Speaking at the same time the three dwarves greet you, “The clan lord has spoken to me on you behalf and has asked that i assist you in what ways i see to. I have agreed and see you have met my terms and so I shall answer what questions i may for you.”
The three dwarves close their eyes and begin to moan, mouths closed, that soon becomes a mono-toned bass hum. Deeper, and deeper their voices become, impossibly low hollow and deep. The very air itself seems to almost resonate and shimmer, and then suddenly they stop. The air seems to still shimmer, simmer like a summers day upon the stones in the heat and then a flicker of light erupts, flaring to the proportion of a 5’ pillar of fire.
A voice speaks from the fire in common, “Speak Grim Guard, fallen of Domi, drunkard of the mountain halls, lost children of the Scab, Dark betrayers kin. Speak.”
Knowledge Planes DC 25 will reveal that the party stands before a DEAMON Diplomacy DC 15 You may call me Ashtrious The sorcerer who went by the name Runus is the one who took Tali The others have intervened If you do this, you will be tested in more than might
DC 25 The pall of the shadow world has fallen across Runus Kadis has taken his reason through his love and the Shadows feed upon his deeds. Kadis leads the Shadow Masters though they are truly not the masters in the end.
Jerry correction: All deamons are attached to a natural feature of the Scab like a volcano, waterfall, hot springs, mithril mine, etc. You need to determine which is the natural feature of this Deamon and then a sentence about its personality [which should relate to the natural feature] Read the legends of the Scab on Woldipedia about the deamons. There are some deamons named there already and you could use one of those if you wanted.
Dan k 6-7-13 I tied him to the entrance of the underdark and the Stone Festival
Jerry suggestion: If you like the idea of contacting a deamon instead of using diviners, perhaps the deamon sent an “Elemental” with the information and they can talk to it. That is much more strange and could be VERY interesting. It could even become a source of information for the party and a contact for them if they handle it correctly.
While en-route to the caves, the party encounters the party that had killed some dwarves the party discovered enroute to the festival. These Cave giants are marauding the area in search of new slaves (Encounter is for maintaining the danger aspect of being in the Scab and to get some giant protagonists going.)
Jerry: I suggest giants instead. Ogres are more in the Red Hills area with the other large sized monster types. The Scab is more giant oriented. Perhaps these giants were going to pick off some caravans headed to and from the festival and the party can rescue a returning group of traders headed back with their cash, sales, and traded inventory after the festival. Again, a chance to make friends and establish contacts.
[Dan K 6-3-13 Party is only 7th level. I was going with ogres and trolls are giants, they are at least the giant type with the orge mage or Oni in pathfinder part of an escaped spirit of one of the ancient ones that the Phorge is holding back. You of course did not know this because I didi nt write it down…Think I found something else Cave Giants CR 6
Monsters: 8 Cave Giants no weapons 1 war party leader with great axe Treasure: each giant has a bag of 1000gp total 8,000g The leader has a gold ruby ring worth 2000, Amulet Natural Armor +2 and Great axe Large +2
Scene XP: 2,500 each [[2]]
Jerry: Love the plot/story so far. Really do. You can tell then I like something because I’m offering suggestions rather than fussing about things being wrong.
Scene 2: The Cave [~5- 6 weeks]
small cave complex consisting of a main passage to 3 chambers that each have a passage that connects to a forth chamber beyond. At the back of the last chamber is a small square tower 20x20x40 a Crude hut not too far from it
The caverns are teeming with undead, almost all of an unintelligent variety Central chamber contains
Jerry suggestion: take a look at the SRD. Select Monster Type and go to Undead. Take a look at all the variants there. These players are experts on everything. I suggest not using “familiar” monsters too much. Use variants and non-core source material from other companies. I think that is why the beheaded was so interesting last night is that my group, who are all veteran players of many years, hadn’t heard of them. Again, just a suggestion.
