The new Woldipedia with 5e content is available here |
Module 2 Cthonia Outpost
[Approved by Jerry on 2012JAN13 for play. Please leave this stamp here at the top.] Title of Module: Cthonia Outpost I Game: Cthonia Projected Dates: February 24th 2012 -> September 17th 2012 (29weeks)
Author(s): Rob C, Dan K, Jerry
Last Updated: 13th January 2012
Contents:
Summary of Module Game Notes Scene 1 Scene 2 Scene 3 Scene 4 Appendix A: NPCs Appendix B: Locations Appendix C: Treasure Appendix D: Experience Appendix E: Links Appendix F: Notes / Discussions
Summary of Module
Having made it to the outpost, the party settle in to recover and help the townsfolk out before their next adventure. Given they are the heroes the town has been waiting for, there are a number of tasks around the outpost that are required to be done before the heroes can again wander the lands.
The first task is to ensure a clean water supply. The community well has started to provide water that tastes funny and a handful of people are getting sick. With no obvious source of clean water, the town won't last long. The party investigates and finds an underground colony of monsters have been inadvertantly poisoning the well. The party and then tasked with aiding in the town's repair. Without the lift, the townsfolk haven't been able to secure materials. The party are asked to venture out on the seemingly easy task of chopping down some trees, but find that the dinosaurs of the land are quite smart and will take whatever opportunity comes their way for an easy feed. Next, the party are asked to aid in bolstering the town's defences. Patterson has developed plans for 2 large ballistas to aid in the outposts defence from flying monsters. Patterson believes that dino sinews would be perfect. Don't worry, go after some of the herbivores - a parasaurolophus would be perfect. Of course, whose to say they will be the only thing encountered? Finally, the party get a chance to celebrate their successes with the town. A lot of people are in the tavern having drinks, when .... some monsters have made it in to the outpost! A hole can be found in the fence and a small pack of animals have decided to try their luck. When the party have defeated the monsters, a fighter confronts Yngvar with a crossbow to the face, and calls him by his past name. Before questions can be asked, the barbarian tavern owner cuts the man down and he slumps to the ground.
All game notes as things progress
Feb 13th: Changed the intro to Scene 1. Instead of the party sleeping at the inn and then waking up, as they were already enquiring about the water they are now brought to Gazzy by Pen and his son.
May 5 Lost Rexxan the party no longer has thier cleric and is down to 4 members. I will be on the fly adjusting encounters through scene 3 and 4
Rexxan was a PC but the player dropped and he is now NPC stationed at the Trading Post. 3rd level Cleric and will be willing to cast healing spells up to 1 CMW and 2 CLW a day. He cannot craft potions or write scrolls or create any magi items He now tends the church and stays in a small room Patterson is still in charge of the church itself
Change to how Scene 3 will begin. Patterson gave over the plans to Pen (Post Administrator) for the Ballista and so the party will be talking to Pen about it. Pen doesn’t understand engineering and other than pointing them in the general direction of the larger dinosaurs needed.
May 16 going to create a small alteration to revisit scene 2 in a way. Group is going to search through the area about the lift and clear it of several dangerous creatures nests. the 2 young raptors that have moved into the area as well as a nest of centipedes
June The group has taken out the raptor nest and has returned to the Post. Hopefully the group will hit the Catacombs and gear up, up to this point they have not taken advantage of the CC
Scene 1: [Somebody's poisoned the waterhole!][7 weeks][XP: 1 share = 500pts]
Summary: The community well has started to provide water that tastes funny and a handful of people are getting sick. With no obvious source of clean water, the town won't last long. The party investigates and find an underground colony of monsters have been inadvertantly poisoning the well.
Scene 1A:
The party are given a few days to rest & recover at the outpost. This downtime will allow for the players to level their characters to lvl2 outside of combat.
During this time, the players will be given a tour of the outpost courtesy of Pen. He will take the players to different buildings and make introductions.
The players will also be given a free non-tradable handy haversack each (this will not be counted against player wealth).
Scene 1B:
The party awaken from what was finally a peaceful night's rest. Feeling refreshed, wounds are treated and stomachs are filled. The food is plentiful - oats, cereals, fresh fruits and vegetables. No meat or dairy however. Regardless, there is plenty of food to satisfy even the largest of minotaurs. A jug of water is provided, however between the pungent smell and brown colouring, you might think twice before trying any. It is possible that the worst is behind you. Then again, the din coming from outside sounds ominous. A quick look out the window shows Bast carrying Toth in his arms making haste towards the alchemist. From your vantage point, you can see a number of people are already starting to gather there.
(Anyone who drinks the water must make a Fort save or be Nauseated for 1D4 hours. Assume the party go to investigate outside...)
The party exit to and head to the alchemists, where Bast is still holding Toth. Two oldtimers - Patterson and Nudge - lie on adjacent stretchers. The half-elf Anna is lying on a stretcher nearby, but away from the others. Polly is tending to Anna, applying a wet cloth to her forehead. Whilst Patterson and Nudge lie silent in what appears to be obvious discomfort, Anna is more vocal. "Where is that healer? Doesn't she know that I'm dying here! She probably did this to me, no doubt jealous"
Gazzy, the herbalist/alchemist is moving quite quickly between each of the sick. Checking temperatures, administering all kinds of concoctions. She is so busy, perhaps she hasn't noticed the party arrive? Bast is quick to point this out however. "What about them? Maybe they can do something?" He continues to hold Toth in his arms, keeping the boy close to him.
Gazzy looks up, wiping sweat from her brow. Though tired, the older elf woman still has startling beauty. "Oh? Sorry, things seem to be a bit out of control here today." She goes on to explain that a few weeks back, the water from the well starting to smell and taste unusual. As it was the towns only source of water, she advised everyone to boil it before drinking. But over the past few days, the taste had gotten worse, and now people were getting sick from it. First the young and the elderly, but soon anyone who drank from it would be ill. If questions are asked - what sort of sickness: sense of euphoria, light headedness, general sickness, stomach cramps and vomitting. Each of the males also has a darkened tongue. Anna though shows no signs of this. A successful Heal check will reveal these signs are typical of poisoning, though the source cannot be confirmed. - when did it start: it's been slowly getting worse for a while now. But over the past few days, it has gotten to the point of being undrinkable - what other sources of water: Gazzy has been creating some, but how long can that go on? Not enough to provide for a whole outpost indefinitately. She has other things to do and is too busy tending to the sick.
