Sandboxing in the Nentir Vale (was: Emergent Features in KotS)

Here is the real update:

We started off with the final encounter in the Chamber of Eyes. The goblin sharpshooters snuck around back through the trap door, while the hobgoblins set up a defensive line - tipping over some tables to get good cover - in front of the human bandits.

What were the bandits doing?

When Wexley the Fighter opened the door, he found out. One of them threw a cask of hobgoblin ale at him and it exploded in his face. Luckily his shield deflected the brunt of the assault.

Then the battle was on. The bandits were the target of Scorching Bursts and other area powers (negating cover). They were able to get off another cask before Bren the Bold, our heroic Rogue, threw a torch at the cask and had it explode behind their ranks!

The hobgoblins could not hit anything, I was rolling suck for the casks, and even with CA the sharpshooters couldn't hit the Wizard. It didn't go well for me. I think it was over in 3 rounds.

The last man standing tried to flee and was critically hit as he passed through the line-of-sight of Bren the Bold. Very cool.

The goblins knew what was going on when the hobgoblin shouted, "Alert Murkelmor! Tell him they are coming!" Goblins being goblins, they were already off.

The first goblin opened the door leading out of the Chamber of Eyes and was slain by the Warlock. The second goblin saw his chance and ran past the first (thanks for opening the door, see you in hell) and kept sprinting away.

Jace the Warlock ran out to stop him, but because he was running at top speed his Eldritch Blast missed. He burned an AP and set up the Hunger of Hadar in front of the goblin - who screamed and ran through it, surviving.

The sneaky little goblin then made a Hide roll vs. the Warlock's Perception and easily beat it.

The PCs then picked up the goblin's trail and started tracking him through the dungeon. We were going to run a skill challenge - 3 successes needed to find the goblin, each failure meant a random encounter.

The first was a Perception check vs. Stealth. I rolled a 31 for the goblin and the PCs got a 17 or so.

Random encounter time!

In my spare time, I wrote up a little dungeon lair - two level 4 encounters and one level 5 to replace the ones the PCs had already been through (hyenas, dwarf king, gelatinous cube & wraiths). The PC's approach was determined by the d10 random encounter roll.

2 - they entered from the north-west.

They spotted a bridge heading north-south, 30' above the east-west corridor they were on. A rope hung from the bridge. Ahead they could see dim light.

They couldn't tell which way the goblin had run, so they split up - Malchior the Warlord and Jace the Warlock climbed the rope and went south down the passage while the other PCs headed east to check out the light.

The air was strangely thick, humid and sticky. Armok Zed the Wizard tried to figure out what was up, but failed. (It was a sign that there was a portal to the Feywild nearby.)

Down the south passage, they heard the roar of a waterfall and a corridor branching east. They took the east corridor into an empty room full of vines. Well, the room was empty now; just moments ago a goblin had been watching them approach. He ran off to tell his Underboss.

The other PCs found a door and went in. They found a corridor running south. Near the end of the corridor they found a door, and just before it they noticed a strange pattern of light and shadow on the floor around it. (DC 15 Perception check.)

When they approached the light, they got some boiling oil dumped on them. Wexley the Fighter got his shield up in time, Bren the Bold leapt out of the way, but Armok Zed the Wizard was scalded to the tune of 21 hit points.

They burst down the doors and entered a dark room - but their lights flared brightly for some odd reason (a random event on my little chart) and Armok Zed was slightly dazed by the light (-2 to attacks until the end of his next turn).

The room was square. There was a large covered pit in the middle. Pillars coated with grasping vines held up a rickety balcony. Up on the balcony were three doors, on the south, west, and east walls. Two staircases went up to the balcony. (Hmm, on second thought, I wouldn't have put the stairs in if I were to design this encounter again. I'd just have ruins or something.)

Malchior and Jace came through the south door just about then.

Armok Zed won initiative and ran up the stairs and pulled a lever. Which opened the pit. From which they heard a loud, angry roar.

Elves started coming out of the doors, one with a bow, fancy cloak, and shiny bracers. Let's call him Fancy Pants. He had two elf scout allies and a goblin minion with him.

Armok Zed got wasted here, but Malchior struck back with a burst of fire that blew apart the balcony and dumped the elves on the ground.

Then the bear was out and swatted at the Wexley the Fighter, who just pushed the bear back into the pit.

The fight went well for the PCs, and soon only the bear was left standing. It had a chain on it, so Malchior sounded the retreat.

This is when the goblins showed up. Wexley got hit with a Hex that would damage him if he moved, so he had to stay in melee with the bear. The Underboss moved to engage Armok Zed (who had been Inspired to get up by Malchior) and dropped him.

The goblin sharpshooters did some damage and managed to avoid the counterattack by the PCs.

Things were tense; Armok Zed was on the ground making Death Saves while the Underboss focused on Malchior (who was down to 7 hp with no Surges). The Hexer kept zapping them with nasty spells.

And about this time I rolled on my random event table, getting "Random Encounter joins the fight - same entrance as the PCs."

I had the PCs roll the d10 of Doom and luckily they got a 1 - a level 4 encounter. The easiest one. So 4 rotwing zombies and a deathlock wight heard the noise, desired flesh, and started coming up the hallway.

The bear was dead by now, so Wexley jammed the door shut and held it tight. Bren the Bold was up on the level above, and there was still a cauldron of unused boiling oil just sitting there, waiting for him.

He dumped it on the undead and did some serious damage. (Should have added Sneak Attack damage, too. Whoops.)

The zombies eventually burst down the door and mobbed Wexley. One of them charged at the Hexer, which took the goblin's attention away from Malchior.

And then Armok Zed rolled a natural 20 on his Death Save - first time that's happened to me in 4e! - and got back up.

Soon the zombies had all died (again) and the goblins were facing the full brunt of the PC's attacks. Only one sharpshooter was alive, the Hexer was nearly Bloodied, and the Underboss was Bloodied. They retreated - "Warn the master! Warn Greenfang!"

Who is a Dragon.

The PCs searched the rooms until they spotted the dragon symbol carved in the wall, and then they ran back for the Seven-Pillared Hall.

They all gained levels here, going up to 6th. Next time they will face the duergar in the Horned Hold - who are aware of the PCs, and will be ready for them.

Next time: Because the PCs are a higher level than expected, and because the Horned Hold is aware of them, I am going to try and mess with them.

What I want to do is get the PCs into room 13 (The Great Hall, where Rundarr is), and then have the duergar sneak around back behind them. Then, when the PCs cross the bridge, I will open up on them from behind the doors, from across the other bridge, and I'll have orcs and duergar come up from behind them.

That's the plan, at least. I am pretty sure it won't go as planned.

The PCs might also choose to come up from the back entrance, although it will mean more random encounters, and they might not be able to find it.

Now if it does go as planned and the PCs are screwed, I think I will change the 300' to certain doom depth of the crevasse. I'll put some water down there - a stream - and change the damage. 5d10 sounds right. I'll also add some random item loss.