[dan k 6-3 going to keep the standards at this point. In the next module, The End of Necromancy, the party will hit a similar battle where i will employ the variants to their fullest. Faster zombies, fast healing zombies, ones filled with necromantic goo]
16 Zombies =1600 8 Juju Zombies =1070 12 Skeletal Champions =1070
The left chamber contains 4 Plague Zombies =200 8 Juju Zombies =1070 2 Wight =265
The right chamber contains 12 Juju Zombies 800 4 wight 535 8 Skeletal Champions 800
Jerry suggestion: Plan your strategy so that someone in the party indeed loses a level and they have to fix that. These guys are high enough that they need to start dealing with the mid-level monster problems such as level draining, ability draining, spell resistance, and damage reduction. Consider adding one of these elements to some of these monsters as a variant. The rear chamber with the tower. In this chamber past all of the horrors already encountered stands a haggard looking dwarf in tattered and torn clothes. His beard is matted and spotty as if chunks have been torn free. His face is covered in soot and blood with his nose at a strange angle. Gathered about him and swaying is a small host of undead. They groan and moan and hiss as they do, none appear to be the cause of the dwarf’s current state. The dwarf stands slack jawed, shoulders slumped, but with a wild look in his overly wide eyes. A wail of hatred issues from the tower and the sturdy wooden door thunders with hammer blows, as if something is trying to escape. One of the dead things near the dwarf, gently turns his head to view the shuddering door and it is now that you can see that his ears have been ripped off. The dwarf screams back at the door “Love Me!” and he collapses to his knees, pulling at his beard and banging one fist against the side of his head where an ear used to be.
Jerry suggestion: I love the “love me” part. What if the undead start muttering that as they attack the party? Like parrots, they imitate their master. If he says it, they twist it. Use or not. Just a suggestion.
Oh done, that is sweet
The undead about him smile and then turn in the direction of the party and close, mumbling and groaning with dead lips and slack jaws “luuvv mmheeee”
8 Juju Zombies by the tower =800 The Sorceror Runus non combatant 2 Wight =265 8 Skeletal Champions =800
Within the tower is Tali and her servants 4 Zombie =400 Tali is an enhanced Revenant with one of the Necromancers is her murderer
The Tower Door is magically enhanced and locked. As the party fights the undead horde, Runus casts a spell and opens the tower door and calls for Tali. “Your saviors come and now you will watch as I destroy…” A trio of zombies comes out the door and grapples Runus, pounding him, causing him to wail and cry for Tali to help him, to get the wretched things off of him.
It is then that she appears in the doorway. Her fists rolled into balls of rage, her long raven hair unkept and wild all about her. She wears a small crown upon her brow, unmistakable in that she is Tali Ironbane, daughter of clan lord Ironbane. She is already thick with child and her eyes are cast only upon Runus. She steps forth and grabs one of the zombies upon the dwarf and heaves the thing nearly 20’ across the chamber where it lands with the sickening smack of undead flesh. Grabbing the remaining two, she flings her arms wide and sends them sailing out and away as well. It is then that Runus looks up past his defensively crossed arms at Tali and screams in unbridled terror. The dwarf woman spreads her arms and shrieks a lifetime of hatred back at him. Her shoulders pop and crack, her lower jaw elongates beyond its limits and the unholy sound of her keening pulses out in a wave all about her. It slams into the party with the force of a giants fist. Tearing through you like the cold touch of Gargul himself. Death in all of its permanence stands over Runus and before you now and your soul has been touched by pure fear.
Jerry comment: NICE!!!
Runus will get a way and flee to the party for protection, crying about how this is not his fault, it was them, the wizards, they said they would help, that Tali would in time love him and he neeed only be patient. All that type of thing. The party may or may not protect him. Tali will try to get at Runus at all costs. Once Runus is dead she will head for the exit with all speed shrieking the word Kadis, which is the name of the head of the necromancers
I am hoping to draw some sympathy from the party as they make correlations between Tahlia and this dwarf women become undead and hopefully generate some sympathy for Runus
[Jerry comment: Excellent! Put yourself in the character of both Runis and Tahlia and imagine their viewpoints of this all. Has she actually found a place for Runis in her heart even though she knows he’s evil and creepy? What about him? Any guilt? It would be very cool to have a “drama” scene here before the battle, or during a dramatic pause within the battle, or as he’s dying etc. A little “play” to create both sympathy and revulsion at the same time.
This really is the climax of the module. So some melodrama. Go watch a horrible soap opera or romance tragedy. Even some Hamlet. Get inspired [if that’s possible from a soap opera] and bring the party to tears and barfing simultaneously. ]
Know Religion DC 20 will give the party the knowledge that she is after her murderers. She is a Revenant and after Runus.