If the well is assessed - it smells just like the water the party was given in the jug earlier in the day. - the faint sound of trickling, running water can be heard - the well is large, some 10ft across. A minotaur would be able to fit though snuggly
Scene 1C:
The party descends into the well. Climb checks required to descend (DC5). A fall will land them in a deep pool of water (1D3 damage?) and require a Fort Save or be Nauseated for 1D4 hours, as some water will have gotten into their system. The well is 100 ft deep, with 20ft of water at the bottom.
Waiting just above the waterline of the well are 2 Cythnogits Cythnogit: http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/qlippoth/qlippoth-cythnigot
These are just sentries and will attack the first person in range. Note that the Cythnogits have the ability to cast the Warp Wood spell as if 6th level. Given the number of players with crossbows, bolts, staves and even a didgeridoo - this spell could make things rather interesting. As the Cythnogits have constant Detect Magic and Detect Law, they should not be surprised and will be ready for the party.
About 3 feet above the surface of the water, a section of the wall looks to have given way. A small stream of water flows from that section into the well. If the area is illuminated, the characters will see that it is not water that is flowing from this gap, but some sort of dark brownish liquid. (highly polluted water, in fact). The players squeeze through the hole into a small cave-like tunnel only barely enough room for a taur to stand. The brown water weaves a path through the middle of the tunnel to exit into the well. Following the water to its source, the party will find the Cythnogits lair. A domed cavern, some 20' high. They have setup a nest by the stream, and have been inadvertantly polluting it with their kills/rotting corpses, etc. Clearing out the monsters and removing their kills is the objective. The water on the other side of the nest is clean, and the toxins will be washed from the well over the course of the next week. It will be difficult, but the outpost can survive.
At completion, Toth, Patterson and Nudge are all being cared for in the church - the alchemist shop just not being big enough. Anna though will be nowhere to be found. Gazzy will inform the party that Anna had simply overreacted to a case of indigestion. Gazzy will give the party a small wicker handbasket with a number of vials in it as thanks for the party's efforts. Pen will also find the party and ask that after they have rested, could they come speak with him about another "small chore"
Exp: 500pts Treasure: 12gp, 22sp, 7cp. A bell (1gp), glass bottle (2gp), 4 fishhooks (4sp), and a piton (1gp) can also be found in the filth. 2xVials of Antitoxin (100gp), 1xPotion of Vanish (50gp), 1xPotion of Enlarge Person (50gp), 1xPotion of Reduce Person (50gp), 2xPotion of Ant Haul (100gp), and 2xVials of Alchemist Fire (40gp) from Gazzy. A free, non-tradable handy haversack each.
3-20-2012 added the following treasure...1150gp - Pipes of the Sewers 720gp - Campfire Bead 1000gp - Muleback Cords 2312gp - +1 Heavy Mace (a simple, light weapon that could be used by anyone in the party)
Scene 2: [How much wood could a party chuck?][8 weeks][XP: 1 share = 1100pts]
Summary:
The Post is in need of repair and with the news just delivered that the magical portal is gone the only means to do so lies at the base of the mesa. Without the lift, the townsfolk haven't been able to secure materials. The party are asked to venture out on the seemingly easy task of chopping down some trees, but find that the dinosaurs of the land are quite smart and will take whatever opportunity comes their way for an easy feed.
Scene 2A:
The party goes to meet Pen in the Administration building. He escorts you to the meeting room at the back of the building, where he beckons you all to sit around the large wooden table that seems almost too big for the room.
Pen explains that now the party has fixed the lift, the next step is supplies. Supplies in the form of timber, just about the only thing that does not grow on the mesa. Thanks to the party, the immediate need for clean water has been addressed. Food is in plentiful supply for the time being, however, in order to get the Trading Post up to standards, materials are needed and those materials are lumber. Can't expand buildings and structures without it. But most pressing is the timber for fences, small animal corrals and general repairs. need to be able to get some live animals here. goats, sheep pigs that sort of thing. Be a bit self sustsaining. Especially now with the gate Portal being destroyed. There are only 2 or 3 people at the Post fit enough to do it, and they haven't been able to think about it without the lift. And even more beyond that, begging your pardon, its not really our job. That and they are a bit reluctant to go, what with the dinosaurs and all. So we were forced to sit on the next Port from Plateua city. Would the party mind going back out there, chopping down a few small saplings, and then loading them back on the lift? Saplings should be easy enough to find just near where the lift is.
"I had Risca put a small bundle of things together in anticipation. I figured we'd get volunteers sooner or later. They're yours to take with you to help .. uh ... keep you safe" with that the gnome excuses himself, and leaves the room. He returns a few moments later carrying a spear and a small assortment of weapons. His son comes in with him carrying a few more. They drop the weapons on the table, and the boy turns to leave. "All of them please, Penttlecaster" Pen says with a stern voice. The boy turns back and withdraws two daggers from up his sleeve and places them upon the table. With a guilty look, he hurriedly leaves the room. Pen shakes his head with a smile.
The following items are on the table for the party to take: Silver Dagger, Cold Iron Dagger, MW Cold Iron Sickle, MW Darkwood Spear, MW Light Mace, MW Light Crossbow, 20 Crossbow Bolts, 2 handaxes that appear well used.
Scene 2B:
The party board the lift to be lowered to the ground.
After a few rounds.... Rnd 1 - A noise can be heard nearby. Rnd 2 - Two small flyers come into view flying around the side of the mountain. They seem to be maintaining their altitude higher than they party though have turned towards the partys direction Rnd 3 - They start attacking the lift ropes OR if a party member has a familiar flying nearby, that familiar will likely be attacked (it's on it's own in the same airspace as 2 flying dinos!). If it takes cover with the rest of the party/returns to its owner, it will be safe. If the flyers are wounded, they will change their attack strategy, instead - flying away to pick up rocks to drop on the party - trying to imbalance the lift from underneath with a coordinated strike. Acrobatics check vs DC10 to stay on their feet. Fail by 5 or more and they potentially fall off the lift. These are only small flyers, so they won't be trying to pickup party members or huge boulders, etc.
