Thursday, March 28, 2013

[June, 16th 2009] World of Drakonia. A world of marvels

Drakonia
  1. Lands of Drakonia
Drakonia is the name, inhabitants gave to their world in ancient times. It roughly translates in “Pearl of the Dragons” in an ancient lost tongue, from which only these words remained to these days.
Drakonia is comprised of 5 main continents: Endallion, Kharaz’Kor, Yiluma-Orod, Haragh and Mist. Each continent was inhabited by its unique races, but those times are long gone. Nowadays a traveler can get from one continent to another by boat or airship in matter of days and in spite of all perils of sea and air, commerce has but flourished throughout Drakonia.
  1. Endallion
Endallion is the by far the largest of the five continents from the face of Drakonia. This continent is the cradle of many so-called Civilizations of Light, as elves, humans, dwarves, gnomes and hobbits (also referred to as Halflings or half-men). After the latest Great War, humans claimed much of the plain and hill regions of the continent in disregard to elven and dwarven population who was  forced to withdraw either in woods in case of elves or mountains, in case of dwarves. Gnomes and hobbits, were tolerated but no more as bards and mere thugs, living off scraps from the big expansionist human civilization and culture. Ever since, elves and dwarves have been a very uncommon sight, lest because of the least tolerance of humans or their bitter xenophobic.

Magic in Endallion is scarce at best, and even the high regarded “academies” cannot reach the pinnacle of those maintained by the elves before the War. Humans dwindle in the Art, yet they are far from understanding it. At the opposite, elves continue to study their magic within their secret schools and monasteries in the deepest recesses of their beloved woods. Magical weapons also are a rarity and in high demand after the war. Dwarves weapon smith rarely relinquish their secrets to humans who they consider unworthy of such crafts and look upon human creations in contempt. After the Great Recess, dwarven and elven good were subtly drawn from open market and now they can only be found in shady trade guilds or shady merchants who smuggle them.

Human kingdom and the Duchies:
The human kingdom, namely The United Kingdom of Arador, is in fact an alliance between the six great duchies who share the throne once every 10 years thus preventing one Duchy to have upper hand against the other. Thus even if the King has his last word in theory, in practice, nothing moves or goes without the approval of the Lord’s Council. Only in dire matters may the king attempt to seize control over the Council and that is done only via a Vote of Non Confidence, thus dissolving the Council and granting the King unlimited powers. No king attempted such foolishness because the other Duchies would have reason to wage war and place another king on the throne.
In ancient times, these duchies, have been provinces for the former Ubolossos Empire, that crumbled in dust after the assassination of the last emperor, by five of the six Moguls that ruled the now-called duchies. The sixth Mogul, Elerra Haonim, the ancestor leader of the Golden Lion duchy, was assassinated afterwards, because of her imperialist partisanship and her place taken by her son, Velorom the first.

Nowadays the king is Lord Theodor Leonis of the Golden Lion Duchy. His reign will come to an end in a year or so, but according to common folks he might be reelected as king, against the tradition. The only opposing Duchy is the Staghorn Duchy, because the next king in line would be from their honored house.
The other four duchies, Jade Griffon, White Bull, Dragon Skull and the Black Cougar have not yet pronounced their thoughts and thus the issue is still causing many conflicts and strife among people and subjects of those duchies.

Golden Lion Duchy
The members of this duchy are the first paladins known to humans, since time immortal. They are honorable, courageous and honest. Nobles of this duchy are known for their chivalrous code of conduct, good armors and wise words. They are men of careful ploys, carefully picked words and usually try to talk their way out of nasty political situations. Always diplomacy was the strong point of this duchy and it ensured their survival for a long time.
T
he current leader of the Golden Lion Duchy is Sir Athar Leonis, son of the actual King Theodor Leonis who relinquished his leadership when he was elected King. Sir Athar Leonis is the High Marshall of the King’s Paladin and a member of KS 9 (Kingdom Security), a service established by Golden Lion Duchy to ensure good ruler ship. As the son of the King, much is expected from him not only as a Duchy leader but as the protector of his father life. KS 9 is the King’s ears and eyes throughout the kingdom, thus helping the King maintain a degree of peace not only in the clustered center of civilized lands but also in the Outskirts where various monster’s problem might appear.

The capitol city, Pridemane, is located in the Great Southern Plains of the continent, on a great isle in the middle of the River Qvas. The city maintains all its trade routes via water and in the recent years twin bridges for the both river banks have been constructed for easy access to the city, thus facilitating the trade over land, water and air.

Staghorn Duchy
The members of this duchy are the first hunters and gamekeepers of the kingdom, but since the past decade, after Lady Aalana Stag, seized the lordship of the duchy through a series of misleading information’s, deceptions and well paid bribes, all these have changed. Now this duchy trades in selling information’s to the highest bidder, assassination, bounty hunting and all around black mail. It is rumored that the personal guard of the Lady is formed mostly of highly trained assassins and mercenaries, but no one dares speak about in the open. Also it is said that the recent raise in taxes might be for some secret war preparations in case that Lady Aalana is not elected Queen, as she is rightfully her right, by the law, thus the possibility of a war breakout are pretty big.