How does that sound?

edit: Maybe a skill challenge is what I want here, because I really don't want to kill them if they jump off - it's that cool. So first I'll sap some healing surges, damage taken if they have none left, then have them make checks to stay alive in the current. Failed rolls mean losing Healing Surges and items.

I'd also like some random events to happen, or maybe encounter triggers. Stuff like this:

Roll 1d6 each round. On a 1, a swarm of thousands of bats flies through the chasm. They offer heavy concealment to everyone on the bridge squares, and attack (+9 vs. AC, 1d6+5 damage).
On a 2...
On a 3...
etc.

And other stuff, like if Rundarr is Bloodied X happens, etc.
 
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Just got through playing. First of all, two players were missing - the Warlord's and the Rogue's.

It started off with the PCs arriving back in the Seven-Pillared Hall, low on Healing Surges and Daily powers.

Rendil the halfing was gathering water for his inn and spotted the PCs. He warned them that the Mages of Saruun were looking for them because they killed the duergar in the trading post. The mages don't mind if you murder someone, as long as you get their permission first.

Controlling bastards.

The PCs made a stealth check to slip into the trading post (I had the PC with the lowest modifier make the check, modified by everyone else's help). Wexley the Figher made the check and rolled a 20, and with help it was good enough. They were able to get their extended rest.

Two reasons why I did this: One, because the Mages (evil wizards) would pull some crap like this; and Two, because this really hightens the tension of every encounter - if you don't know if you can get away with an extended rest when you want to, those Healing Surges become as valuable as gold.

If they had failed the check, the Mages would have found them and then we would have run the skill challenge I prepared:

[sblock=Skill Challenge: The Trial]
Skill Challenge - level 12!
Conflict: The Mages of Saruun are putting the PCs on trial for the murder of the duergar under their watch. The penalty: death.
Setup: When the PCs come back into town, Rendil the halfling approaches the PCs. "The Mages know what you did to the devil dwarves. You'd better get out of here."
Complexity: 2 because we are missing players.
Rolls:
  • Accosted by the Brugg and Orontar. "Come with us."
    If held in jail (presumed guilty), getting out. Whole other chain! There are no doors out - find the teleportation circle!
  • At the trial.
    Details of the trial. The prosecutor does not need to be in the truth circle. He presents his evidence first, then the defender can rebut. The prosecutor and his witnesses don't need to enter the circle of truth.
  • Ordinator Acanis: "What will the penalty be?"
    Orontar: "We are asking for banishment."
    Ordinator Acanis: "Your connection to the guilty is blinding you. The penalty shall be death by arcane measures."
  • "Orontar, present your evidence."
    Orontar: "Here is the result of my divination:
    • "Were you murdered without just cause?" "Yes."
    • "Who murdered you?" "Jace and his men."
  • Orontar: "They callously used our ritual scroll in our strike on the temple of Torog, causing the deaths of three good men."
  • Orontar: "Brugg, tell us: did Wexley defeat you fairly in combat?"
    Brugg: "Dey cheats!"
    Orontar: "Is this true, Rothar?"
    Rothar: "Yep - they cheated. They used all sorts of magics to aid them, when they knew they couldn't beat Brugg."
  • Orontar: "Brugg, tell me: did they lie to you about the entrance fee?"
    Brugg: "Dey did! Dat one, the little pale one!" (the wizard)
  • Ordinator Acanis: "What do you have to say for yourselves?"
    Orontar: "You cannot call that witness to the stand. You need to get clearance first. Disrespect for our laws!"
[/sblock]

At first they discussed going after the Mages, but I told them I had nothing at all planned for it. This is acceptable in our game, so they went to the Horned Hold instead.

They have a map of Thunderspire, so I showed them the two routes they could take: the quick and easy one to the main entrance, or the long and hard to find path to the back entrance. They knew the duergar were expecting them (failing to catch the goblin who got away last time), so they decided to risk random encounters.

Three checks, then, instead of one. The last one resulted in the Kuthrik Lair.

We pulled out a poster map for the minis game, I think, and the PCs saw one Kuthrik adult. They engaged and quickly killed the one they saw.

After that, though, things got tough. The Hive Lord blasted them with its Acid Blast - not that the damage was that great, but the Weakened effect really hindered their ability to deal damage.

In the end, the PCs had to pull out many of their Daily powers to win. Malchior the Warlord went down near the end of the fight.

(I kept pretty good notes of what each PC did each round, including damage done, and I'll post that later on.)

Because they weren't sure what was going to happen if they went back to the Seven-Pillared Hall to rest, they decided to push on. They made it to the south gate where they saw no way in.

Bren the Bold, our halfling rogue, knocked on the door to get someone to come out and then hid. The Ogre, on the alert (as is the whole complex), opened a slot to see who was there. When he didn't see anyone, he opened the door, a cask of water in his hands. He sprayed the water around.

It didn't reveal an invisible duergar playing a prank on him like he expeected. Instead, he got a halfling stabbing him in the nads.

The ogre fell quickly (his 111 HP was only good for one round!) and the PCs were in. But one of the orcs went to alert Murkelmor that the PCs were here, and then it was on.

Things were going okay for the PCs (that is, only the Wizard had been dropped and none of the duergar were bloodied) until the Theurge got in there and blinded everyone. Then the PCs decided they had to get out of there.

They made a fighting retreat, but the Theurge was able to drop the Warlord just as the PCs had pulled back.

That's where we ended off. Next time I plan to run a Skill Challenge with the PCs running, trying to get to a safe place for an extended rest, Murkelmor trying to corner the PCs so he can sell them to mind flayers and laugh while the illithid feast on the PC's brains.
 

Here are some of the "action logs" I made for the last game. I tried to keep accurate notes, and I did pretty well keeping track of powers used and damage done, but not to which target, status effects, etc. Maybe next time.

[sblock=Kuthrik Nest]Kuthrik Nest

PCs:
Bren the Bold (Halfling Artful Dodger Rogue 6) (player not present, run by another player)
Jace (Half-Elf Infernal Pact Warlock 6)
Wexley (Human Sword & Board Fighter 6)
Malchior (Human Tactical Warlord/Arcane Initiate 6) (player not present, run by another player)
Armok Zed (Human Wizard/Cleric multiclass 6)

Opposition:
5 Kuthrik Adults
1 Kuthrik Hive Lord

Setup: The PCs are heading through the dungeon. A random encounter is rolled. We throw down a map that includes a river, a bridge, and a small building.

The players place their PCs on the bridge, about 10 squares away from the building. The Kuthrik are in the building. One adult steps out the broken wall of the building and pokes its head out. It screeches in hunger.

Roll for initiative.