Flyers: http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/pteranodon Flyer Sound: http://soundbible.com/grab.php?id=1242&type=wav Flyers image: http://sciencephoto.com/image/172698/530wm/E4460392-Flying_pteranodons-SPL.jpg
Flyer 1 Dmg 10 AC 16 HP 32 Att +5 2d6+4 Fly +1
Flyer 2 Flyer 3 Dmg 22
Scene 2C: It takes less than an hour for the party find some suitable trees/saplings near the bottom of the lift. Assume two axes, so two people can begin chopping down trees.
After the first tree falls, a noise draws the party's attention to a small raptor perched on a nearby rotten log. The raptor looks to be quite young and alone. It cocks its head to the side as it watches the party, and makes a few non-threatening clicking noises.
Should anyone approach it, threaten it or try to startle it, it will flee. Otherwise, it will remain in place watching the party (and acting as a diversion)
Perception checks may reveal several adolescent raptors closing in on the party's flanks. Note raptors have +17 to stealth checks. When combat begins, the baby raptor flees off into the bush. If the teen raptors were undetected they will first attack with their "pounce" ability, preferring to jointly attack a target They will try and target anyone not standing in a group, and anyone that appears unarmed. Small characters are more likely targets for these raptors (being adolescent they are not as familiar with working together on large targets) The teen raptors will avoid toe-to-toe combat where possible, preferring to hit-and-run. They are not suicidal, so should the battle turn against them, they will attempt to flee.
Once the raptors have been dealt with, the party will be free to cut down the remainder of the trees and drag them onto the lift. The noise of the flyers will be heard as the party ascend the lift, but they will not be seen.
Baby Raptor Clicking Noise (optional): http://www.seaworld.org/animal-info/sound-library/audio/dolphinclicks.wav Baby Raptor image (optional): http://www.dinocasts.com/images/products/Velociraptor(1).jpg Raptors: http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/velociraptor
Raptor 1 AC HP Dmg
Raptor 2
Exp: 1100pts Treasure: 4 x Handaxes (24gp), Silver Dagger (22gp), Cold Iron Dagger (4gp), 2 x MW Cold Iron Longsword (660gp), MW Darkwood Spear (362gp), MW Light Mace (305gp), 2x MW Light Crossbow (670gp), 20 Crossbow Bolts (2gp)
Scene 3: [A Hunting We Shall Go][8 weeks][XP: 1 share = 1300pts]
Adding scene 3A 1
hunting down a nest of Raptors in the area Nest has three brothers and belongs to the raptors that attacked earlier in scene 2
1 of them is a Deinonychus and the 2 smaller ones are from earlier, 1 still wounded http://paizo.com/pathfinderRPG/prd/monsters/dinosaur.html#_dinosaur-deinonychus Raptors: http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/velociraptor
Raptor 1 AC 16 HP 26 Att
Raptor 2 AC 16 HP 3/26 Dead
Deinonychus 3 AC 15 HP 4/34
Treasure in nest Inside the pack is an ivory case [Wand of Cure Light Wounds 38 charges, a small pouch of coins (500gp) and a platinum ring (Ring of Protection +1).
Summary: Patterson has developed plans for 2 large ballistas to aid in the outposts defence from flying monsters. From the writeup: "a ballista's power is provided by twisted skeins of animal sinew used as torsion springs driving a pair of adjustable arms." Patterson believes that dino sinews would be perfect. Don't worry, go after some of the herbivores - a parasaurolophus would be perfect. Of course, whose to say they will be the only thing encountered? Pen is the main party contact and will put forth this ‘next step’ to the party for the Post defences. The party hashed out a plan along these lines already. Secure the lift and drop off area ‘Done’ Now to make the Post in general more defensible. A pair of large ballista in the watch towers would certainly do this
Scene 3A:
The party have started living up to their reputation as heroes. The townsfolk, though still thirsty, are happy to have such brave souls at the outpost. Walking through the outpost, people give you a smile and a wave from a distance, or a nod of the head as they pass you by.
The group will certainly visit Pen now that the immediate raptor threat at the base of the Lift is solved. Pen will layout a set of plans and sketches he was given by Patterson. (The old halfling that oversees the Church Patterson has developed some plans for some heavy-weight ballista's to mount on the Watchtowers to help protect the town from the flying monsters. Knowledge Engineering DC 15 (His plans are sound and well thought out. Quite ingenious designs actually) Pen says "Figure we can make two, based on the parts and supplies I've managed to acquire here in the outpost. Problem is, we need some material for the springs. That's where you lot come in. How do you feel about going outside the fence line and getting me some animal sinew? Some big animal sinew.”
"O’ Now don't look at me like that! I'm not saying to go after one of the big ones with sharp teeth. Find one of the leaf eaters. The ones with the fancy heads" (parasaurolophus) "You only need to bring me back one. Not even a whole one - just the tail section would have enough, but it never hurts to have replacements on hand." He adds with a smile
If questions are asked - where can they be found: Easy. Just head east. They like large clearings, so finding them should be really easy. Just don't startle them. Get in their way and they'll run right through you. - reward: I thought you were being paid to help us? Anyway, a monster that size is it's own reward. Why don't you just do what the hunters do? The meat, bones, teeth, heck even the skin can be used or traded for gold. - how to transport tail: Ah, good question.
Scene 3B:
The party once again decends via the lift. Though the calls of the flyers can be heard, they do not show themselves... this time.
After a long day's march through the jungle, the exhausted party decide it's time to setup camp in a small clearing. The only kills for the day are the many mosquitos and flies that did their best to feast upon the party, but were quickly squashed with solid slaps. Danger though always feels nearby. Animals calls and a roar that seemed to shake the trees themselves remind the party of their current environment. The only moment of levity seemed to come from when xxxx accidentally put his foot in a pile of dinosaur excrement, effectively covering his boot. The party settle in for the night. Determine watches. Roll a D3/D4 as to when an attack will occur during the night, and during whose watch. Perception check vs the plants stealth check to notice the slowly moving plants near the sleeping party members Knowledge Nature for further info
Assassin Vine: http://www.d20pfsrd.com/bestiary/monster-listings/plants/assassin-vine Xtabay: http://www.d20pfsrd.com/bestiary/monster-listings/plants/xtabay
The 2 x Xtabay will seek to keep the sleepers asleep. The assassin vine will be trying to engangle the party.
