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Legacy Module 5

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Title of Module: If We Can Make It There....

Game: Legacy of Heroes

Projected Dates: Sep-Nov 2012

Author(s): Kathy Ice

Starting Party Level: 4

Background: Lasher Castle is an established dungeon of Plateau City, filled with undead. Of late, nearby residents have reported an intermittent green glow coming from the castle. It has been visible during the night and during the day (although it's harder to spot in the daytime), and seems to appear at random times, for random durations, in random locations. (What is actually happening is that a portal to the Realms of Shadow has been spontaneously developing over the past several months. The portal has not yet reached the point where things can pass through, but it's only a matter of time.)

Summary of Module: The recent graduates move to Plateau City and find it changed from their parents' day. They find places to live, and look around for adventuring work; however, it's hard to find. Using their influence, they are invited along to investigate Lasher Castle, where a mysterious green glow has been seen from time to time. They enter, with much more experienced parties, and fight some undead. They actually see the green glow, and are hot on its trail, when they are recalled. Do they get out while there's time, or continue to investigate? The module may end on a cliffhanger.

Changes to module when played: I did not run Scene 2. Or rather, Scenes 1 and 2 kind of ran together, and some of the information to be conveyed in Scene 2 was instead brought in with the new character introduced at the beginning of the module. The PCs opted for the town house in the Nightmare quarter. ADM Nellie was dealing with sick kids, so I ended up running Scene 4 instead. The PCs did make it out of the Castle, so Scene 6 was run. My time estimates were off, but they usually are.

Scene 1: A Place to Call Home

[1 week] [300 xp]

The group arrives in Plateau City. Their first order of business is to find accommodations. They've been warned that this won't be easy, that Plateau City is always full-to-bursting with adventurers.

Actually, they find accommodations plentiful. There's nothing really in the Dragon Quarter, unless they want to stay at the Red Wyrm Inn (which is an option). They also can't help but notice that a lot of the adventuring parties they see walking around in the Dragon Quarter look...old. Are they even still adventuring? Whether they are or not, they're occupying the available lodging, so the PCs need to look elsewhere.

Other quarters, however, have houses available. There are several houses for sale and for rent in the Hindquarter. Most of these are too small for the whole party, but they could probably find two that are close to one another. There is a fully-furnished townhouse available for rent in the Nightmare Quarter. It's a tall, narrow, Gothic-looking monstrosity, but the furnishings are nice and it will accommodate the whole party. There are apartments available in the Outcast Quarter—again, none, large enough for the whole party, but they could find two or three in close proximity to one another. The Trade and Guild Quarters also have apartments available, although they tend to be a little smaller.

I want to take this opportunity to really role-play finding a place (or places) to live. I think this is something that is hand-waved too often, and I think it will be fun to spend a little time on it (unless, of course, the players start to get bored). By the end of this scene, I want to have a place for the PCs to live, complete with monthly rent (if any) and floorplan(s) to pass on to the next DM. Just because I think that's neat.

Scene 2: The Lay of the Land

[1 weeks] [300 xp]

Once moved in, the PCs have a chance to look around and get to know Plateau City. One thing they notice immediately is that it isn't really the same city their parents and professors described (or, for that matter, that they themselves experienced as children). New frontiers in the Wold have meant an exodus from the city, especially among the young and the poor. Those left behind are generally older, more established, and (unfortunately) rather set in their ways. The PCs hear often how much better things were ten years ago, how the current generation doesn't value hard work, and how heroic adventurers are a thing of the past. Clearly, Plateau City needs a rejuvenation of sorts.

However, that's not something the PCs are going to be able to fix just at the moment. Their current objective is (hopefully) finding their very first “real” adventure outside school. I'm going to let the PCs take the lead here and role-play finding an adventure. Unfortunately, they find that adventure is not easy to find in Plateau City these days. I want to be very careful here, and demonstrate how the characters might be getting a little discouraged, without letting the players get frustrated. If necessary, I'll drop a few hints.

Their break comes (probably) through the WLA or through somebody's adventuring parents. A mysterious green glow has been seen intermittently at Lasher Castle. The WLA is coordinating a large group of adventuring companies to enter the Castle and investigate. For the most part, they want high-level adventuring groups, but because the PCs have a good background and good recommendations, they are invited to participate.

Scene 3: A Real, Dead Adventure

[2 weeks] [600 xp]

The groups assemble outside Lasher Castle. Some citizens are there to see the sight and cheer them on; a few mention that this is “just like the old days.”

High Commander Graf the Falcon gives the adventurers their instructions. They are to enter, split into individual parties, and look for anything that might be causing the green glow. The place is likely crawling with undead, so they will need to fight their way through.

WLA wizards will be holding an exit open for the adventurers. They are not sure how long they can do this. The Falcon gives each group a stone, which is glowing amber. When the stone turns red, he tells them, get out. Get out NOW. No “just check on this first,” no “just see if we can open this treasure chest,” no “what's around that corner;” get out. If you are in combat, he says, make an orderly retreat, but get out. Red stone means the exit is in imminent danger of closing; you do not have time for one last thing.

With that ominous warning ringing in their ears, the PCs enter the Castle with the other adventurers. Immediately, the entire group is faced with a horde of undead. All the clerics Turn Undead simultaneously, and the result is spectacular. Then the Falcon assigns specific groups to specific areas.

The PCs are to stay on the ground floor, and to call out if they get into any trouble. It's clear that the other parties are a little worried about the PCs, but realize they don't have time to babysit them. The youngsters will have to sink or swim on their own.