Round 1:

Bren the Bold: Sly Flourish at range on the adult. Hit, 24 damage.
Jace: Eldritch Blast at range on the adult. Hit, 14 damage.
Wexley: Move up to the adult. Crushing Blow? (Martial Power). Hit, 14 damage. At this point he spots the rest of the Kuthriks. Takes 2 damage.
Malchior: Move up. Scorching Burst. Two adults take 8 points of damage, one is critted for 18.
Adults: I didn't take notes for the bad guys. Wexley was attacked. He and Malchior were shot with poison spikes. Wexley has resist poison 5. An adult burrowed through the building to flank Wexley. Another adult burrowed through the building and nailed Jace with a poison dart, slowing him. I think one shifted by Wexley and got hit.
Hive Lord: Move. Move. Action Point: Acid Burst. Nailed all the PCs save Wexley.
Armok: Icy Rays? One adult hit for 8, the Hive Lord for 13.

Round 2:

Bren the Bold (weakened, ongoing acid 5): Sly Flourish the Hive Lord. 6 damage. Move away. Failed save?
Jace (weakened, slowed, ongoing acid 5, ongoing poison 5): Hellish Rebuke the adult who burrowed through the building. 6 damage. Failed both saves?
Wexley: Activate Rain of Blows? Sweeping Blow. Hit two adults and the hive lord for 8 damage. Takes 2 damage.
Malchior (weakened, ongoing acid 5): Fire Shroud. Hit two adults for 6 damage, ongoing fire 5. Failed save?
Adults: Take damage from Wexley's Rain of Blows. Move in and attack Wexley, all have flanking, all deal double damage. One hits for mid-teens damage. The other is immobilized and shoots poison spikes at Jace?.
Hive Lord: Acid Burst. Hits Jace, Malchior, Wexley.
Armok: Cloud of Daggers on the Hive Lord. 14 damage.

Round 3:

Bren the Bold (weakened, ongoing acid 5): Sly Flourish, 6 damage. Makes save?
Jace (weakened, slowed, ongoing acid 5, ongoing poison 5): Hellish Rebuke for 6 damage. (I have "3x4" written down, I'm not sure if hit more creatures or not.) Saves versus one weakened, fails another, uses Dark Luck to make save.
Wexley (weakened, ongoing acid 5): Comeback Strike. Miss; AP: hit Hive Lord. 12 damage?
Malchior: Warlord's Favour; Miss.
Adults: Take damage from Wexley's Rain of Blows. 3 Attack Wexley; one hits for decent damage. (One was dead by now.) The other charges Malchior, hits hard.
Hive Lord: Takes damage from Wexley's Rain of Blows. Shifts back to get Wexley and Malchior, gets hit by Wexley for ~6 damage. Acid Burst hits Malchior.
Armok: Bigby's Icy Fist on Hive Lord; hits & AP sustain for a total of 29 damage.

Round 4:

Bren the Bold: Miss.
Jace (slowed, poisoned): Fire Bolt, Miss. Action Point: Hunger of Hadar on Hive Lord.
Wexley (weakened, ongoing acid 5): Crushing Blow on an adult. Hit, 6 damage.
Malchior (weakened, acid?): Viper's Strike, hits, didn't write down the damage. Assume 4-8.
Adults: Take damage from Wexley's Rain of Blows. Delay.
Hive Lord: Tries to break free of icy fist; fails. Acid Burst hits Jace, Wexley, Malchior.
Adults: 3 attack Wexley, 1 hit. One attacks Malchior, hits. All hits are around 15 damage.
Armok: Cloud of Daggers (or Cause Fear?) on Hive Lord; misses. Sustains Icy Fist for 10 damage.

Round 5:

Bren the Bold: Sly Flourish Hive Lord for 16 damage.
Jace (weakened? poisoned?): Diabolic Grasp; Miss.
Wexley: Crushing Blow on Hive Lord; 9 damage.
Malchior (weakened?): Viper's Strike; hit, didn't record damage.
Hive Lord: Nearly dies from the Hunger of Hadar. Breaks free of Icy Fist. Acid Burst Wexley and Malchior.
Adults: 3 attack Wexley, at least one hits for 21 damage. He drops. 1 attacks Malchior, he drops.
Armok: Rushes into the mix, Thunderwave. Hits one for 9?

Round 6:

Bren the Bold: Sly Flourish one of the adults, 16 damage.
Jace: Eldritch Blast one of the adults, 18 damage.
Wexley: Makes Death Save.
Malchior: Makes Death Save.
Adults: Shoot poison darts?
Hive Lord: <dies>
Armok: hnd? Whatever that power is. Oh, HAND. Bigby's Icy Fist. 19 damage.

Round 7:

Bren the Bold: fnb? 16 damage whatever that is. I think that killed one.
Jace: Eldritch Blast, kills one.

Fight over. 90 minutes real-time. (I spent forever on the Hive Lord's first turn, then had to look up burrowing... oh well.)

Notes: I didn't keep track of everything that happened (like when someone was weakened by the acid or poisoned); I'm sure I left out a bunch of stuff. I didn't keep track of who attacked whom so I might have screwed that up. I recall screwing up the burrowing for the first two adults, making them just move 3 instead of 1 through solid stone.

The fight basically boiled down to a vicious melee with the kuthrik adults mobbing Wexley and the Hive Lord blasting Wexley and Malchior while the others tried to hurt the Hive Lord from range. The one adult who was not engaged with Wex was able to harass the other PCs well enough.[/sblock]

[sblock=South Gate of the Horned Hold]South Gate of the Horned Hold
PCs:
Bren the Bold (Halfling Artful Dodger Rogue 6) (player not present, run by another player)
Jace (Half-Elf Infernal Pact Warlock 6)
Wexley (Human Sword & Board Fighter 6)
Malchior (Human Tactical Warlord/Arcane Initiate 6) (player not present, run by another player)
Armok Zed (Human Wizard/Cleric multiclass 6)

Opposition:
1 Ogre Savage
4 Orc Raiders

Setup: The PCs have reached the south gate of the Horned Hold where they hope to free the slaves from Winterhaven. The duergar, led by Murkelmor, Paladin of Asmodeus, know that they are coming but they expect the PCs to enter through the main gate. They are on the alert but have no specific plan to respond to an incursion on the southern gate.

The PCs spy the door. No handle; it's locked by a bar. They hide around the corner and Bren the Bold knocks on the door, then slips away and hides. The Ogre on the other side opens a peephole and looks around. Bren easily makes a Stealth check; the Ogre sees nothing.

Bren's intent is to trick the Ogre into opening the door, so he makes a Bluff check (prompted by the DM). He aces it. The Ogre opens the door and splashes water all around - it thinks that invisible duergar are playing pranks on it. It spots Wexley's shield and prepares for combat; that's when Bren attacks. (Bren made a Stealth check, Wexley failed his.)

Roll for initiative.

Surprise Round:

Bren the Bold: Sly Flourish vs. Ogre. 21 damage.