Combat Notes adding another 4 Xtabay to the fight P1 Xtabay AC 12 0/8 HP Att +2 stings +0 (1d3–1 plus 1d2 acid) Ps Xtabay AC 12 0/8 HP Att +2 stings +0 (1d3–1 plus 1d2 acid) A1 A Vine AC 0/30 P1 0/8 HP P2 0/8 HP P3 3/8 P4
Should a TPK look imminent.... A fire seems to explode over the Xtabay. Looking around, the party can see the black kobold high up in the trees as he lobs what appears to be another ceramic container down upon the plant. It too seems to explode in bright flames. Tendrils turn black and curl up, and a foul smelling smoke rises from the burnt plant. The black skinned kobold disappears into the tree canopy before any can close with him. He does not answer any calls to him
Scene 3C:
Sub scene added of a violent thunderstorm
The party emerge from the dense jungle and are on the outskirts of a wide grassed area. The wind blows over the long, dry grass, and reminds you of waves upon the sea. The grass is around 3ft tall, and is difficult for people of shorter stature to see over. Several hundred feet away look to be the creatures that Pen spoke of. A pod of the herbivores are by the side of the grassland, some feasting on leaves on the adjoining trees. There look to be 3 huge adults, and a number of younger ones - that still appear to be very large.
Stealth checks required to approach the dinos or they will get spooked and stampede.
In this area, the following conditions apply: Medium sized and smaller characters/creatures in the long grass gain a +5 bonus to stealth checks Perception checks relating to sound gain a +2 bonus. This is due to the wide area, no ambient forest/jungle noises in this area, etc Perception checks relating to smell are at a -2. The open area and grasses mask the smells/odours, and the dry grass is overpowering.
Raptors will take 10 on their approach giving them a Stealth of 32. (Keep an eye on party Perception rolls)
On getting close, (100’) all ambient noise seems to stop. The wind dies down, and the rustle of the grass ceases. Everything goes quiet. The dinos stop eating and look around. That is when the velociraptors strike!
6 leap out from the the grass alongside one of the adults, attacking the hind legs of the nearest young dino. 4 more jump from further in the grasslands shreiking loudly Stampede!
The dinos will move similar to a flock of brids (ie: grouped) and will be moving at full speed away from the raptors which puts them now headed towards the party. If a player gets in the way, expect to be trampled. If attacked, they will continue running (note they have 15ft reach). Once the first dino is down, the raptors will move on to the next livings things - the party.
The party will need to deal with the raptors (who love the long grass) in order to claim the downed dino. The raptors will work as a team and will try to pick on anyone isolated from the main group. If the party groups up and tries to defend their position, the raptors will circle them, and make a few strikes to test weaknesses - raptors have a good jump check (+24, +28 if they are running), stealth (+17 with an additional +5 in the grass) and the Pounce ability so may try to attack anyone the group is protecting.
Want to reinforce the intelligence of the raptors. Two or three might follow one in the grass to hide their numbers before leaping/striking, they may attack simultaneously from opposite sides, coordinating their attacks, focus on one target, etc. They will not fight mindlessly to the death. If things aren't going well, they will retreat.
Raptors pounce as part of a charge, so assuming a straight line to their target, a raptor can move 120ft in a round, pounce, and gain a +2 bonus to a full attack (2 x talons, 1 x bite, 1 x foreclaws), though take a -2 to AC in the next round. These things are fast!
As noted, the grass is dry, so any attacks with fire will cause a largescale scrub fire. Doll a D8 to determine the direction the fire will spread (using the points of a compass as reference). Again, the raptors are smart and will look to trap the party in the fire if possible.
Parasaurolophus: http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/parasaurolophus Parasaurolophus image (optional): http://www.renderosity.com/mod/gallery/media/folder_184/display_1835337.jpg Raptors: http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/velociraptor Raptors image (optional): http://i.dailymail.co.uk/i/pix/2009/07/03/article-1197242-05952C43000005DC-284_634x404_popup.jpg
Exp: 1300pts
Treasure: Dependant on skill checks.
A slain raptor will also provide up to 48gp worth of teeth, leather, and bones based on the result of a skill check: Profession (Butcher, Tanner, or Trapper), Survival, Craft?
DC10=12gp
DC15=24gp
DC20=36gp
DC25=48gp
A slain parasaurolophus will also provide up to 144gp worth of teeth, leather, and bones based on the result of a skill check: Profession (Butcher, Tanner, or Trapper), Survival, Craft? DC10=36gp DC15=72gp DC20=108gp DC25=144gp
Scene 4: [Found You][6 weeks][XP: 1 share = 600pts]
Summary:
The outpost is celebrating the work of the adventurers one night, a lot of people in the tavern having drinks, when .... some monsters have made it in to the outpost. A hole can be found in the outer fence (a deliberately made hole), and a small pack of animals have decided to try their luck - probably hyenas. As most of the men are in the tavern, the monsters will be at a number of the smaller buildings going for the women & children. In this encounter, try to encourage the party to split up. When they have defeated the monsters or caused them to flee, a fighter will confront Yngvar with a crossbow to the face, and call him by his past name. Before anymore can be said, the barbarian owner of the tavern cuts the man down. The point of this encounter is to make a tie to Yngvar's background and create a new story arc. With the man dead, it looks like the party won't be getting any answers soon.
Setting: The party meet up in the tavern that night. For such a small outpost, they certainly know how to relax and have fun. Bast has freely provided some of his personal stock - a well aged Lost Halls Porter - to Haggard to serve up to everyone. Anna doesn't seem to venture too far away from xxx (whichever male character has the highest charisma) and without prompting proceeds to tell you all about herself. Risca, Nudge and Patterson sit together quietly at a table, enjoying the drinks.
"Three cheers for the town heroes!" Polly calls out as she raises a glass to you all.
Round 1: -- wait a round or two for the party to relax and enjoy --
Round 2:
The rapid ringing of a bell soon silences the bar. "The town alarm!" Pen cries, as Risca, Nudge and Patterson seem to leap from their chairs and make for the door with haste. "Don't leave me here!" Anna calls to xxx throwing her arms around his neck.
Round 3:
The party exit the bar, but don't immediately notice anything out of the ordinary "Hyenas in the outpost!" comes the call from one of the watch towers "By the stables!". It's true - looking towards the stables you catch a glimpse of a hyena as it disappears behind the building. xxx also notices one by the church, and another near the general store. Risca, Nudge and Patterson are running towards their workshop.