With all the black skinned zombies about the party should deduce the Necromancers are involved with all of this
Tali Ironbane Revenant Enhanced Medium Undead AC 25 Touch 15 Flat 16 (+5 Dex, +6 Natural, +4 Armor) HP 150 (12d8+72) Fort +10 Ref +11 Will +12 DR 10/- Immune to Cold Undead Traits SR 19 Fast Heal 10 Weakness Self Loathing Speed 30 Melee 2 Claws +15 (1d8+8 plus Grab) Special Attack baleful shriek, constrict 1d6+8 Str 26 Dex 20 Con - Int 7 Wis 12 Cha 22 Base Att 8 CMB 16 (22 Grapple) CMD 29 Feats Cleave Power Attack Weapon Focus Claw Improved Grapple Greater Grapple Iron Will, Lightning Reflex Skills Intimidate 20 perception 16 Leather +2 Gear Crown of Blasting Minor, Bead of Force Scarab of Golemsbane Baleful Shriek (Su) Once every 1d4 rounds, a revenant can shriek as a standard action. All creatures within a 60-foot spread must make a DC 23 Will save or cower in fear for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based. Reason to Hate (Su) A revenant's existence is fueled by its hatred for its murderer. As long as the murderer exists, the revenant exists. If the murderer dies, the revenant is immediately slain. A murderer who becomes undead does not trigger a revenant's destruction. When a revenant encounters its murderer, it gains the benefits of a haste spell (CL 20th) that lasts as long as its murderer remains in sight. Against its murderer, the revenant also gains a +4 profane bonus on attack rolls, weapon damage rolls, grapple checks, and saving throws. Self-Loathing (Ex) When confronted with its reflection or any object that was important to it in life, a revenant must make a DC 20 Will save to avoid becoming overwhelmed with self-pity. This condition renders the revenant helpless, and lasts until the revenant is attacked or sees its murderer. If a revenant resists becoming overwhelmed, the revenant becomes obsessed with the source that triggered the saving throw and does everything it can to destroy it, reacting to the trigger as if the trigger were its murderer and gaining bonuses from its reason to hate ability. Sense Murderer (Su) A revenant knows the direction but not the distance to its murderer—this sense can be blocked by any effect that blocks scrying. Against its murderer, a revenant has true seeing and discern lies in effect at all times (CL 20th); these abilities cannot be dispelled
Scene XP: 9,635 each Treasure In Tower art objects 3000 coin 1200 Bracers Armor +3 (9,000) Headband of Cha +2 (4000) Boots striding (5,500), Rope of Climbing (3000) total value 27,200
Scene 3: Imminent Assault [~ 3 weeks]
The party returns to Clan Lord Fifur Ironbane with news of his daughter and the mystic key to finally put an end to the threat of the necromancer group The Shadow Masters in the region.
Clan lord Ironbane flies into a furious rage the likes that rival anything the Grim Guard has ever seen. Ironbane grabs the small stone throne and topples it from its place. His furious anger then falls upon the 3 dwarves who were able to bring forth Ashtrious. “You knew she was gone! You knew she was lost! All this time! She laid not a league from here and you knew!”
Ironbane goes after the trio…Here is where the party will hopefully intervene as the three dwarves simply cower and beg their lords mercy which does nothing but fuel his rage. If the party does nothing he beats one to bloody unconsciouseness. ‘My lord mercy you know not yourself. Ashtrious will not be pleased’
Ironbane roars back “PLEASED, the deamon allowed my daughter to die! MY DAUGHTER! I am the lord of the Festival! I will show you mercy!” Ironbane then goes for his dwarven axe lying on the ground nearby.