Round 1:

Bren the Bold: Move up to Ogre. Bait and Switch, 20 damage. Now he's in a room full of orcs! Attempt to shift under bed to hide; fail Acrobatics check to slip under the bed, falls prone.
Wexley: Move up to Ogre (who is now outside the room). Steel Serpent Strike. 30 damage.
Jace: Move up to Ogre. Curse Ogre. Eldritch Blast Ogre. 17 damage.
Malchior: Move up. Scorching Burst on two orcs. Hit Orc 1 for 11 damage.
Ogre: I believe he crits against Wexley. He can't shift, so he stays where he is. 111 HP doesn't go as far as it used to.
Orc 1: One moves up to Bren and misses with a Greataxe attack.
Orc 2: Moves up to Bren and misses.
Orc 3: Grabs a log from the fireplace. Throws it at Bren, hits for 1d6+3 damage. Anyone entering or ending their turn in that square takes 5 damage. Moves.
Orc 4: Opens door. Moves. Opens door to Murkelmor's chamber. Bren can now see a big, mean duergar with a massive maul and a duergar theurge.
Armok: Icy Rays? against the Ogre and Orc 3. Hits both for 14.

Round 2:

Bren the Bold: Delays.
Wexley: Crushing Blow vs. the Ogre. Hits for 15 damage. Ogre is killed. Moves into room.
Bren the Bold: Stands with a minor action. Positioning Strike against Orc 1. Hits for 11 damage. Moves back, taking an OA from Orc 1. OA misses.
Jace: Moves into room. Eldritch Blast ??. Hits for 20 damage.
Malchior: Charges Orc 2. Hits for 11 damage.
Orc 1: Attacks ?
Orc 2: Attacks Malchior.
Orc 3: Throws axe.
Orc 4: Charges Wexley?
Armok: Moves into room? Ray of Frost? against orc 3. Hits for 10 damage.
Murkelmor: Moves out of his room to another door. Opens door.
Theurge: Moves, blasts Malchior with Firebolt.
Shock Troopers: Move towards PCs, maybe Charge.

Round 3:

Bren the Bold: Sly Flourish. Miss.
Wexley: Crushing Blow against Orc 1. Hits for 15.
Jace: Eldritch Blast Orc 1. Hits for 16 damage. Kills him.
Malchior: Viper's Strike, misses.
Orc 2: Attacks Malchior.
Orc 3: Throws axe at Armok?
Orc 4: Attacks Wexley, probably misses.
Armok: Casts Icy cloud, nails the two shock troopers for 15 damage. Misses Murkelmor, I think.
Murkelmor: Enters Icy cloud, takes 7 damage. Gloats? Misses vs. Wexley?
Theurge: Blasts using Brimstone hail, hits Malchior, Wexley, an orc, Bren?
Shock Trooper 1: Engage Wexley, miss.
Shock Trooper 2: Smash Armok. This might have dropped him.

Round 4:

Bren the Bold: Sly Flourish vs. Orc 4? (It's getting almost impossible to figure out who hit whom.) 21 damage.
Wexley: Tide of Iron. 9 damage.
Jace: Diabolic Grasp. Misses.
Malchior: Viper's Strike. 9 Damage vs. Orc 2.
Orc 2: Attacks Malchior.
Orc 3: Throws axe.
Orc 4: Attacks Wexley?
Armok: Fails Death Save.
Murkelmor. Totally misses again.
Theurge: Moves up to use Wave of Despair.
Shock Troopers: Attack, maybe one hits.

Round 5:

Bren the Bold: Sly Flourish, 13 damage.
Wexley: Sweeping Blow, hits 2 for 7 damage.
Jace: Uses Armour of Agythys, uses AP, misses.
Malchior: ?? Misses?? Heals Armok.
Orcs: attack
Armok: "cf"? I don't know what that is.
Murkelmor: Missed?
Theurge: Wave of Despair.
Shock Troopers: Fight on!

Round 6:

Bren the Bold: Blinding Barrage, 21 damage, kills an orc I think, AP: sly flourish.
Wexley: Crushing Blow?, 14 damage.
Jace: Eldritch Blast, 15 damage.
Malchior: Stand the Fallen vs. a Shock Trooper, hits for 40 damage.
Orcs: ??
Armok: Misses and Dimension Doors away.
Murkelmor: Crits Wexley. Heals Shock Trooper.
Theurge: ??
Shock Trooper (one is dead by now): Attacks Wexley. Crit?

Round 7:

Bren the Bold: Sly Flourish, 13 damage.
Wexley: <retreats>
Jace: <retreats>
Malchior: <retreats>
Orcs: ??
Armok: <retreats more> Uses Mage Hand to slam door shut.
Murkelmor: Opens door.
Theurge: Brimstone Hail, drops Malchior.

End.

Notes: I really can't remember who attacked whom here. I think one orc was left standing at the end. One shock trooper died just as it became large. Another nearly died. Murkelmor had taken a total of 27 damage. They used their beards a few times, I just forget when. Maybe if I get out the minis I'll come back and edit it.
[/sblock]
 

We have a month or so of downtime between the next game and I've rediscovered the fun of creating dungeons.

I've decided that I'm going to do a write-up for the Mages of Saruun.

I have to figure out:

  • What kind of resources they have
  • Who's working for them
  • How many Ordinators they have (and their stats)
  • What level Orontar is
  • How the NPCs in town feel about their rule
  • How other creatures in the Labyrinth might respond to an attack on the Mages
  • How Paldemar (Malchior the Warlord's uncle) will respond
  • and finally, what their tower dungeon looks like.

I have a vague idea of how all this will play out. I'll give them a Level 8 or so Major Quest. I figure 4 Ordinators - each with different abilities - will be cool. Orontar should be about level 8, probably an elite. They will have a bunch of soldiers of different races - mainly human, but some dwarves, elves, gnomes, halflings, and some more interesting creatures.

The people in town don't like the Mages but they have proven their ability to keep them safe so they don't want to rock the boat. Some will actively support the Mages and others will (Rendil, the freed slaves) will support the PCs.

Paldemar is going to actively support the overthrow of the Mages. The PCs heard from a slave that saw him give a ritual to the Troglodytes. He'll explain that he gave them the ritual to bring down the Seven-Pillared Hall because the Mages had a mad plan to do something evil - which will be whatever he's actually trying to do - and he was trying to stop them. He will figure out that it'll be easier to take over Thunderspire if the PCs upset the status quo.

He'll probably help them by giving them something that will let them into the Mages' Tower.

I'll keep updating with whatever I come up with.
 

Here are the random encounters I've created to replace the old ones. Some may not lead to combat.

1. Webbed Death (950 xp)
1 ettercap webspinner
3 ghouls
patch of doomspore

The PCs hear someone shouting for help. If they investigate, in a darkened room they see someone trapped in a web. There's something moving in the shadows beyond. The person in the web is actually a ghoul, and when the PCs enter the room the ettercap will blast them from behind with a web.

Dungeoneering DC 15: The fungus is doomspore.
Perception DC 17: There's something funny about that person...
Perception DC 21: There are other creatures in the shadows, but they don't look like spiders.

Treasure: Hidden in webs and bones in a small cave at the back of the room is a Light Manticore Shield +2 (Power (Daily): Standard Action. Atk Dex +2 vs. AC, area burst 1 within 10; hit 1d8+str). Searching through the webs and bones for treasure will trigger another doomspore attack unless the PCs succeed at a DC 17 Perception check. This will cancel out the Short Rest and will trigger another random encounter.