There are 20 hyenas in all, spread throughout the outpost in packs of 5 Hyenas: http://www.d20pfsrd.com/bestiary/monster-listings/animals/hyena Hyena image (optional): http://www.newscientist.com/blogs/shortsharpscience/hyaena.jpg
Round 4: Risca, Nudge and Patterson emerge with weapons and join the battle
At end of battle: The remaining hyenas flee, bumping into obstacles as they scamper away as fast as they can. Nudge and Risca give a short chase to ensure that none remain in the town.
The party gather in the light between the tavern and brewery taking a moment to breathe.
- click*
A familiar and ominous noise comes from behind Yngvar. You turn around. The first thing you notice is the loaded crossbow aimed squarely at you. The next thing though is the man holding it. He would appear to be a man of class - if it weren't for the weapon of death he was aiming at you. Dark pants and boots, a red vest neatly tucked in at his waist, a cleanshaven, young face, and dark hair nicely trimmed and styled.
"You're quite the long way from home now, aren't you?" he speaks very clearly and directly to Yngvar, a smile appearing on his face "Count Ulrich sends his regards.... Braden"
"Yah!" comes Haggard's battlecry, as the monstrous tavern owner leaps from the tavern balcony, bringing a massive greatsword down upon the surprised man. The sword connects with force against the man's collar bone, and exits by his opposing hip. The man blinks his eyes - a dying reflex as his severed torso drops to the ground, beside his lower half.
"One more kill for Vanguard" Haggard says with satisfaction, as he wipes the spittle from the side of his mouth.
Found on the dead fighter:
Masterwork Light Crossbow. Fashioned of some sort of black wood with a golden locking/firing mechanism and a bright red string. 4 x Bolts of Animal Bane 4 x Bolts of Humanoid (Human) Bane 1 x Bolt of Slaying Humanoid (Human) - loaded in the crossbow 10 x Light Crossbow Bolts Cold Iron Dagger Efficient Quiver A gold signet ring. The ring depicts a red dragon on a black background (http://images.noblecollection.com/images/catalog/NV0521M.jpg). A coin purse with 30gp in it
A small, black leatherbound notebook (Blessed Book). The pages from the first two thirds of the book have been torn out. The next page is the only one in the remaining book still with some form of writing on it. Black ink, with what looks to be good penmanship. Linguistics check to reveal the writing to be Undercommon. Risca (NPC) will easily be able to translate this if shown.
Clouds 5th - Arrived at the outpost as requested. No sign of the target Clouds 8th - Target has arrived in town, though not alone. The informant was correct after all. Recommend informant termination. Clouds 9th - Plan initiated to complete contract.
This man was not an assassin, despite what the party may believe. He was actually a professional bounty hunter paid to capture Yngvar. My thinking is that the employer (Count Ulrich) will turn out to be Yngvar's father (too Star Wars?). Though the father is a powerful wizard, Yngvar hid himself away so well from scrying (per his background) that his father hadn't been able to find him - hence hired the best bounty hunter he could find. The father is in hiding, still looking for justice, and will not reveal himself to the Wold until it is safe to do so. Note that the process turning him back from stone was not completely successful. I'm thinking parts of his body are still rock/stone, and that he has been living underground (hence the writing in undercommon. Though terran was also a thought). The "informant" in this case can be anyone and is unimportant at this stage, though I'm thinking for it to be either Mr Bas or Mr Randolph. Mr Bas thought the rumours/people looking for Yngvar were to have him killed, so was happy to be paid to dob him in. Mr Randolph could be seen as more good natured, and realised the requests for info on Yngvar were to find him - not harm him. Could also be Anna? Listing an "informant" in the book will hopefully bring in some good roleplaying as the party will not be sure who to suspect :)
Exp: 600pts
Treasure: MW Light Crossbow (335gp), 4xBolts of Animal Bane (160gp), 4xBolts of Humanoid (Human) Bane (160gp), 10xLight Crossbow Bolts (1gp), Efficient Quiver (1800gp), Cold Iron Dagger (4gp), gold signet ring (10gp), coins (30gp), Bolt of Slaying Humanoid (Humans) (2282gp)
EPILOGUE
Nathinial will shortly discover the gate to Floating City is non Functional and as such won’t be too happy with the party. They should have told him that up front in his opinion. He will spend a couple days at the Trading Post and then having convinced the elf rescued from the kobolds and seeing how Ragnarok appears intent of staying, he and the elf are going to strike out for the Waystations and the river route back to Floating City. On the morning before he leaves Articus will convince the hunter that he can accompany them and will leave the post as well. the party overhears all of this at breakfast
Appendix A: NPCs
Grux The Kobold Observer; dark black scales with green highlights and a brown crest running from the bridge of his nose, over his head and all the way to the tip of his tail. Visibly equipped with bow and sword a pair of pouches on his belt. He observes the attack on the interlopers by a differnt kobold clan that he has been watching for his own clan for a few months. He will not approach the party and will quickly loose them in the jungle if they come after him. The Kobold is a mid lvl Ranger/Sorcerer with Dragon bloodline. Initial level idea is 4/6
He is an introduction only and will be a reoccurring NPC seen but never approaching. The hope is that the party will try and initiate peaceful contact at some point. A running NPC reaction scale should be kept. The Kobold will begin 1 step worse than neutral. I'll create a point system. He is more intelligent than the rest of his tribe. This makes him sort of an outsider so he volunteers himself as a scout and spy for his tribe. They "like" him and want his help thinking about "stuff" when there is a "big problem." They "hates" him and ridicule him when things are going well. Grux usually spends his time in the canopy hunting and honing his skills. The Kobolds can't get to him for their daily "beatings" when he's in the trees.
