• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Mission to the Monastery of Two Winds

Spoilers!

[sblock]I see that you're trying to preserve the climax of the adventure. While I really like the climax, and put a lot of effort into tweaking Caela to make her a tough but fun encounter, I think your best bet might be to, well, let the party 'win' easily.

The party goes to the Monastery. The monks haven't gotten the okay from their masters for them to let the party in, but Pilus has been watching what's going on, and he realizes he's going to have to change his plans. The heroes haven't fallen into the trap he set for them by abducting Torrent, and any action he takes now is going to be scrutinized by his brother, who he doesn't want to risk alienating.

He sees now that it's better to use the heroes as pawns than to waste resources trying to kill them. He also realizes he's going to have to offer a queen sacrifice in order to checkmate this little situation, because the party suspects the monastery, so he has to give them someone to blame. But Pilus is a slick liar, so he concocts a plan quickly.

So anyway, the party goes to the monastery, and the monks at the gate refuse initially, but then a message on the wind quietly informs them to let the heroes in. They are escorted to a meeting with the two brothers, where Pilus and Longinus listen to their story. They are both grateful (Longinus sincerely, Pilus convincingly fake) for the PCs solving the problem with the Ragesians and lifting the 'curse,' and they want to help. Longinus offers to divine where Torrent has been taken (if the PCs haven't already guessed), and Pilus says that he will send some of their monks to assist the heroes in retrieving their friend, including his most skilled warrior, Caela.

And then when the brothers call for Caela, the other monks are like, Um, we can't find her. And Longinus casts divination and gets back a haiku saying that Torrent is being held by a traitor in the forbidden valley. Pilus says that he and his brother cannot leave the monastery on such short notice, but that he can follow their progress. He gives them a black mask to carry with them (like from adventure 8), and says that they can speak to him through this.

Ultimately, the PCs (perhaps with monk allies if they want the help) set out to the valley. The brothers warn them there might be guardians, which lets you use the mantidrake, but I'd ditch the mishaps and ettins, and just let them get to the laboratory. Inside, play up how quiet and ominous it is, and how they hear quiet creaking of the roof as wind flutters in and out.

Then, when they're halfway through the biomancy vats, Caela addresses them via magic, saying something like, "Damned meddling foreigners. You weren't content escaping my storm over your city; you had to come stick your unclean noses into matters far beyond you. No one can stand against the eldritch might of Leska, and I was smart enough to ally with her. You may have defeated our plans here, but you will not escape."

At the end of her speech (or as soon as any of the PCs make for the door the office), the wind begins to pick up very suddenly, and Aurus attacks. The heroes can hear the sound of the tornado approaching, that wonderful low moan mixed with the roar of an oncoming train, and they don't have long before it strikes. Aurus keeps the heroes busy, while the wind slowly builds as the tornado approaches.

It's strong winds in round one, severe wind in round two, windstorm in round three (the doors to the office blow open and the skylight shatters), hurricane in round four (the roof of the laboratory tears off), and finally tornado in round five (debris begins to lift into the air and whirl around). Now sure, the PCs with the boon won't have to worry about the winds, but they will have to worry about being smashed by bits of laboratory components. I'd put it at Reflex DC 22 each round to avoid 3d6 damage. If they look up, they can see they're just outside the edge of the funnel cloud.

At some point during this, the Pilus mask animates and he tells the heroes that he and his brother sense the storm, and will try to keep it at bay. This gives you an off the cuff way to keep from killing the PCs while they defeat Aurus and rescue Torrent. Then, as soon as they're out of the laboratory, the tornado drifts just a bit more and totally annihilates the place.

Now, what happened behind the scenes is that Pilus sending'ed Caela and told her to wait for the heroes to show up, then to sic Aurus on them to make the situation convincing. Caela is gone (courtesy of dimension door) long before the heroes ever make it to the office, and the tornado is there to cover Pilus's tracks so people can't connect it to him. Caela 'gets away,' which means she'll be staying full-time on Pilus's airship, ready to level up and fight the PCs for real should they make it to adventure 11.

For right now, the heroes should think that Caela was working with the Ragesians, but they thwarted her plan and drove her off. The brothers will be thankful, and Pilus chagrined that he did not realize he had a traitor in his midst, and they will offer to help the heroes reach the castle in the firestorm for adventure 6. Only much later will they realize that Pilus was actually behind the whole thing. [/sblock]

How does that sound?
 

log in or register to remove this ad

I don't know why I saw this posting just now...