2. The Trade
1 eladrin fey knight
5 gnome skulks (925 xp)
Treasure: ?? (something for Paldemar)
plus
3 enigmas of vecna
2 human berserkers
1 human mage (1275 xp)
Treasure: ?? (something about the Feywild - link to Trollhaunt Warrens?)

The PCs spot a faint, starry glow down a nearby passage and hear some angry voices. They are arguing over payment (some secret that has to do with the Feywild/Winter Court). When the PCs show up, chaos erupts.

3. Cavern of Flames (1025 xp)
1 magma strider
1 magma hurler
2 magma claws
The PCs notice that it's getting really hot. They come into a cavern, the source of the heat. Bren notices that some of the rock looks strange, like scorpions. There's a milky pool in the middle of the room.

Tactics: The magma strider will charge into the midst of the PCs, taking OAs without care. The magma hurler will keep throwing fire at as many PCs as possible, while the magma claws will keep PCs pinned down.

Environment: A pool of water has been superheated. Any character moving into these squares takes 1d10 damage. If a PC moves into one of these squares, the magma claws will spew lava on them, trying to pin them down. If a magma beast or fire effect is in one of these squares, steam erupts, granting concealment in burst 1 and 5 fire damage if you enter or start your turn there; this steam lasts until the end of the next turn.

Treasure: In the pool there is a magic item that has so far resisted the heat. It is an orb of fickle fate. Anyone trying to grab it will take 1d10 damage. The orb is under the milky water, so only if a PC enters will he feel the orb, or if he makes a DC 19 Perception check.


4. Lizardfolk Patrol (1300 xp)
1 greenscale marsh mystic
2 blackscale bruisers
1 greenscale darter
2 greenscale hunters

Now that their enemies - the troglodytes - have fallen, the Lizard King has sent patrols out to take as much land as possible (and to reward those who helped slay the trogs). The Lurker is moving ahead (Perception DC 21) and will flank the PCs, coming from a different direction. They will talk with the PCs in Draconic: "Who wishes to speak to servants of the Lizard King?"

Environment: the sewer map.

Tactics: The mystic will go first and lay down a swamp's grasp. Then the others will move into the area. The bruiser will push Wexley once he sees his control and allow the others to move around him to engage squishier targets. The darter will target Jace or Armok.

Development: If the lizardfolk find out that the PCs are the ones who killed the trogs, they will offer them a gift - a Crown of Doors - and then offer to guide them back to their lair to meet the Lizard King. Could be a valuable place to rest.

5. Bloodreaver's Revenge (1500 xp)
1 hobgoblin hand of bane
1 hobgoblin commander
1 hobgoblin warcaster
1 hobgoblin archer
2 hobgoblin soldiers

Revenge for those who killed the Bloodreavers! The hobgoblins have been tracking the PCs for some time, and have finally caught up with them.

Tactics: Single out a target to kill and take care of it. First the front line will go, and then the Warcaster will slide the target around the hobgoblin soldiers, who will attack him and leave him behind their ranks.
 

Here is a skill challenge where we'll pick up from last time:

For Want of a Bolt-Hole

Goal: To avoid the duergar.
Level: Level 10.
DCs: 10/16/21.
Complexity: 2. 6s/3f.
XP: 1000.

Setup: The duergar theurge has just dropped Malchior. Reinforcements are coming to flush the PCs out.

Roll Ideas:
  • The duergar and their allies are coming after the PCs. Malchior lies on the ground.
    Running Away: Group check. Use the lowest Athletics. Others can Help.
    Failure: Blasted by the Theurge, harassed by the devils, the PCs lose a Healing Surge and suffer a -2 penalty to future checks (as some of them are Blinded/Dazed).
    Grabbing Malchior: Athletics check. Only one other can Help.
    Failure: The DC for all Athletics checks are increased by 2 / the PC carrying Malchior cannot lend Help.
  • Running through the Labyrinth with the devils hot on their heels.
    Stop and Fight: The devils fight for one round, and then the rest of the duergar show up.
    Failure: Showered by spikes, the PCs lose a Healing Surge.
  • Breathing Space. The PCs have lost them for a minute, maybe less.
    Stop and Fight: PCs can make Stealth checks to Hide, gaining surprise if they beat DC 20.
    Failure: The duergar are hot on their heels again.
  • The Fork in the Road. The PCs come to a junction, and they must decide which way to go.
    Are We Lost? The PCs must make a Dungeoneering check to make sure they know which way they are going.
    Options: The PCs can take the following paths:
    1. West, to the Chasm of Naden Suun.
    2. Down, to the Cisterns.
    3. North, to The Chamber of Eyes.
    4. East, to the Grimmerzhul and the duergar city.
    5. Northeast, to the Green Dragon Lair & Feywild portal.
    Failure: The PCs head to a dead end and have to backtrack, losing valuable time.
  • Outmaneuvered! Duergar appear from a hidden door.
    Stop and Fight: 2 Duergar scouts appear in the midst of the PCs with a surprise round. The bulk shows up from the other direction in the first round.
    Failure: Two PCs lose 2 Healing Surges each (select at random, 1d5 and 1d4).
  • Dead End!
    Stop and Fight: Cramped quarters.
    Failure: Same as stop and fight.
  • The Chasm of Naden Suun. A rickety rope bridge is the only way across. The Final Roll.
    Stop and Fight: 1 round to prepare before the bulk shows up.
    Failure: The rope bridge is cut while the PCs are still on. They lose 2 Healing Surges and fall into the river, washed away to who knows where. Skill Challenge ends. Each PC must make an Athletics roll (DC 17); those who fail lose another Healing Surge and lose a loose item at random (including coin). They end up in the cisterns.
  • The Cisterns. ??
    Stop and Fight: Use the sewer map.
    Failure: Same as above.
  • The Chamber of Eyes. The PCs retreat back to the Chamber of Eyes. Can they hide out here?
    Stop and Fight: PCs can organize themselves how they want.
    Failure: The PCs are spotted running in; the duergar are right on their heels. (Well, the devils.)
  • The Green Dragon Lair. The PCs head to the waterfall and the green dragon lair.
    Stop and Fight: Could get crazy.
    Failure: The duergar spot the dragon and hold back, letting the dragon assault the PCs, and then they rush in to fight it.

Notes:
Running: Always use the lowest Athletics check. Other PCs may Help.
Partial Success: 3+s: the bulk shows up after the PCs get a short rest.
The Bulk: (xp 2500, level 10)
2 duergar scouts
2 duergar guards
2 spined devils
2 duergar shock troopers
1 duergar theurge
Murkelmor


Thoughts: I really should give them some choices in how to navigate the place. Hmm... yeah, I'll add "The Fork in the Road".
 

Aw hell, i'm gonna steal so many ideas from Enworld before i start Thunderspire Labyrinth. It sounds like a fun adventure. I was iffy when reading it, but seeing how the fights play out make me really want to run it now. And duergar are cool as ****!
 

And here is the deal with the Mages of Saruun.