Haggard Stark: Barbarian/Fighter/Ranger: Tavern Owner/Brewer of 46 years old, Haggard is a very large, mountain of a man, standing 6'6" and weighing in around 280lbs. Barrel chest, boulder arms, tree trunk legs and a bull neck. Bald head, partially from age, but you'd never tell because he shaves it every morning. Dark eyes, bushy brown eyebrows, a very coarse 5 O'clock shadow. He has a large nose, cocked to the right. He wears a sleeveless buckskin tunic, thick black, bearskin (not fur) trousers. He keeps a dagger on one hip and a well crafted handaxe on the other. A large, grey whiskered, mountain lion by the name of Grim sits curled up in a corner of the tavern. It raises its head to "check out" each and every patron as they enter. Haggards old Greatsword, "Vanguard" hangs above the mantle. Haggard was born on the "Border of Civilization" and was raised as such, growing up in a very wild, violent culture. When he was 15 he left for Hook City looking for adventure and eventually joined up with a band of Merc's. The Money was good, and the jobs had him travel all over the Wold. Mostly the jobs were caravan escorts, but after a while the group began taking on some... morally questionable jobs. Eventually the authorities came looking for the group and there was a blood bath. Many guards and mercs dies, other fled, only Haggard remained to turn himself in, never raising his weapon against the authorities. After his release he found a more reputable adventuring group. The group became somewhat successful over the years. Haggard met a girl, got married, and soon a daughter was born. His wife died at a young age and he took his earnings from adventuring, retired, and raised his daughter. Now that she has become an adult herself, he has decided that together than can try to find adventure... but not to much, in the shape of starting a tavern at the new Trading Post in Cthonia. He was among the first to acquire the recipe for The Lost Halls Porter from Flogrim Goldstone.
Polly: Human Fat but sweet. Nicest girl you’ve ever met. Blond. Think Fat Dolly Parton
Anna: Half Elf Beautiful, but arrogant. Always claiming she’ll hook up with one of these travellers and they will take her to the big city. Think every blond that has had plastic surgery you’ve ever seen. She has “crafted” her beauty to the point that she comes across instantly as phony.
Bast the Brewer: Trained in the fields and breweries of the 2nd plateau of New Elenna, he was kicked out of his family for experimenting too much. Now they beg him to return as he’s developed both his own brews, as well as concoctions of others which he buys the rights to. At least every month someone arrives with wagons to try and buy him out of everything he’s made. He holds an auction 4 times a year and this is always a huge event at the post.
Toth: A streetwise kid Bast has adopted, when left behind by a caravan. He was trouble, but Bast has tamed, adopted him, and shared with him his love for “making brew.”
Risca the Stalwart: Dwarf Fighter/Stone Warden: Master Craftsman/Smithy who says he doesn't have a history. Extremely protective of Hope though none can really point to a reason. Nudge and Patterson likely have an idea, but are moot on the point. Without a douhbt it has something to do with the old dwarf's past. No on knows his last/clan name. He is only know as Risca the Stalwart for his exploits while adventuring. Risca is an extremely talented craftsman and his work is gaining in reputation in Hook City and Floating City.
Nudge: Not his real name. He’s a gnome fighter/mage who makes armor. He’s had a fear of “horrible raking attacks” and nightmares since the battle decades ago. He talks very fast and never stops between sentences. He can magic armor to +1 with his current knowledge, but doesn’t reveal that at first.
Patterson: A halfling Ranger, he can still climb trees. You can see his hairy white feet hanging from this tree or that and smoke rings coming out of the tree. He makes bows and various needed tools around the place. Somewhat shy, he talks softly and always seems to be looking over his shoulder. He falls neatly into the hunter camp, but also holds church services for various gods on their holy days. Most think he’s a priest instead of a ranger.
Penfold Blurwinder Phwent (Pen): Gnome from the Floating city assigned to run the post. stuck as a lower administrator and yearning for more, he jumped at the chance to move to a higher profile position. Middle aged and married with 1 son. He is maticulous and driven to keep order and prove his worth and usefulness in expanding the post and making it more than it is. ‘Someday I will make them take notice of us. Someday.’
Appendix B: Locations
Trading Post
Appendix C: Treasure
Assume players start this module halfway to level 3, with approx 500gp each. By the end of the module players will be halfway to level 4, with approx 1215gp each. Players should earn approx 700gp each in this module in total.
Scene 1: 4690gp 12gp, 22sp, 7cp. A bell (1gp), glass bottle (2gp), 4 fishhooks (4sp), and a piton (1gp) can also be found in the filth. 2xVials of Antitoxin (100gp), 1xPotion of Vanish (50gp), 1xPotion of Enlarge Person (50gp), 1xPotion of Reduce Person (50gp), 2xPotion of Ant Haul (100gp), 2xVials of Alchemist Fire (40gp). A free, non-tradable handy haversack each. Dm's added to treausre 1150gp - Pipes of the Sewers 720gp - Campfire Bead 1000gp - Muleback Cords 2312gp - +1 Heavy Mace (a simple, light weapon that could be used by anyone in the party)
Scene 2: 2051gp = 196gp per player in a group of 7 4 x Handaxes (24gp), Silver Dagger (22gp), Cold Iron Dagger (4gp), 2 x MW Cold Iron Longsword (660gp), MW Darkwood Spear (362gp), MW Light Mace (305gp), 2x MW Light Crossbow (670gp), 20 Crossbow Bolts (2gp)
A slain raptor will also provide up to 48gp worth of teeth, leather, and bones based on the result of a skill check: Profession (Butcher, Tanner, or Trapper), Survival, Craft? DC10=12gp DC15=24gp DC20=36gp DC25=48gp
Scene 3: Dependant on Skill Check. 0 to 200gp possible. A slain raptor will also provide up to 48gp worth of teeth, leather, and bones based on the result of a skill check: Profession (Butcher, Tanner, or Trapper), Survival, Craft? DC10=12gp DC15=24gp DC20=36gp DC25=48gp
A slain parasaurolophus will also provide up to 144gp worth of teeth, leather, and bones based on the result of a skill check: Profession (Butcher, Tanner, or Trapper), Survival, Craft? DC10=36gp DC15=72gp DC20=108gp DC25=144gp
Scene 4: 9822gp = Light Crossbow +1 (2,335gp), 4xBolts of Animal Bane (160gp), 4xBolts of Humanoid (Human) Bane (160gp), 10xLight Crossbow Bolts (1gp), Efficient Quiver (1800gp), Cold Iron Dagger (4gp), Saphire silver necklace (850gp) gold signet ring (100gp), coins (30gp), 1xBolt of Slaying Humanoids (Human) (2282gp), Mithril Shirt +1 (2,100gp)
dan K We can absolutely do this but I don't think the party will know to do this so early on. But if they think about it, we can turn any teeth, talons, horns and what not into a bit of cash
I like easy and so I propose trphies from dinos fetch xp of creature divided by 50 in gold. so a trophy from a velocirator is worth 12gp (600/50) Max one can harvest a number of trophies equal to CR+2 Velocirator has max 4 trophies
i want a skill check What skill?
trophy requires skill DC10 for every 5 points over you get another trophy. Fail by 5 or more and ruin all
Appendix D: Experience Given
Scene 1: 500pts Scene 2: 1100pts - Players should be level 3 by the end of this scene, and should have updated their character sheets before progressing to scene 3B. Scene 3: 1300pts Scene 4: 600pts
Total: 3500 - Players should be midway through level 3 by the end of this module.