Just yesterday the adventure finished:
[sblock]
As planned, the party got to the monastery and met with the brothers. They told the monastery about their problem with the firestorm and got the confirmation that they would recieve the help they need.
Then they asked what the monastery knew about the forbidden village and recieved the standard answer (it's too dangerous to go there)
Pilus offered them help. Each one recieved some sort of pin which should let them through to any monastery guards they meet and as half of the group are dwarves, he even threw in the help of 3 air elementals that carried them to the valley. One of the dwarves used tongues to understand the elementals and asked them to land near, but not at the landmark seen through the storm (the tower).
Just as they were landing, the mantidrake unleashed it's first roar. The elementals quickly landed and then flew away and the group had some problems attacking a flying opponent that just wouldn't land. The managed to almost kill it (just 8 hp left) then the mandtidrake decided that it would be better to leave for now.
The trap at the "tower" (and the fact that all 4 Mishaps managed to hit him with their cold blasts) almost killed the monk who just wanted to check the lower entrance door.
It took a few rounds to get into position, but once they did, they managed to dispatch them quite easy.
But by then it was way past the "planned" end of the game time already (we spent too much time beforehand with talking and eating) and two of the players were already nodding off...
I didn't want to postpone the end of the adventure yet another week, so with the permission of the group I "winged" the final conflict with Caela.
I may expand the decription with some of your suggested dialogue.
[/sblock]

The reception of this adventure was mixed in the group.
Some of the meelee fighters didn't like the relatively high number of flying enemies, which sometimes meant that they couldn't do anything during whole fights.
Another player didn't like the fact that you couldn't really act but always had to react (and to WAY more powerfull seeming opponents) and didn't really have any choice what to do. For this player this adventure was the worst adventure in the series so far.

Now a small hiatus is starting as everybody wants to try out Keep on the Shadowfell, after that (if the group still/again wants to play D&D3.5) we'll continue with the campaign.
 

Selganor said:
The reception of this adventure was mixed in the group.
Some of the meelee fighters didn't like the relatively high number of flying enemies, which sometimes meant that they couldn't do anything during whole fights.
Another player didn't like the fact that you couldn't really act but always had to react (and to WAY more powerfull seeming opponents) and didn't really have any choice what to do. For this player this adventure was the worst adventure in the series so far.

Now a small hiatus is starting as everybody wants to try out Keep on the Shadowfell, after that (if the group still/again wants to play D&D3.5) we'll continue with the campaign.

Having run through this adventure myself, I figure I'd post a few of my thoughts here...

To preface this post, I have to say that while Adventure 5 is not my favorite of the series, it is still one of the strongest. My party still makes throwbacks to the adventure during out of game conversation, as it had one of our most epic battles of the campaign happen.

From what I've read it seems like the players are calling a lot of shots in your game. While this is important in games, I don't think being forced to end the adventure in one session when there is clearly still quite a bit of combat/roleplaying left, can give the players a proper view of the adventure.

Some things I noticed in your post (SPOILERS)

[sblock]
1. The problems with flying monsters are a bit unfair... If the wind theme of the adventure hadn't sunk in yet and the players didn't get the hint that ranged might be important they deserved to get a bit trounced. I hope they can figure out they might be fighting some shadow creatures when you run KotS ;)

2. Another note on the flying bit... The fight with the monks, which your group skipped for time sake, would have helped quite a bit, as many of those monks carried potions of Flying.

3. I'm not sure what 'winging' over the encounter with Caela means, but from what I guess it means you didn't actually run the fight, which REALLY takes away from the adventure. When my group ran through this fight it took the entirety of a session (about 4 hours of combat) and was one of the most memorable fights in the campaign thus far.

4. Finally the adventure wasn't really 'finished' as from what I remember the whole reason the players were there was to find the original adventuring party that Seaquen had sent. So I suppose they could have called it finished at the entrance to the tower... but what good DnD group wouldn't want to check the dark foreboding tower in the middle of an evil valley? :D
[/sblock]

Anyways, I hope your players do want to come back to the Burning Sky as it's such a lovely setting (we're on Adventure 8 right now).
 

Into the Woods

Remove ads

Top