First, deal with their NPC spy: That slave guy - Hecubus - is drinking in the tavern. Orontar approaches him. "You're one of those slaves rescued from the Pits of Torog. I haven't seen you around for a long time. Where'd you get the coin?"

Here Armok is going to have to make a roll with Jace's Help vs. Orontar's Will Defense of 21. Success: Orontar is not suspicious. Failure: Orontar pulls Brugg aside. "Keep a close eye on him." Either way, the PCs get information on the disposition of the Mage's forces.

Disposition of the Mages of Saruun:
  • They have a total of: Orontar, Brugg, 2 dire wolves, 2 bugbears, 1 hobgoblin, 1 dwarf, 1 gnome, 18 humans. The wolves and Orontar live in the Custom House. The rest live elsewhere. They also have an arcane ballista.
  • They are organized into three groups. Only one is on active duty at any time, centered at the Custom House. The others are either off-duty or sleeping. It will take a few minutes to get the other groups action-ready.
  • The Mages are three: Hasifir, Niame, and Samazar. Hasifir is an artificer, Niame is an eladrin witch, and Samazar - the leader - is a demon-summoner.
  • Most of the people support the mages. They might not like them, but they keep the peace. Rendil and the halflings are the sole exception. They'd probably protect the PCs if things go horribly wrong.
  • No one knows how to get into the Mages' tower except Orontar. He probably has some kind of spell (Linked Portal). The Mages come out at a portal by the minotaur statue if you call their name. Sometimes it takes a while.
  • Orontar is the only wizard in the Seven-Pillared Hall.

*** The Mages of Saruun ***

First: Who are the Mages?

The Mages are a group of "modern arcanists who seem to have some lesser or greater influence in what remains of the ruined city."

They are led by three powerful Wizards: Hasifir, Niame, and Samazar. These wizards have the command amulets "which allow them control the bronze warders, minotaur constructs built in the city's heyday."

These are the Ordinator Arcanis - level 12 Controllers. Each has a Bronze Warder.

Orontar is their Steward - he runs the day-to-day affairs in the Seven-Pillared Hall. He answers to the Ordinator Arcanis.

Paldemar is the chief or research. He explores the Labyrinth with some of his followers. He answers to the Ordinator Arcanis.

Brugg is the chief enforcer. He answers to Orontar.

The enforcers are made up of guards, etc. They have a total of: Orontar, Brugg, 2 dire wolves, 2 bugbears, 1 hobgoblin, 1 dwarf, 1 gnome, 18 humans. The wolves and Orontar live in the Custom House. The rest live elsewhere.

Encounter Groups:

1. Brugg and Orontar. Level 8. XP 1800.
[sblock]
Orontar level 8 Controller xp 700
Brugg level 8 Brute xp 350 (1050)
5 Human Guards level 3 Soldiers xp 750 (1800)
Treasure: Orb of Judicious Conjuration +2, ritual book with linked portal, sending, magic circle, silence.

Setup:

Orontar sends a message to Malchior via Sending:

"Malchior. I wish things had not come to this. Come out peacefully and you will merely be banished. Resist and perish. Orontar."

Orontar will wait for the PCs on the other side of the bridge. He will have Brugg and his guards with him. Make sure that the two bridges are both in the encounter area, as well as the minotaur statue (escape for Orontar).

Other notes:
-stream has a current of 3.
-cloudspores at the base of the statue hill.
-Trigger: When Orontar is bloodied, he flees to the custom house.
-Trigger: When a Thunder power is used, the ground is turned into difficult terrain.
-Trigger: When the pillar is first damaged, it shudders and chips. If it is damaged again, it collapses, attacking all creatures in a Burst 1 (+15 vs. Ref; 4d10+5 damage and the target is Restrained). The terrain becomes Difficult.
-Trigger: When a ranged power misses, the attack hits a stalactite in the distance and it falls. If someone targets a stalactite, it falls, making a melee attack (+10 vs. Ref; 2d8+4 damage, and the target falls Prone). The terrain becomes Difficult.

[sblock=Orontar]
Orontar Level 8 Elite Controller
Initiative +8 Senses Perception +7
HP 178; Bloodied 89
AC 24; Fortitude 18, Reflex 23, Will 21
Speed 6
Action Points 1
Saving Throws +2
basic melee Dagger (standard; at-will) * Weapon
+6 vs. AC; 1d8+1 damage.
close blast Thunderwave (standard; at-will) * Thunder
Burst 3; +12 vs. Fort; 1d6+6 thunder damage, and the target is pushed 2.
area Fire Burst (standard; encounter) * Fire
Burst 2 within 20; +12 vs. Ref; 3d6+6 fire damage.
area Wall of Fog (standard; encounter) * Conjuration
Wall 8 within 10; sustain minor; grants concealment and blocks line of sight.
area Stinking Cloud (standard; encounter) * Poison, Zone
Burst 2 within 20; sustain minor; +12 vs. Fort; 1d10+6 damage. Creates a zone that blocks line of sight until the end of Orontar's next turn. Creatures that enter or start their turns there take 1d10+6 poison damage. As a move action, Orontar can move the zone up to 6 squares.
ranged Pushing Hand (minor; at-will)
Ranged 5; +12 vs. Fort; the target slides 1.
Second Wind (standard; encounter) * Healing
Orontar heals 44 hit points and recharges one of his encounter spells.
Judicious Conjuration (free; encounter)
Orontar sustains a power that would otherwise require a minor action.
Skills Arcana +14, Dungeoneering +11, History +14, Insight +11
Str 10 (+4) Dex 10 (+4) Wis 14 (+6)
Con 12 (+5) Int 20 (+9) Cha 8 (+3)
Equipment: Orb of judicious conjuration +2, ritual book with linked portal, sending, magic circle, silence.[/sblock]

Tactics:
Orontar starts off with a Fire Burst, catching as many enemies as he can, then spends an Action Point to follow up with a Stinking Cloud. Brugg and the guards will move forward and ready actions to attack any PC coming out of the cloud, trying to form a line of defense. Orontar will use his Wall of Fog to block any PCs who try to flank. He will sustain the cloud and wall and use his Pushing Hand and Thunderwave to play havoc with enemies, pushing them into the cloud.[/sblock]


2. Enforcer Barracks. A couple of groups.
[sblock]
The Hunters (level 4) XP 924
2 dire wolves xp 400
2 bugbear warriors xp 400
4 human rabble xp 124
Treasure: 90gp

The Ballista Crew (level 4) XP 862
4 human guards xp 600
1 net thrower (beetle) xp 200
2 human rabble xp 62
Treasure: Gloves of the Bounty Hunter (net thrower)

The Brute Squad (level 5) XP 1000
3 human guards xp 450
1 hobgoblin commander xp 200
1 dwarf hammerer xp 200
1 gnome arcanist xp 150
Treasure: Rushing Cleats (dwarf)