Appendix E: Links
Link to Module 1: https://docs.google.com/Doc?docid=0AbbmQgsGo2wkZGd2NDRrNnhfNjJ0c2N2Mjlkeg&hl=en_US
Link to Game Board: http://www.woldiangames.com/games/index.html?game=cthonia
Link to Wiki Page: http://www.woldiangames.com/Woldipedia/index.php/Cthonia_%28game%29
Scene 1: Cythnogit: http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/qlippoth/qlippoth-cythnigot
Scene 2: Flyers: http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/pteranodon Flyer Sound: http://soundbible.com/grab.php?id=1242&type=wav Flyers image: http://sciencephoto.com/image/172698/530wm/E4460392-Flying_pteranodons-SPL.jpg Baby Raptor Clicking Noise (optional): http://www.seaworld.org/animal-info/sound-library/audio/dolphinclicks.wav Baby Raptor image (optional): http://www.dinocasts.com/images/products/Velociraptor(1).jpg Raptors: http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/velociraptor
Scene 3: Assassin Vine: http://www.d20pfsrd.com/bestiary/monster-listings/plants/assassin-vine Xtabay: http://www.d20pfsrd.com/bestiary/monster-listings/plants/xtabay Parasaurolophus: http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/parasaurolophus Parasaurolophus image (optional): http://www.renderosity.com/mod/gallery/media/folder_184/display_1835337.jpg Raptors: http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/velociraptor Raptors image (optional): http://i.dailymail.co.uk/i/pix/2009/07/03/article-1197242-05952C43000005DC-284_634x404_popup.jpg
Scene 4: Hyenas: http://www.d20pfsrd.com/bestiary/monster-listings/animals/hyena Hyena image (optional): http://www.newscientist.com/blogs/shortsharpscience/hyaena.jpg Gold signet ring: http://images.noblecollection.com/images/catalog/NV0521M.jpg
Appendix F: Notes / Discussions
Overall
[Reviewed by Jerry on 12/08/11. The following things need to be done and then I will automatically approve this module. :)
1) Use the official format please. This is your first time so I'll send it to you with an attachment. Mostly this will involve pasting in the front matter and end matter plus the details in items 2-4 below.
2) Add stat blocks or a link to the SRD for all monsters. Go ahead then and choose your monsters.
3) Detail your xp per scene and total it up in the endmatter. Remember that we advance 2 levels a year. I always look at the duration, decide how much xp is the total, then divide that amount up into the scenes. I do give more xp in some than others, but that's up to you.
4) Put an estimate of the length of each scene with each scene. Put the total duration with start and finish with the front matter [see the module format.]
The module is great! Its just the logistical stuff that is missing. I made suggestions, but they are just that. Pretty much, just the right level of detail Rob.]
[Dan K 12/12 comments below through 3 scenes thus far
[Rob C 14/12] - Updated
[Rob C 16/12] - Updated
[Dan K 1/2 - For Experience points i suggest we do the same thing we did with the 1st module. Characters should be mid way through third level. at end on 1st module they are at 3500 by end of this they are at whatever halfway through 3rd level is. divde that by number of scens
[Rob C 1/5] - Major revision :) There's not a lot (any) magic used against the party in this module. I'm thinking we could introduce some opposition to the trading that goes on, and the "racial invasion" of Cthonia. A group of monstrologers/greenmages opposed to the population of Cthonia, who make appearances from time to time. Could have a large scale battle at some stage? A 6th level Monstrologer with the Breed Speciaility could make some interesting Dino mixes. Flying Raptors anyone? What about ones capable of simple speech, or imitating sounds? I'm not 100% on Scene 3B, so we could have a monstrologer fight there instead?
[Jerry: ooooh! Fancy formatting!
There was one thing that was not done. Do it right quick and I'll approve this puppy.
Send back quick and I'll approve it.
There are 2 things that have to be done after all modules are approved:
1) Go to the Woldian Module Calendar and put in your 3 dates for the new module: Starting, 1 month from end, end
2) Finalize the last module. There's a section for changes when played that needs to be done. Then email the finalized last module to me for archiving. Put anything major that went down differently than how it was written and anything important that you want to document for posterity and/or future DMs.
4) Put an estimate of the length of each scene with each scene. Put the total duration with start and finish with the front matter [see the module format. Right above here is where it goes.]
Scene 1 [Jerry: Nice scene. Note that usually when a location changes we change scenes. However, in this case, I agree that it is fine for this all to be one scene. go ahead and decide on your choice of monster(s) and paste a stat block in here or link to the SRD. We need to provide everything that a possible sub might need. Preparing for a sub is indeed the criteria I use when deciding how detailed our modules have to be.]
[Dan K 12/12] The trading post is a small group. under 20 in total, 5 children, 4 faimlies and a small trio of frineds. The Point is they would be a pretty tight group. I like the water suppply issue, but with the backgroud and write up of the residents I cannot see logically how we end up with an angry accusatory mob against Bast. I think we simply make it a concern, something is obviously happening and it needs to be solved and soon. Our biggest constant challenge for the foreseeable future of Cthonia is a lack of healing capability Every wound will build nicely. With such a small population we can easily name those who are sick. i would sugget the young and old population group [Rob C: 14/12] Updated based on Dan's comments. Have decided to instead have a few obvious cases of illness in front of the alchemists shop. The alchemist can then direct the party to the source of contamination and provide necessary info. Would appreciate some input on what monster/s to be found in the well. I've cut it down to the following options: Slime Mold: http://www.d20pfsrd.com/bestiary/monster-listings/oozes/slime-mold Cythnogit: http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/qlippoth/qlippoth-cythnigot Cockroach Swarm: http://www.d20pfsrd.com/bestiary/monster-listings/vermin/cockroach/cockroach-swarm Amoeba Swarm: http://www.d20pfsrd.com/bestiary/monster-listings/oozes/amoeba-swarm My current thoughts are to have maybe 2 x Slime Molds, 2 x Cockroach Swarms, and some Amoeba swarms?
