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InfoStorm
08-06-2007, 10:44 AM
Was wandering through old e-mails and I found this old Adventure I had written up, thought I'd share. It was written for a 6 person Level 5-6 party (4 @ 6th 2 @ 5th I THINK). Hope my adventure writing structure isn't too confusing. There's a coupe minor rule bends in there but they had some logic behind them, like a were-rat sorcerer buying the Natural Spell feat. Tried to remove all traces to a specific setting to allow porting to favorite setting. There are a number of highlights in the various stats sections. I did that to remind myself of important notes on combat tactics. (P.S. forgive typo's/mis-spellings.)

The Adventure - SLAVER RAID:

Plot: Rather Simple, find the slaver camp, and either sneak in and kill/capture the captain, or go full bore at the camp, fighting all the guards, and then dealing with the captain.

Plot complications:
1: The camp has moved. a DC 25 Search roll (or DC 18 by anyone with Rogue levels) will find a stone in the cave with a small puzzle/map. "Where I go when I flee from the moon two times, and then head for the elf tree's" (Translation, West for 2 days, then north until you find the camp) Also, the Tracking feat can be used to follow their trail. DC: 18, + 1 for every day after the first full day of rest by the players in (town). NOTE: if the players are off en an entirelly wrong direction, 2 days later, they will encounter a wounded elf ranger who whitnessed a settlement 2 days (proper direction) being raided. (Village in encounter 3 below)

2: 5 of the slavers (including the leader) are Lycanthropes. 4 were-rats and a were-wolf.

3: There are 2 dozen people currently being held prisoner, to be sold as slaves.

4: At the point 2 days west of the camp, is a small human village that was just being founded, now empty, except for a 8 dead bodies (no less than 5 days dead + 1 for every day after the first full day of rest before the players started the adventure), with the 4 houses burn down, only the rough Temple was untouched. This village is haunted by the spirits of those slain.


Encounters:
1. At the site of the original camp: (and the one the map directed), will be a squad of Orc Raiders. It will be appearent that they are searching the area, muttering that the cave would be a good place to sleep now. Their leader is a Ranger2/Barbarian2, with 3 Barbarian2 officers, + 1.5 orc warrior1 per party member (round up).

Orc Leader: Barbarian2/Ranger2
Str: 19, Dex: 16, Con: 14, Int: 11, Wis: 13, Cha: 8 Move: 40', Init +3
AC: 18 (+4 chain shirt, +3 Dex, +1 Two-Weapon Defence), HP: 34__________________________
Attack: Orc Double-Axe +9 (1d8+6 / x3) Note: +2 damage vs humans, +2 Attack/+3 damage when raging
Full Attack: Orc Double-Axe +7/+7 (1d8+4/1d8+2 /x3)
Note: +2 damage vs. humans, +2 to both attacks & +2/+1 damage when raging
(useable) Skills: Spot +8, Listen +8, Survival +8, Intimidate +6
Saves: Fort: +8, Ref: +6, Will +1
Feats/Abilities: Weapon Focus:Orc Double-Axe, Two-Weapon Defence / Track, Two-Weapon Fighting, Rage (1/day),
Uncanny Dodge (keep Dex bonus)
Reminder: +8 HP's when raging + attack and damage bonuses noted above, & -2 to AC
Equipment: Chain Shirt, Orc Double-Axe, Battle Axe, Hand-Axe, Money Pouch w/ 30gp in mixed coins
Back pack w/ 2 weeks orcish trail rations

3 Orc Officers: Barbarian2
Str: 17, Dex: 15, Con: 14, Int: 9, Wis: 11, Cha: 8 Move 40', Init +2
AC: 15 (+3 Hide armor, +2 Dex), HP: 20_____________ 20______________ 20____________
Attack: Spiked Greatclub +5 (1d12+4/x2) Note: +2 attack, +3 damage when raging
Full Attack: Roll a die for even or odd to determine if they use their power attack or not.
(Even) Spiked Greatclub +5 (1d12+4/x2) (+2 attack, +3 damage when raging)
(odd) Power Attack Spiked Great Club +3 (1d12+8/x2) (+2 attack, +3 damage when raging)
(useful) skills: Spot +5, Listen +5, Survival +5, Intimidate +4
Saves: Fort: +5, Ref: +2, Will: +0
Feats/Abilities: Power Attack, Rage (1/day), Uncanny Dodge (keep dex to AC)
Reminder: +4 HP when raging + attack and damage bonuses above, & -2 AC
Equipment: Hide Armor, Spiked Greatclub, Hand Axe, Backpack w/ 2 weeks orcish trail rations
Each has a money pouch w/ 15gp in various coins