Scene 4: A Chamber Quartet

[3 weeks] [1000 xp]

Note: the current plan is to have ADM Nellie run this scene.

It isn't long before the PCs find themselves fighting four wights, in one of the chambers of the castle. I'm going to let ADM Nellie draw the map and set the stage for this one.

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

Ecology

Environment any

Organization solitary, pair, gang (3–6), or pack (7–12)

Treasure standard

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.

Treasure: +1 Composite Longbow, Scroll of Death Ward, Potion of Owl's Wisdom, Potion of Lesser Restoration, Potion of Command Undead. 1400 gold.

Just as they are mopping up, the PCs see a faint, green glow, which seems to be on the other side of one of the doors leading out of the room (the glow is shining through the keyhole, under the door, etc.).

Scene 5: Decision Point

[2 weeks] [600 xp]

The PCs go through the door and find themselves in a corridor. The green glow is no longer in sight. They have some time to search the corridor, and then three things happen simultaneously. The green glow re-appears, this time from behind one of the doors on the corridor. The “recall stone” turns red. And two wraiths come up through the floor, between the PCs and their path to the exit.

Wraith CR 5

XP 1,600

LE Medium undead (incorporeal)

Init +7; Senses darkvision 60 ft., lifesense; Perception +10

Aura unnatural aura (30 ft.)

Defense

AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)

hp 47 (5d8+25)

Fort +6, Ref +4, Will +6

Defensive Abilities channel resistance +2, incorporeal; Immune undead traits

Weaknesses sunlight powerlessness

Offense

Speed fly 60 ft. (good)

Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain)

Special Attack create spawn

Statistics

Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21

Base Atk +3; CMB +6; CMD 21

Feats Blind-Fight, Combat Reflexes, Improved Initiative

Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11

Languages Common, Infernal

Ecology

Environment any

Organization solitary, pair, gang (3–6), or pack (7–12)

Treasure none

Special Abilities

Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.

Constitution Drain (Su) Creatures hit by a wraith's touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.

Lifesense (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.

Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.

Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.

Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives.

The PCs have some decisions to make. They can investigate the glow, which probably means defeating the wraiths first. They can try to exit, which may or may not involve defeating the wraiths. Either way, once the stone turns red, the PCs have 10 rounds to exit the building before the magical entrance collapses. The PCs will not know precisely how much time they have, but I will begin counting rounds and including the count in the DM posts.

If the PCs do not make the exit, either because they decided to investigate, or because they didn't reach it in time, the module ends here, on a cliffhanger. If the PCs do exit, I will run Scene 6.

Scene 6:

[1 week] [100 xp]

The PCs and the other adventuring parties gather outside the castle and report. The other parties report no sign of any green glow. The PCs are able to report that they saw it, but ran out of time before they could chase it down.

In addition, one party of adventurers is unaccounted for. They are undoubtedly still trapped inside. Because of this, and because the green glow was seen but not investigated, the groups want to go in again, immediately. The highest-level group will try to rescue the other adventurers, while the other groups concentrate on the area where the PCs saw the green glow.

The PCs are invited to participate in this second assault. The Falcon stresses that if they're low on resources, they don't need to go in again. The PCs get to choose whether to continue or sit the next one out.

Note on next module: obviously, this module ends at “halftime.” The next module involves an all-out assault on the Castle, to either rescue the PCs or to rescue the other adventurers and investigate the green glow.

End matter:

A: List all NPCs used in the module. Even if it is NOT the first time for that NPC to be used in the campaign, write a sentence or two describing the NPC. If there are changes in the NPC in this module, note that it is a change and what changed. An alternative to this is to have an NPC page on Woldipedia and link to that page where all NPCs are here.

Graf the Falcon: a high-level rogue and High Commander in the WLA. He is a human man, tough and wiry, but otherwise nondescript. He rarely smiles, and is typically all business. (I made this guy up. If there's a better choice to lead this assault, I'm open to the suggestion, but only if we have a specific person with a specific description and specific personality. I'm done posting for volunteer characters to the DM Board and then hearing crickets.)

B: List all locations used in the module. [same as for NPCs.] Describe the location. We’re talking places like inns, shops, temples, etc. If there are changes to the location from the last entry, note what has changed and that it HAS changed.

Red Wyrm Inn (maybe): Established Plateau City location. No changes anticipated.

Lasher Castle: Existing dungeon in Plateau City, although I haven't found a lot of information on it. I will brave the Wrath of Jerry and come up with descriptions on my own.

C: Magic Treasure: List all magic treasure given in the module. Check with the DM of the Catacombs if you are not sure about what their rules are for magic items, what can be sold, etc. This should be done to Woldian standards.

+1 Composite Longbow, Scroll of Death Ward, Potion of Owl's Wisdom, Potion of Lesser Restoration, Potion of Command Undead.

D: List the experience for the module. [Remember we are advancing at 3 levels a year for levels 1-3, 2 levels a year after that until 20th level is reached.] I highly suggest dividing the xp for the module by the scene and then giving out “xp per scene.” Play-testing shows that this helps keep the interest of the players high.

3100 XP (3000 XP if they wind up trapped inside)

General notes:

Give me the level of detail necessary to for a sub, not familiar with the game or campaign to run the module. Anything beyond that is up to you. Look at your module as you fill in the template with that "focus" in mind. Can my Asst. DM or a sub DM run this with this amount of information? I do not need monster details for the module -- just the name of the monster, etc. If strategy is needed, include that. You can work up the monster's stats when the combat comes. We are all honorable enough to not cheat "against" the players during combat. It is very easy however, to just paste monster stats from an online source into the module though. It puts everything in one place.


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