[Dan K 12/15] Treasure thought We make part of the nest itself some rare roots. Roots that are commonly distilled to various inks and such (also a contributing factor to the poisoning as in thier undistilled form they are rather poisonous. the group wizards could see the value (scroll making and such) but then we can also add that Patterson can use some of the roots to craft weach party member a Bramah tattoo of 0 1st or 2nd level (Hopefully the Players will jump at various Cure spells [Rob C 16/12] - Sounds good. Since only divine spells can be in the tattoo, and the party don't have access to divine spells, it would be easy to make it that Patterson crafts them, and gives the party the choice out of 1 or 2 spells? I would probably go with Cure Light Wounds and one other one as the options, and thereby nudge the players towards taking the cure. On second thoguhts, no, I think just give them to option of Cure Light Wounds or nothing. If they don't take the CLW then we would have to keep finding ways to keep them healthy/healed. With the time it would take to prepare the ink, suggest that there would be enough time to tattoo 2 or 3 players between each scene. The party to work out the order of who goes first, etc. Also, to suggest more evidence to the ink, I'll note that the sick people's tongues are turning black. [Rob C 29/12] - As the party have a cleric joining them now, I propose that giving them tattoos would be overpowering at this level, so I have removed them from the loot. [Rob C 01/05] - Am using the American date standard now (ie: mm/dd). Hard to get used to :) [Rob C 01/05] - I think that in addition to potions as a reward from Gazzy, all players should be provided with a free, non-transferable, non-sellable, handy haversack each. As they go through this campaign they will become reliant on dinosaur parts for trading. How are they going to get 10,500lbs of dinosaur (that's just one parasaurolophus) to the Trading post?. Free haversacks for starting players is not unheard of in the Wold; it is currently the standard in the Forged. It also means one less thing (ie: encumberance) to worry about. Have you seen Leonan's character sheet? He's listing things as being on his "mule"! Thoughts? [Dan K 1/8] On Leonans mule, he used money and all that good stuff, and though most posts don't reflect it's existnace, it is still lumbering along and carrying the stuff. I anticipate the mule left at the Post once they arrive. i suggest Bast or someone make him a 60% value offer on it. Haversacks? that would be a great you are the hero guys perk coming from the Post. [Dan K 1/8] I think we make the gap between module 1 and 2 a few days. Let the party meet and chat a bit with some town folk, specifically Bast and Haggard. I also want to change the food to more appetizing stuff, but make the distinction that there is no meat or diary. [Dan K 1/8] I think the Cythnogit's would be best. The Cythnogits being intelligent could be starting a take over new hunting or what have. Essentially they have the int and wis to create the nest to create foul the water to make feeding on the Post eaiser. I think we could create 2 encounters in the well. A group of 3 sentries near the bottom of the well itself. maybe 20' in from the wall opening. Further in the party finds the nest and another 6 of the horrors. nest are is 20' to allow the things to make use of thier flying ability [Rob C 01/13] - Updated and applied all comments
Scene 2
[Dan K 1-8] I think instead of a sickle we use a long sword
[Rob C 01/13] - I just wrote a whole paragraph on why a sickle would be better, but then went and reexamined the loot list and yep - agree with you :) Deleted my "rant" and changed the sickle to a sword.
Scene 3 [Jerry: Suggestion: The town is on top of one of the plateaus. So They have to be lowered to the ground. Be sure to add those details as you go. Might be nice to add emphasis to the need for this by having flying dinos attack WHILE ON the lift. Fighting on a swaying lift 700 feet above the floor could be a very dangerous and cool fight. Can you say flying reptile that does an aerial snatch and drop?] [Dan K 12/12] in module 1 a pair of flyers were written to atttack, we are changing it to flybys' they should see this coming and this time I say we have the dinos attack. rob C you were not on this discussion last module, but we are increasing the animal intelligence of all Dinos to Jurrasic Park raptor level. ALL DINOS are near human in cunning and problem solving and such. Every Dino encounter should touch on this and we will grow and gro w that belief with the PC's as we go. As part of that I think the dinos should also attack the lift ropes and such. Readied action attacks could be used to disuade those attack runs. [Rob C 14/12] Love it :) Moved it up to Scene 2.
Scene 4 [Jerry: Suggestion: I like big endings. What if we make this a running battle in stages? Round 1: person on rooftop duty spots intruders climbing through a hole they have just made. Round 4: The gate is set on fire which sets up archers in the distance to fire on those who try to put out the fire with a bucket brigade. Round 6: Do the weakest member/kobold thing and add Kobolds taking out the archers and then smiling and waving as they retreat to the far side of the plateau to descend revealing a second secret way off the plateau for later [have to explain how they got up there.] Then Round 7: Aerial assault with a Monstrologer riding one of the aerial beasts. Again, just a suggestion for a bigger ending. Might set it up just as they are setting up for the "celebration." That lets you still have the celebration afterwards: Ewok dancing, worshipping C3PO, etc.] [Rob C: 14/12] I like big, but that may be too big :) The initial idea behind this encounter was for one of Bas's henchmen to be behind the attack. Those black-market guys don't want to disable the outpost in any way. They want to keep using it, but without the watchful of the party. This encounter was to deliver that message without significant damage to the outpost. As Dan pointed out to me, there are only 20 or so people in this outpost - and that includes women, children and the elderly. A large scale battle probably wouldn't work - this time ;)
I do want to find something to tie in to the PCs backstories and found this bit: Yngvar is searching for who killed his parents and he was previously known as Braden. I'm thinking he is the one targetted by the man, who calls him by his previous name before being slain. Something along the lines of "Count Ulrich sends his regards... Braden" or "You're quite the long way from home, aren't you Braden?" or "Do you think your parents still suffer, Braden?"
[Dan K 12-15 ohhhh i like that Rob I vote to definately proceed with Yngvar's backsgtory as the last part attack here. I don't want Bas involved I say we make sure other members of the party here the guy call him Branden and I think the long way from home with a Count Ulrich sending his regards is fantastic then perhaps Bast or one of th other Outpost members like our good old ex adventurer dwarf cuts him in half from behind
[Rob C 16/12]Ok... writing a bit more on this one then :) [Dan K 1-8] I suggest to really scare the crap out of Yngvar. The bolt loaded into the crossbow was a Bolt of Slaying (2,282gp) [Rob C 1/13] Why not :)