Tactics on Raging: The orcs will not start raged, but once ANY of the barbarian orcs takes ANY damage, they will all rage on their turn. (entering rage is a free action) The attack action is when they have to move to a target, the full attack is when they do nothing but attack.

__ Orcish Warriors: Warrior 1
Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 Move: 30' Init +0
AC: 15 (+3 Hide Armor, +2 large wood shield), HP: 5 (each)
Attack & Full Attack: Morning Star +4 (1d8+3/x2) or Javelin +1 (1d6+3/x2) (30' range increment)
Saves: Fort: +3, Ref: +0, Will: +0
Feats: Alertness, Skills: Spot&Listen +1
Equipment(each): Hide Armor, Large Wood Shields, Morning Stars, 3 Javelins
Backpack w/ 2 weeks orc trail rations, pouches w/ 5 gp in various coins

Tactics of the "regular" troops: Use Javelins until leaders engage in melee, then 1/2 Maneuver into flanking positions if at all possible to support the leaders, 1/2 hang back until javelins are used up, the move to flanking positions if possible. Use Javelins at players attacking from range first.

Total CR's: 1 @ CR4, 3 @ CR2, and __ @ CR 1/2

Final note on orcs: Their trail can be backtracked(to the NE) DC15 a FULL days travel to their last camp site, where if searched (DC 20) the soil is notice to be freshly overturned. Burried there, under 3 feet of dirt, and their trash/refuse, is a waterproof wooden chest (no lock) holding 300gp in mixed coins and a carefully rolled up magical painting of mountain scenery who's weather changes to that of the weather within 1 mile. (Worth 100gp for art alone, 500gp with magic)


2. Forst Encounter: Every 5 hours of game time, roll a d6, on a 6, the following encounter happens. (this includes at night watches, but not all night watches)
a Wounded Brown bear will wander into the camp, and have a foul disposition.
The bear can either be fought, but can also be calmed down.
1st Wild Empathycheck:
<20 Bear attacks,
20-24 Hesitates (another check allowed),
25+ it lays down and lets only that person approach (anyone else approaches and it attacks them (and then anyone else)). Another empathy check allowed.
2nd Wild Empathy Check: Situation bonus +1 for every magical point of healing applied to the bear.
<15 Bear wanders off, but during every combat encounter until end of adventure, if someone rolls a 1 for a to-hit, the bear stumbles into combat behind the PC's and will attack the nearest target (PC of "bad guy") until dead.
15-19: Lays down and allows only that person to approach (and check allowed)
20+: will let that person tend to it's wounds (though a Natural-1 on a heal skill check will cause it to attack). (another check allowed)
3rd+ Wild Empathy check: Situation bonus: +1 for every magical point of healing, or +1 for every 5 points of the heal skill check (round down).
Natural-1: as <15 on 2nd check above
<5: as 15-19 in 2nd check
15-19: as 20+ in 2nd check
20-24: Bear falls asleep, and will not attack the PC's unless they attack it.
25+: Bear is temporarily befriended by PC, and will follow them to the next combat encounter, where it will defend the PC until injured to 50% hp, then flee. It will leave after that encounter, no matter what.
Injured Brown Bear: (Large Creature)
AC: 15 (-1size, +1 Dex, +5 Natural), Init: +1, Speed: 40'
HP: 51 Max_38____________________________
Attack: Claw +11 (1d8+8) Grapple: +16
Full Attack: 2 Claws +11 (1d8+8) & Bite +6 (2d6+4)
Special Attack: Improved Grab (On any successful claw attack, 1 in 4 of starting a grapple as a free action that does not provoke an attack of opportunity. Grappled person loses Dex bonus and can only attack unarmed or with tiny weapons)
Feats/Abilities/Skills: Endurance, Run, Track, Low-Light vision, Scent, Spot +7, Listen +4, Swim +12

Award CR4 XP if killed or befriended.