[sblock=Arcane Ballista]Arcane Ballista
Large Vehicle
HP 50 Space 2 squares by 2 squares Cost 5,000 gp (level 10)
AC 16; Fortitude 16, Reflex 2
Speed 2
Driver
The driver must occupy the back seat of the arcane ballista. If the driver is trained in Arcana, he adds a +2 bonus to the arcane ballista's attack rolls.
Load
One medium creature; 100 pounds of gear.
Out of Control
An out of control arcane ballista rolls forward and makes Wheel Spike attacks.
melee Wheel Spikes (move; when the arcane ballista enters a creature's space; at-will)
+8 vs AC; 1d8+5 damage and the target is knocked prone.
ranged Flaming Bolt (standard; at-will) * Fire
Ranged 20; +4 vs. Ref; 2d8+4 fire damage. The driver adds 1/2 his level as a bonus to the attack rolls.
area Lightning Sphere (standard; encounter) * Lightning
Area burst 1 within 10; +4 vs. Ref; 3d6+4 lightning damage. The driver adds 1/2 his level as a bonus to the attack rolls.
ranged Freezing Bolt (standard; encounter) * Cold
Ranged 10; +4 vs. Ref; 2d8+4 damage and the target is slowed (save ends). The driver adds 1/2 his level as a bonus to the attack rolls.
Reload (standard; recharge 6)
The ballista gunner recharges an encounter power.[/sblock][/sblock]

3. Hasifir.
[sblock]
Hasifir is the Artificer of Saruun. He was the one who unlocked the Command Amulets, developing a ritual to allow use of these powerful items. He spends most of his time building new constructs and delving into the ancient lost lore of Saruun.

The Artificer of Saruun (level 9) XP 2150
Hasifir xp 1000 (elite level 10 controller)
1 Bronze Warder xp 600
1 Iron Cobra xp 250
2 Iron Defenders xp 300
Treasure: Shielding Girdle

Environment: Let's add something for each PC. Make sure to tell them.
Armok: There are a variety of arcane construct things in the room - grabbing hands, arms, etc. - and Hasifir controls them. Armok can wrest control away and use them for himself!
Malchior: The lab is full of arcane reagents. They don't respond well to fire!
Bren the Bold: The arcane furnace is cooled via steam vents, which let out thick, greasy smoke at regular intervals. They give total concealment! Bren could bust a valve open to keep the steam venting from one.
Wexley: The Bronze Warder will keep moving, taking OAs.
Jace: Jace sees the mark of his pact devil on all the constructs. With an act of will, he can control them!

[sblock=Hasifir]Hasifir, gnome arcanist Level 10 Elite Controller (Leader)
Small fey humanoid XP 1000
Initiative +7 Senses Perception +4
HP 212; Bloodied 106
AC 26; Fortitude 24, Reflex 25, Will 21
Speed 5
Action Points 1
Saving Throws +2
basic melee Hammer (standard; at-will) * Weapon
+7 vs. AC; 1d4 damage.
close Arcane Sparks (standard; at-will) * Weapon, Lightning
Close Blast 3; +14 vs. Fort; 1d8+5 damage and the target is dazed (save ends). If the target is already dazed, the target is blinded instead (save ends).
area Sulfurous Fumes (standard; recharge 5, 6) * Poison, Fire
Area Burst 2 within 10; +14 vs. Fort; 3d8+5 poison damage and the target takes ongoing fire 5 (save ends).
ranged Chain Grab (minor; at-will; see Animate Chains below)
Targets only characters adjacent to an animated chain; +14 vs. Ref; 2d8+5 damage and the target is grabbed. If the target tries to escape, it uses Hasifir's Fortitude defense.
Sustain Minor: A target grabbed by the chains takes 1d8+5 damage. Hasifir can attack another target with the same chain, but he must release the target he has grabbed.
Special: A character trained in Arcana can take control of the chains as a Minor action with a DC 21 Arcana check (no retry). If successful, he can attack with the chains (Int +2 vs. Ref; 2d8+Int damage; use the above otherwise).
Animate Chains (minor; encounter)
Hasifir activates the magic on the chains, causing them to come alive - and under his control.
close Healing Infusion (minor; encounter) * Healing
Close Burst 5; Each construct ally in the burst heals 15 hit points.
Fade Away (immediate reaction, when Hasifir takes damage; encounter) * Illusion
Hasifir turns invisible until he attacks or the end of his next turn.
Skills Arcana +15, Dungeoneering +9, History +15
Str 10 (+5) Dex 14 (+7) Wis 8 (+4)
Con 18 (+9) Int 21 (+10) Cha 16 (+8)
Equipment: [/sblock][/sblock]

4. Niame.
[sblock]
Niame is an eladrin witch who busies herself with the connection between the world and the Feywild. She knows there are many portals in the Labyrinth and she wants to uncover all of them and the mystery behind them.

Witch of Saruun (level 9) XP 2200
Niame xp 1000 (elite level 10 artillery)
1 Bronze Warder xp 600
1 Satyr Rake xp 300
1 Eladrin Fey Knight xp 300
Treasure: magic rod +3

When the PCs enter her level, they emerge onto a grassy meadow. The sun is bright and warm, the air is sweet, birds are chirping, a doe bounds by with her fawn. It is very Feywild-esque.

This is an illusion.

In order to break the illusion, a PC needs to make a DC 21 check. Once he has done so, he can help another PC, giving him a +2 bonus on his check (no roll needed!).

Alerted to the PC's presence, Niame will approach the PCs and attack using Eyebite while they are in the illusion. The PCs have 1d6+4 rounds before she attacks. If they do not know Niame is attacking them, they will feel at-peace and sleepy, like all they want to do is lie down and take a nap on the soft green lawn. Bunnies snuggle up with them. It's very nice.

Now if the PCs do break free of the illusion, they see Niame - a beautiful eladrin woman - attacking them. This all seems to take place outdoors, in the Feywild, but really it doesn't (which may do something to movement). This way I can use an outdoor battlemap.

[sblock=Niame]Niame Level 10 Elite Artillery
Medium fey humanoid XP 1000
Initiative +8 Senses Perception +5
HP 152; Bloodied 76
AC 24; Fortitude 18, Reflex 24, Will 25
Speed 6
Action Points 1
Saving Throws +2
basic melee Sickle (standard; at-will)
+5 vs. AC; 1d4 damage.
ranged Eyebite (standard; at-will) * Charm, Psychic, Implement
ranged 10; +15 vs. Will; 1d6+5 psychic damage and Niame is invisible to the target until the start of Niame's next turn.
ranged Crown of Madness (standard; encounter) * Charm, Implement, Psychic
ranged 10; +15 vs. Will; 2d6+5 psychic damage. Miss: Half damage.
Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of Niame's choice (save ends).
ranged Mire the Mind (standard; encounter) * illusion, implement, psychic
ranged 10; +15 vs. Will; 1d10+5 damage and Niame and all of her allies in range are invisibile to the target until the end of her next turn. Effect: Niame gains a +4 bonus to Stealth checks until the end of the encounter.
Skills: Arcana +14, Bluff +15, History +14, Religion +10
Str: 10 (+5) Dex: 16 (+8) Wis: 10 (+5)
Con: 10 (+5) Int: 18 (+9) Cha: 21 (+10) [/sblock][/sblock]


5. Samazar.
[sblock]Samazar is a demon-worshipper, sacrificing victims to Baphomet. It was his idea to come to the Labyrinth, and he hopes to unlock all its secrets and bring Baphomet to the world.