If the party does not intervene, Ironbane kills them
Ironbane’s commander arrives upon completion of the deed, admonishes the party for doing nothing and engages in a grapple agsint Ironbane eventually holding him to exhaustion . If this happens the DEAMON Ashtrious and clan Ironbane will never assist the party again and this event should be noted in the bible
If the party physically stops Ironbane or succeeds in a Diplomacy check of 25 they bring him to reason and to retarget his anger. Towards the Shadow Masters, Runus, and those behind the Shadow Masters as eluded to by Ashtrious
To further the party, and to carry out Clan Lord Fifur Ironbane’s overwhelming desire of vengeance against the monsters that have taken his only daughter. Clan Lord Fifur Ironbane gifts the party with another audience with Ashtrious and he gives them a clan lord Marker and elevates the Grim Guard to Honored of Clan Ironbane. The Marker accompanies the new title. The marker is magical marker from the Clan Lord. A throwback to the glory days, when a Clan Lord gives a marker, it is supposed to be good with any other Clan Lord so that the recipient can ask for help from any other Clan Lord and they are supposed to make good with it. This could have great repercussions as the lord presented with the marker would feel obligated to help even though he may hate the other Clan Lord. The magic lets the original Clan Lord know when the marker is called in and whether it was honored. It is powerful deep and old magic that is only accessible to a clan lord
Jerry correction: Please go over the this meeting in more detail please. What will be his response? Do his advisors disagree? Set up some diplomacy skill checks etc. I know the combat is the climax of the story, but this is the aftermath and needs to be detailed to a greater extent.
Monsters: None Scene XP: 2500 each if they stop Ironbane Treasure = Clan lord Marker and Title of Honored of Ironbane Clan
Jerry suggestion: I suggest something like a magical marker from the Clan Lord. A throwback to the glory days, when a Clan Lord gives a marker, it is supposed to be good with any other Clan Lord so that the recipient can ask for help from any other Clan Lord and they are supposed to make good with it. This could have great repercussions as the lord presented with the marker would feel obligated to help even though he may hate the other Clan Lord. The magic lets the original Clan Lord know when the marker is called in and whether it was honored.
Jerry suggestion: How about something like an honored position within the clan. A “friend of the clan” type of standing. Similar to a knight status. They agree to come to his aid at least once a year when needed and he agrees to put all his resources to their disposal at least once a year. We’d need to name it: Hmm….Honor Guard? Perhaps he names it after the party? The marker could go with that.
Jerry suggestion: A magic item that can detect Deamons in the Scab and their claimed boundaries vs other deamons? The DEAMON MAP and the PEN of ????? The pen contains three charges that will force a Deamon to come talk to them as equals by writing or tracing the name of the deamon on the map. It can only be recharged once it is fully empty and only by draining a magic item into it. So you’d have to drain three +1 items simultaneously or drain a +3 item. Or you could just drain a +1 item and not fill it up to max.
End matter:
A: NPCs
- Clan Lord Fifur Ironbane – Clan lord of the area near this year's Stone Festival.
- Tali Ironbane – Fifur's daughter (missing). Betrothed to Kabur.
- Sorcerer Runus – Former mage of Fifur. Has kidnapped Tali because he loves her.
- DEAMON Ashtrious who dwells at the entrance to the Underdark and is the location of the Stone Festival. Being able to speak to the DEAMON Ashtrious is one of the reasons being afforded the lord of the festival is such a coveted position
B: Locations:. The Stone Festival Grounds. This year's festival is held on the lands of King Fifur Ironbane. Wilds of the Scab Small cave
C: Treasure: Scene 1 26,000 Scene 2 25,700
Jerry correction: Double check your treasure to be sure it equals 56,000gp and that all that treasure is listed. While you’re at it, double check your xp please.