3. Ransacked village: At the end of the 2nd day, a mere hour before sunset, the players will come across a ruined settlement, consisting of 4 reciently burned down houses, and an untouched temple to Petra. (Petra is a locally worshipped goddess of the Hearth, the Bow, & Craftmanship). Out in the middle of this small settlement are 8 murdered male bodies. The village has an unsettling feeling, except for the small, simple temple, which eminates a safe feeling. (anyone making a Knowledge:Religion check DC 15 can tell that the ground the temple sit on has been Concencrated, as is the altar.) (see spell description for details)
However, the village is not entirely a safe place to sleep for the night, as the 8 murdered people (even if their bodies are given proper funeral rights) will arise from the dead. At midnight, they will either burst from the ground as 8 zombies (if burried) or walk out of the funeral pyre as Burning Skeletons. They are actually good in alignment, so a good cleric can rebuke/command them, but commanding only lasts until dawn when the become inanimate until midnight. They will attack the players, UNLESS the players are in the temple, at which case they will enter the concecrated ground, and wail all night about their deaths and the kidnapping of their loved ones. This wailing can be hear for up to a mile, and no rest possible. If killed in either Zombie or Skeleton form, they wil reform the bodies in an hour. They are basically a weak form of a ghost, and can be put to rest be the return of their loved ones, or the head of the slaver leader and knowledge that their loved-ones are safe.
Village treasure: All valuable goods were taken from the village, except for the white candle on the altar. The Candle, when lit, projects Protection from Evil 10' Radius, and will last for 1 hour. SPECIAL: if burned in the temple, it will work as normal, but not be burned down at all. The ghosts/returned villagers will give them the candle as a reward. if they succeed.
8 Zombies:
AC: 11 ( 11 Dex, +2 Natural), Init: -1, Speed: 30' (cannot run)
HP: 16 _____16_____16_____16_____
16_____16_____16_____16_____
Attack & Full Attack: Slam +2 (1d6+1) Grapple: +2
Special: Single Actions only (either move, OR attack, OR charge attack)
Damage Reduction: 5/slashing
(reminder DR 5/slashing means only slashing weapons deal full damage,
subtract 5 from damage of all other weapons (including magical ones))
(energy attacks (like fire) ignore damage reduction)

OR 8 Burning Skeletons:
AC: 13 (+1 Dex, +2 Natural), Init: +5, Speed: 30'
HP: 6 ____ 6 ____ 6 ____ 6 ____ 6 ____ 6 ____ 6 ____ 6 ____
Attack & Full Attack: Claw +1 (1d4+1 +1 Fire) Grapple: +1
Special: Damage Reduction 5/Bludgeon, Fire Immunity, Cold Immunity
If cold damage >= HP done to burning skeleton, it goes out, losing Fire damage & fire immune traits

CR Awards: Zombies or Skeletons: 8 @ CR 1/4 OR 8 @ CR 2 if laid to rest.(only award 1 or the other... if they kill them, then later lay them to rest, award the greater.)


5-8: Slavers: The slavers should be broken down to 3-4 distinct encounters. The occupents of the encounters can vary as the DM's whim, and if the PC's are foolish, they could have to fight everyone in a single fight. The leaders of the slavers are 4 afflicted Were-rats (of various classes) and a Natural Werewolf. The core of the slavers are a dozen or so experienced soldiers. Lastly, are almost 2 dozen new recruits, though 1/3 to 1/2 of them will flee should a real fight occur (DM's whim on how many). Below will the the stats for the slavers & recruits. Also in the camp are 3 dozen prisoners (women and children) to become slaves.