Demon-Worshipper of Saruun (level 10) XP 2500
Samazar xp 2500 (solo level 10 controller)
Treasure: 1500 gp demon statue, 1000gp ruby (holds soul of demon - put the ruby in the statue to talk to him!), magic staff +3

Encounter Notes:
-Circle of Baphomet: any Evil creatures within the circle gain a +2 bonus to attack rolls and saving throws.
-Summoning Circles: Samazar has trapped a number of carnage demons (evistro). He cannot control them, but is working on a ritual that will allow him to (without any success). If the circles are broken, the evistro inside will attack the nearest creature.
-Trigger: If a summoning circle is damaged, it will break and the evistro inside will attack.
-Trigger: If Samazar is Bloodied, he will use Mage Hand to break summoning circles.[/sblock]
 

Just got back from the game. It went well, though not as I expected. Gotta love that.

The PCs were facing down the duergar and Malchior had just fallen. Healing Surges were low, Dailies spent, and there was no time for a short rest.

We started with the Skill Challenge I posted above. The PCs made a dash for it. Wexley the Fighter picked up Malchior. Armok had the layout of the labyrinth in his head and directed where they had to fly to. As they were fleeing the spined devils showered them with spikes, but Jace fired off an Eldritch Blast to knock down some rubble at just the right time to give them cover.

One success.

They kept running but the spined devils were catching up with them. Thinking quick, Bren the Bold came up with a plan: a quick trap. Armok used his knowledge of the devils to lure them in a specific direction using Ghost Sound, Wexley loosened a stone brick, and Bren tied some ropes to it - making sure they were at the right height for the devils to hit. Then they ran.

The devils came flying into the room through the entrance the PCs wanted them to and set off the trap. The PCs heard their devilish cries as the block of stone crashed on them.

Two successes, and the devils were removed from the encounter.

They had some breathing room now. Malchior used his knowledge of history to come up with a plan for ambush. Jace would lie in the open, feigning a broken ankle while the others hid. Everyone was able to hide and get the jump on the duergar, who easily fell for Jace's ruse, everyone except Wexley.

Three successes, and we went to combat. The PCs had rolled a success, giving them the short rest they wanted (I had pre-decided that 3 successes meant a short rest) and they were able to set up the encounter layout.

The scouts were the first to enter, but they came around to flank the PCs. Not as expected. The other duergar entered through the main entrance and that's when the PCs sprung their trap.

Things went well in the first couple rounds - except for Jace, who ended up flanked and sneak attacked to unconciousness by the twin duergar scouts. Then things started to look bad for the PCs. Healing surges were going down, and even Wexley was on his last legs.

Luckily some good use of tactics, a timely-placed colour spray, Wexley's Shield Push feat, and the fact that I couldn't hit with Murkelmor carried the day for the PCs. The scouts were able to retreat but the Theurge was captured.

I have a much more detailed write-up which I'll post later on.

The PCs needed a place to rest. They chose the Chamber of Eyes. Getting there was no problem, but there was a random encounter waiting within.

The PCs heard cries - "Help me! Help me!" It seems someone was trapped in a web. Things seemed very fishy, and they were. So the PCs decided to flank.

This turned out to be a bad decision.

Armok the Wizard opened the door and saw an ettercap waiting there. Bren stepped out to sneak attack him, and did, but two of the three ghouls in the room jumped him. Soon he was down and out.

Armok tried to retreat but was immobilized when he drew an OA; then he was stunned and dropped unconcious. Meanwhile Wexley and Jace were tanging with the other ghoul while the ettercap blocked off that path with a tangle of webs.

Malchior had come around to get Armok and Bren back on their feet but he ran face-to-face with the two ghouls who put them down. Seeing as he only had 7 HP left at this point, he figured he was screwed. But luckily he was able to flee and hold a door shut.

Wexley and Jace were able to take care of the ghoul and Malchior ran around into the main chamber, close enough to get Bren and Armok back on their feet.

Armok, with only 1 HP mind you, decided to face the two ghouls himself. Now since they had just been through two encounters (the skill challenge and the duergar), they had an AP to spend. He used this to immobilize the ghouls while he blasted them.

The ettercap fell in short order and the ghouls still hadn't done anything. I decided to call it for the PCs as the ghouls were about to get smacked down.

Exhausting, but the PCs pulled it off.

Malchior got a Sending from Orontar: "We need to talk. Come back to the Hall and turn yourselves in." Malchior replied: "No. Meet us at the Chamber of Eyes. Come alone."

Orontar did not come alone. He had over a dozen men with him, including an arcane ballista. But it turns out all he wanted was a public trial where he could banish the PCs, so they parted ways - the PCs knowing that if they return, they would face death.

Well, we'll see about that!

Now we played through an interrogation with the captured duergar Theurge. He spilled his guts and I showed the PCs the map of the Horned Hold. They quickly came up with a plan - get across the chasm to the battlements - but they needed a rope of some kind.

While a Rope of Climbing was outside Armok's ability to craft, they decided to try and make a 1-shot magic rope. We ran a skill challenge.

Armok gathered all the rope and started chanting over it, trying to infuse it with arcane power while Malchior made an arcane circle to keep out unwanted arcane energies. They succeeded.

Then Armok called animals to him using Animal Messenger. A bird, a snake, and a spider were sacrificed, boiled and smashed into an arcane paste. He applied this to the rope and it sprang to life!

It coiled around him, attacking him, trying to choke him to death. Wexley pried it off him. Jace used his devilish powers of command to force it into submission, but failed.

When Armok gave it the final words of the ritual, it obeyed him and coiled itself, crawling into his bag. But little did he know it had a will of its own... (Failed roll.)

They made it to the Horned Hold and started climbing up to the battlement. Armok commanded the rope to knot itself on the ledge and it did. But Bren failed to notice that its knot was weak and could slip at any moment.

When Malchior climbed it, it loosed itself and he fell, just barely grabbing onto the side of the cliff. Wexley quickly climbed up to help him and manhandled the rope into submission, at which point they all made it up to the battlement.

That's where we called it.

Now that last skill challenge deserves some explanation. I was thinking that it would just be about making the rope, but they started talking about going to the Horned Hold. Which I let them do, no problem, so there was a plot hole there. I'm reasonably pleased with the results of the magical ritual - now they have a cursed rope of climbing. It's got a will of its own, a devilish spirit, and it craves blood. We'll see how that plays out.

The PCs should be able to wipe out the Horned Hold next session. They know who's where thanks to the Theurge's info, Murkelmor is dead, they have surprise, and they are on the edge of level 7. It'll be good to run through some easy battles after all the really hard-fought ones they've been having lately.

A good game!
 

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