D: Total Experience: Scene 1 2500 Scene 2 9675 Scene 3 2000 bonus if they stop clan lord Ironbane 12,175 experience each character 14,175 if they collect scene 3
Monster Appendix
- GIANT, CAVE
Bestial tusks jut from the jaw of this hunched-over giant. It is clad in armor patched together from the bones of past victims. CAVE GIANTCR 6 XP 2,400 CE Large humanoid (giant) Init +0; Senses darkvision 120 ft., low-light vision; Perception +5 DEFENSE AC 19, touch 9, flat-footed 19 (+4 armor, +6 natural, –1 size) hp 67 (9d8+27) Fort +9, Ref +3, Will +3 Defensive Abilities ferocity, rock catching Weaknesses light sensitivity OFFENSE Speed 40 ft. (30 ft. in armor) Melee battleaxe +12/+7 (2d6+9/×3) or 2 slams +11 (1d8+6) Ranged rock +5 (1d8+6) Space 10 ft.; Reach 10 ft. Special Attacks rock throwing (100 ft.) STATISTICS Str 23, Dex 10, Con 17, Int 6, Wis 10, Cha 7 Base Atk +6; CMB +13; CMD 23 Feats Cleave, Improved Sunder, Power Attack, Vital Strike, Weapon Focus (battleaxe) Skills Climb +6, Intimidate +7, Perception +5 SQ axe wielder ECOLOGY Environment any underground Organization solitary, gang (2–5), band (6–8 plus 1–2 monitor lizards), raiding party (9–12 plus 1–4 monitor lizards), or tribe (13–20 plus 30% noncombatants, plus 1 barbarian, fighter, or ranger chief of 3rd–5th level; 2–9 monitor lizards; 1–4 giant frilled lizards; and 10–15 dwarf, orc, or troglodyte slaves) Treasure standard (battleaxe, hide armor, other treasure) SPECIAL ABILITIES Axe Wielder (Ex) All cave giants are proficient with handaxes, battleaxes, and greataxes. Stooped over in a perpetual crouch, cave giants move as if they had never mastered walking erect. Their faces mix the worst features of ogre and feral orc. The largest would measure 10 feet in height if they ever stood straight. The typical cave giant weighs 1,000 pounds. Though few survive past 60 years, cave giants can live as long as 150 years. While they prove remarkably adept with axes of all varieties, cave giants lack the patience to work metal. What metal a cave giant possesses was likely stolen from other giants or worked by enslaved subterranean smiths. Slaves such as dwarves, orcs, and troglodytes do most of the labor in cave giant settlements. Poor treatment and the need for meat keep slave populations small and ever-rotating. New slaves are brought in whenever raiding parties remember to reign in their blood lust. Any prisoners who fail to submit to their new masters find themselves served on the dinner table or tossed screaming into the giant's cave lizard pens. Giant lizards of all types serve as both guard beasts and sport for the cave giants. Giant frilled lizards are rarely pets, as most cave giants opt to keep less dangerous monitor lizards instead. Kept in check only by fear and brutal beatings, such pets turn on their handlers at the first sign of weakness. At feeding time, live captives are tossed into the pens, a festive event filled with boisterous cheers and spirited betting
- ZOMBIE, JUJU
This wretched human figure has tight leathery skin, sunken eyes, and an emaciated frame, yet it moves with eerie alacrity. HUMAN JUJU ZOMBIE CR 2 XP 600 Human juju zombie rogue 2 NE Medium undead (augmented human) Init +8; Senses darkvision 60 ft.; Perception +6 DEFENSE AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural) hp 15 (2d8+3) Fort +0, Ref +7, Will +1 Defensive Abilities channel resistance +4; evasion, DR 5/magic and slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10 OFFENSE Speed 30 ft. Melee mwk short sword +6 (1d6+4/19–20) or slam +5 (1d6+6) Special Attacks sneak attack +1d6 STATISTICS Str 18, Dex 19, Con —, Int 8, Wis 13, Cha 10 Base Atk +1; CMB +5; CMD 19 Feats Dodge, Improved InitiativeB, ToughnessB, Weapon Finesse Skills Acrobatics +8, Climb +16, Disable Device +8, Intimidate +5, Perception +6, Sleight of Hand +9, Stealth +8, Survival +3, Swim +8, Use Magic Device +5; Racial Modifiers +8 Climb Languages Common SQ rogue talents (combat trick), trapfinding +1 Treasure masterwork short sword A juju zombie is an animated corpse of a creature, created to serve as an undead minion, that retains the skills and abilities it possessed in life.
- SKELETAL CHAMPION
This armored skeleton stands in a battle-ready pose, its weapon held high as cold blue light shines in its eye sockets. SKELETAL CHAMPIONCR 2 XP 600 Human skeletal champion warrior 1 NE Medium undead Init +5; Senses darkvision 60 ft.; Perception +6 DEFENSE AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield) hp 17 (3 HD; 2d8+1d10+3) Fort +3 Ref +1 Will +3; channel resistance +4 DR 5/bludgeoning; Immune cold, undead traits OFFENSE Speed 30 ft. Melee mwk longsword +7 (1d8+3/19–20) STATISTICS Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12 Base Atk +2; CMB +5; CMD 16 Feats Cleave, Improved InitiativeB, Power Attack, Weapon Focus (longsword) Skills Intimidate +7, Perception +6, Stealth –1 Treasure breastplate, heavy steel shield, masterwork longsword, Some skeletons retain their intelligence and cunning, making them formidable warriors. These undead are far more powerful than their mindless kin, and many gain class levels.