Leader: Level 4 Fighter-Natural Werewolf/ in Human Form (in this form only if suprised, with go hybrid at first chance)
Str: 16, Dex: 18, Con: 12, Int: 13, Wis: 13, Cha: 11 Move: 30', Init: +4
AC: 16 (+4 Dex, +2 Natural Armor) (17 vs 1 opponent from dodge), HP: 45 _________________
Attack: +1 Silvered Scythe +4 (2d4+5/x4) (And +5 to AC until his action next round)
Full Attack: Whirlwind Attack w/ +1 Silvered Scythe +9 vs All adjcent foes (2d4+5/x4)
Saves: Fort: +7 Ref: +8 Will: +4
(useful) Skills: Jump +12, Climb +12
Feats/Abilities: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Iron Will, Track
Equipment: +1 Scythe, Masterwork Dagger, Potion of Cure Moderate Wounds (2d8+3)
Tactics: Will use a standard action to change into hybrid form at first opportunity (this does not provoke an attack of opportunity). If in melee with a PC at that time, he will use his move action to back off first (remember Mobility grants +4 to AC against AoO (if only 1 pc, Dodges as well)) and then change that round.

Leader: In Hybrid form (wolf-man)
Str: 18, Dex: 22, Con: 16, Int: 13, Wis: 13, Cha: 11 Move: 30', Init: +4
AC: 20 (+6 Dex, +4 Natural Armor) (21 vs 1 opponent from dodge), HP: 45 _________________
Attack: +1 Silvered Scythe +5 (2d4+7/x4) (And +5 to AC until his action next round)
Full Attack: Whirlwind Attack w/ +1 Silvered Scythe +10 vs All adjcent foes (2d4+7/x4)
Saves: Fort: +9 Ref: +10 Will: +4
Special: Damage Reduction 10/silver, Scent, Low-Light Vision
(Reminder, Magic weapon still suffer DR, but not silvered or energy/spell attacks)
(useful) Skills: Jump +13, Climb +13, Handle Animal +9(+13 vs Wolves & Dire Wolves)
Feats/Abilities: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Iron Will, Track
Equipment: +1 Scythe, Masterwork Dagger, Potion of Cure Moderate Wounds (2d8+3)
CR Award: CR 7

Tactics: He will use his Spring Attack ability to move to a target, perform an Attack, and then back off to avoid a counter attack. (This does NOT provoke an Attack of opportunity). If within 5 feet of multiple targets, or had multiple targets engaged with him, he will move 5' (if needed) and then Whirlwind Attack Everyone. He thinks his were-wolf ability is a divine gift, and will not bite attack anyone. If reduced to 5 or less HP, He will change into Pure Wolf form, and flee at his best speed (Wolf form move 50', so a full run is 200'/round) It takes a standard action for him to change form (and can only move 50' that round). (his AC is the same as Hybrid) If he escapes, he will find a packs of wolves to help him hound the PC's all the way back to Threshold or his death, unless they abandon his scythe, but will not engage in combat himself, staying as far out as he can. (2d4+2 wolves will attack each night, 1 in 6 chance of 1d4+1 Dire wolves)

Leader's 2 Pet Wolves:
AC: 14 ( +2 Dex, +2 Natural), Init: +1, Speed: 40' HP: 19_________ 19 ____________ (3HD wolves)
Attack: Bite+4 (1d6+1) Grapple: +2
Full Attack: Bite +4 (1d6+1) + Trip attack if successful hit (1d20+1 vs Target Strength OR Dex check)
Special Attack: Trip (noted above, noes not provoke an AoO)
Feats/Abilities: Track, Weapon Focus(bite), Scent, Low-Light vision
CR Award: 2 @ CR 2

Tactics: These wolves are more like trained attack dogs, and are trained to always attack after their master, going after whatever target he attacks. They get confused by his whirlwind attack, and will randomly attack anyone he attacked with the whirlwind attack, but only if they made a successful wisdom check (1d20+1)vs. DC10, that round. Combat reminder: Prone people attack at -4 penalty, have -4 penalty to AC in Melee and +4 bonus to AC from ranged attacks.

Officers: 4 Afflicted Were-rat's (multiple classes) These four were afflicted as children, and have been were-rat's their entire lives.

Officers 1 & 2: Level 3 Human-Rogues -- Human Form (if encountered in camp)
Str: 12, Dex: 17, Con: 12, Int: 13, Wis: 12, Cha: 10 Move: 30', Init: +7 AC: 15 (+3 Dex, +2 Natural Armor), HP: 22 _________________
Attack: Masterwork Short-Swords +6 (1d6+1/19-20x2)
Full Attack: Masterwork Short-Swords +6 (1d6+1/19-20x2)
Saves: Fort: +4 Ref: +10 Will: +4
(useful) Skills: Hide+13, Move Silently+11, Tumble +9, Jump+7, Climb +8
Feats/Abilities: Iron Will, Weapon Finese, Lightning Reflexes, Improved Initiave, Stealthy
Sneak Attack +2d6, Evasion
Equipment: Masterwork Short Sword, Masterwork Dagger, Woodsman's Cloaks (+2 Hide in wilderness setting)

Tactics: Appearing cowardly, they will attempt to flee from combat, only to Hide & Move Silently to a more tactical position and attack a target at their best chance, flanking whenever possible. They will not change form until damaged. (and only when damaged)

Officers 1 & 2 in Rat-man (hybrid) Form (once damaged in combat)
Str: 12, Dex: 23, Con: 14, Int: 13, Wis: 12, Cha: 10 Move: 30', Init: +7 AC: 10 (+6 Dex, +4 Natural Armor), HP: 22 _________________
Attack: Masterwork Short-Swords +6 (1d6+1/19-20x2)
Full Attack: Masterwork Short-Swords +6 (1d6+1/19-20x2) & Bite +1 (1d6+disease (DC15-lycanthrope))
Saves: Fort: +5 Ref: +13 Will: +4
(useful) Skills: Hide+16, Move Silently+14, Tumble +12, Jump+7, Climb +8
Feats/Abilities: Iron Will, Weapon Finese, Lightning Reflexes, Improved Initiave, Stealthy
Sneak Attack +2d6, Evasion, Damage Reduction 5/silver
Equipment: Masterwork Short Sword, Masterwork Dagger, Woodsman's Cloaks (+2 Hide in wilderness setting)

Tactics: Same as before. The round they change, they will lose their standard action (this was an involantary change).


Officer 3: Level 3 Human-Monk Were-rat Human Form
Str: 14, Dex: 18, Con: 12, Int: 10, Wis: 17, Cha: 8 Move: 40', Init: +4 AC: 19 (+4 Dex, +3 Wisdom, +2 Natural Armor), HP: 23 _________________
Attack: Fist/Kick +6 (1d6+2) (for Full attack, roll a d6 to determine action)
Full Attack: (1-5) Flurry of Blows +4/+4 (1d6+2 each) or (6) Stunning Fist +6 (1d6+2 + Fort DC14 or stunned)
Saves: Fort: +6 Ref: +9 Will: +8(+10 vs Enchantments)
(useful) Skills: Control Shape+9, Tumble+12, Jump+10, Climb+11
Feats/Abilities: Iron Will, Weapon Finese, Evasion, Deflect Arrow, Run, Acrobatic, Snatch Arrow
Equipment: Potion of Cure Monerate Wounds (2d8+3)

Tactics: Change to Rat-Man form as quickly as possible (DC 15 Control Shape check)

Officer 3: Level 3 Human-Monk Were-rat Rat-Man Form Str: 14, Dex: 24, Con: 14, Int: 10, Wis: 17, Cha: 8 Move: 40', Init: +4 AC: 22 (+7 Dex, +3 Wisdom, +2 Natural Armor), HP: 23 _________________
Attack: Fist/Kick +9 (1d6+2) (for Full attack, roll a d6 to determine action)
Full Attack: (1-5) Flurry of Blows +7/+7 (1d6+2 each) or (6) Stunning Fist +9 (1d6+2 + Fort DC14 or stunned)
Saves: Fort: +7 Ref: +9 Will: +8(+10 vs Enchantments)
(useful) Skills: Control Shape+9, Tumble+12, Jump+10, Climb+11
Feats/Abilities: Iron Will, Weapon Finese, Evasion, Deflect Arrow, Run, Acrobatic, Snatch Arrow
Damage Reduction 5/silver
Equipment: Potion of Cure Monerate Wounds (2d8+3)

Tactics: Avoid Front-line fighter-types, use superior movement to go after weaker looking foes. Only had 3 stunning fist uses. He will drink his potion is <10 HP. Reminders: Deflect Arrows is a DC20 Reflex save against 1 missile attack/round. Snatch Arrow means he will catch any thrown weapon successfully deflected, and immedeatly throw it back (at fist/kick attack). Stunned people suffer from: drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any), Lasts 1 round. Run feat lets him move 5x move as a full round action, instead of 4x.