- WIGHT
The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light. WIGHT CR 3 XP 800 LE Medium undead Init +1; Senses darkvision 60 ft.; Perception +11 DEFENSE AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) hp 26 (4d8+8) Fort +3, Ref +2, Will +5 Defensive Abilities undead traits Weaknesses resurrection vulnerability OFFENSE Speed 30 ft. Melee slam +4 (1d4+1 plus energy drain) Special Attacks create spawn, energy drain (1 level, DC 14) STATISTICS Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15 Base Atk +3; CMB +4; CMD 15 Feats Blind-Fight, Skill Focus (Perception) Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth Languages Common SQ create spawn SPECIAL ABILITIES Create Spawn (Su) Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life. Resurrection Vulnerability (Su) A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component. Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy. As undead, wights do not need to breathe, so they are sometimes found underwater, though they are not particularly good swimmers unless they were originally swimming creatures such as aquatic elves or merfolk. Underwater wights prefer low-ceilinged caves where their limited swimming isn't as much of a liability. The wight presented here is a typical example of its kind, but sometimes when a wight creates spawn from particularly unusual humanoids, the resulting wights are quite different in power, such as the following three variants.
- ZOMBIE
This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched. HUMAN ZOMBIECR 1/2 XP 200 NE Medium undead Init +0; Senses darkvision 60 ft.; Perception +0 DEFENSE AC 12, touch 10, flat-footed 12 (+2 natural) hp 12 (2d8+3) Fort +0, Ref +0, Will +3 DR 5/slashing; Immune undead traits OFFENSE Speed 30 ft. Melee slam +4 (1d6+4) STATISTICS Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 14 Feats ToughnessB Special Qualities staggered Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed. Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety. Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead. Such zombies are always of the standard type, unless the creator also casts haste or remove paralysis to create fast zombies, or contagion to create plague zombies.
- Plague Zombie
These zombies carry a terrible disease that perpetuates their undead lineage—those infected by a plague zombie's contagion rise as zombies themselves when they perish. Defensive Abilities: A plague zombie does not gain DR 5/slashing. Special Attacks: A plague zombie gains the following special attacks. Death Burst (Ex): When a plague zombie dies, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague as if struck by a slam attack and must make a Fortitude save or contract zombie rot. Disease (Su): The slam attack—as well as any other natural attacks—of a plague zombie carries the zombie rot disease.Zombie rot: slam; save Fort DC = 10 + 1/2 the zombie's Hit Dice + the zombie's Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours.
Changes
made the diviners into Channellers for a DEAMON in scene 1
Made party of trolls ogres and ogre mage to Cave Giants a hunting/war party of trolls and ogre, led by an ogre mage. As the prison that the Phorge guards weakens, spirits of the ancient ones, or rather fragments of their power are escaping. One such fragment has manifested in the area as an Oni, an Ogre mage. Reviewed by Jerry on 2013JUN06. Correct the items on the list below and I will approve the module. Email it back to me once you’ve made the corrections. Remember [I always say this] that the module cannot begin until it is approved for play. ;)
Jerry: Blue will be my color.
Corrections List:
--Jerry correction: I think your time estimates are way short Daniel. I’d bump them all up [all scenes] one week at least. Take another look at them please and think them through. Remember a week is 5 posts only. And once we put the players into the mix, things usually take longer than expected.
--Jerry correction: All deamons are attached to a natural feature of the Scab like a volcano, waterfall, hot springs, mithril mine, etc. You need to determine which is the natural feature of this Deamon and then a sentence about its personality [which should relate to the natural feature] Read the legends of the Scab on Woldipedia about the deamons. There are some deamons named there already and you could use one of those if you wanted.
--Jerry correction: Please go over the this meeting [last scene] in more detail please. What will be his response? Do his advisors disagree? Set up some diplomacy skill checks etc. I know the combat is the climax of the story, but this is the aftermath and needs to be detailed to a greater extent.
--Jerry correction: Double check your treasure to be sure it equals 56,000gp and that all that treasure is listed. While you’re at it, double check your xp please.