Officer 4: Level 3 Sorcerer -- Dire Rat - Form (hasn't been in human form in years)
Str: 8, Dex: 22, Con: 16, Int: 14, Wis: 13, Cha: 16 Move: 30' Init +6
AC: 19 (+6 Dex, +3 Natural Armor), HP: 18________________
Attack: by spell, Full Attack: by spell (Ray attack +9, Touch attack +8)
Saves: Fort: +8, Ref: +9, Will: +6
(useful) Skills: Hide+10, Move Silently+10, Spellcraft+8, Knowledge:Arcane+8, Control Shape+7
Feats/Abilities: Iron Will, Weapon Finese, Natural Spell, Weapon Focus-Ray, Eschew Materials
Damage Reduction 5/silver
Equipment: None
Spells.day: 6 0-level & 6 1st-level / day Spells: 0-Level: Acid Splash, Ray of Frost, Prestidigitation, Mage Hand, Open Close. 1st-Level: Grease, Ray of Enfeeblement, Shocking Grasp DC13+spell level

Rat Familar:
AC 16 (+2 size, +4 Natural), HP: 9_______ Move: 15'
Attack: Bite +4 (1d4-3) (can deliver touch spells)
Saves: Fort: +8, Ref: +9, Will: +6
Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10
Feats: Improved Evasion, Alertness, Share Spells, Empathic Link, Deliver Touch Spells

Tactics: Stay out of site, and cast spells to support front fighters Flee if directally attacked, or run out of spells. Always save a 1st level spell for the retreat.


Experiences Raiders:
6 Ranged Attackers - Human Fighter-2
Str: 13, Dex: 16, Con: 14, Int: 10, Wis: 9, Cha: 8 Move: 30' Init: +3
AC: 16 (+3 Dex, +3 Studded Leather),
HP: 15_______ 15_______ 15_______ 15 _______ 15 _______ 15 _______
Attack: Mighty Composite Longbow +6 (1d8+1/x3)
Full Attack: Rapid Shot Might Composite Longbow +4/+4 (1d8+1/x3)
Saves: Fort: +5, Ref: +3, Will: -1
Skills: Jump +6, Climb +6
Feats: Weapon Focus-Composite Longbow, Point Blank Shot, Rapid Shot
Equipment: Might Composite Longbow (13 Str), Short Sword, Quiver w/ 20 arrows, Pouch w/ 8gp in coins

8 Melee Attackers -- 1/2 Orc Fighters-2
Str: 17, Dex: 13, Con: 14, Int: 8, Wis: 9, Cha: 6 Move: 30' Init: +1 AC: 17 (+1 Dex, +4 Chain Shirt, +2 Large Steel Shields),
HP: 15_______ 15_______ 15_______ 15 _______
15 _______ 15 _______ 15 _______ 15 _______
Attack: Longsword +6 (1d8+3/19-20x2) or Javelin +3 (1d6+3/x2)
Full Attack: (1-4) Longsword +6 (1d8+3/19-20x2) (5-6) Power Attack Longsword +4 (1d8+5/19-20x2)
Saves: Fort: +5, Ref: +1, Will: -1
Skills: Jump +6, Climb +6
Feats: Weapon Focus-Longsword, Power Attack, Improved Overrun
Equipment: Chain Shirts, Large Steel Shields, Longsword, 2 Javelins

Tactics: Maneuver for a charge, throwing a javelin if too far to charge. Charge into Melee Attempting OVERRUN's against the enemy, in order to knock them prone to gain a tactical advantage. When in Melee, roll a d6 to see if they use power attack or not. Reminder: Improved Overrun Attacker makes an Strtength check vs target's Strength or Dex check. If attacker wins, defender is knocked prone and attacker is in the same square. Note: these guys modified Strength check for Overrun is +7 due to Improved Overrun. feat.