Lady Aalana Stag does not trust anyone after her right hand tried to assassinate her at a public party. Nowadays she rarely is seen leaving the walls of the castle, relying mostly on couriers and servants to do her bidding. She maintains a counter intelligence service of her own, in defiance to KS 9. So far their purpose remains unknown and their actions enveloped in mystery.

The former city of this duchy, Veluna, was retaken by the elves, who, after the Great Recess, burned it to the ground. Any attempts to rebuild it were met with severe retaliations by the elves Core
Military who zealously guard that region. Nowadays the capitol is located on a hill, overlooking a small forest that still belongs to humans in the hill region of Highlands. There are few trade routes overland, most of the trade being done via air, thus the increased port taxes and high prices from the traders. Not so long ago a Trade War broke out leading to great lack of food and resources across the duchy, crisis solved in blood by Lady Aalana who afterwards gave an edict creating the Trade Guild.

*******************
This is the first part of what I have written for my campaign setting, called Drakonia. Please do leave a comment and some opinions.

[June, 16th 2009] Module 1: Song of the Scare Crow (Story)

Prologue
After our heroes have defeated Yoru, the evil  young sorcerer  that was bound to conquer all Dal’Eggria, they have been forcefully sucked into a vortex of energy which transported them into a far realm, called Drakonia. The one responsible for this abduction, is a Shadar-kai, named Terennis, a good servant of the Raven Queen and a powerfull Archspell.

He summoned these heroes, to this realm, because of a frightening and disturbing vision sent by his beloved goddess, in which he was asked to put down a terrible foe, that threatened the position of the Raven Queen in the Pantheon. The villain in question is an Eidolon, a powerful construct, powered by unknown energies and given sentience by some malign primal or abyssal god, to further a dire agenda on the Material Plane and also on other Planes as well.

The Archspell, tried himself to get rid of this devious creation, but he was too powerful for the wizard to manage. So he created a ritual to call for some powerful heroes in aid, but the result was unpredictable to say at least.

Seeing that the scions he summoned are no match for the Eidolon, Terennis sends forth the heroes to act as a strike team and foil the plans the Eidolon has for this Material Plane in any way they can, by either destroying his power bases or destroy the newly erected temples and holy sites created by his fervent followers.

[June, 16th 2009] Nero’s Gossip

Nero, is a human ranger, brought in Drakonia through a magical ritual from another world, named Dal’Eggria. Alongside his trusted friends Phobos and Garret (a.k.a Blades) they explore this new world, they so forcefully have been abducted into.
And here is a journal scrap, from his first day of work, in Drakonia, namely the Staghorn Duchy in the city of Forestwall.
**********
The Beginning
*sigh*
It all began with a strange cave, where me and 2 of my companions were fighting a dude… with now a dead pet adult black dragon *cough*. After I two shot him, we started gathering all the loot we could find while enjoying our achievement. Suddenly… a stupid vortex appears and sucks us into it. While inside the stupid vortex i could feel myself being “corroded” all the way to the bones. Fortunately it all ended before that could happen, but bow and armor were damaged beyond repair.
On the other side I found myself in a large chamber standing inside a summoning circle. My head was aching like hell. While looking around, I noticed a man coming towards me. He introduced himself as Elan. He applied a treatment to a guy lying on the floor next to me, after which he told me that all will be explained as soon as his master recovers from the effort of performing the ritual. I was all ears… whatever this things was… it has to be huge.
The one laying next to me got up and started asking questions. Elan answered them and it was then when we found out that we both were brought here from another astral plane. I was… speechless. If what he said is true then that means that now I’m in a completely new world of which I knew nothing of its history, laws and people. I honestly wasn’t affected by the news as much as the dude next to me was.

In the meantime, Elan’s master known as Terennis, who was at the other side of the chamber, addressed us. He apologized for the violence and boldness of his action and explained his intensions with a short history tale. From what he told us, it seems that the gods made a few Eidolons to fight in their name in the material world and it so happens that one of those Eidolons has gone rogue with the sole objective to destroy The Raven Queen, his creator, and take her place in the Panteon. Right now that is easily achieved because the gods have left to another plane a long time ago. There aren’t many (if any) people that can face Dark Crow, the rogue Eidolon. Terennis who just recently gained a greater power tried to stop him. The battle was long and fierce but futile. Dark Crow was already stronger and he had a lot of followers.  Terennis had no choice but to retreat.  That’s when he decided to bring help from other worlds, and… here I am. The other person next to me comes from a race known as Shifters, half animal-half human, as I will discover soon that shifters might not exist in this world.

After been explained the reason behind all of this, I agreed to help because it seems interesting and I might just fulfill my goal more easily by confronting the gods more directly or individuals that try to become gods. I don’t know my friend shifter reasons, but… he’s not that bright anyway. I also asked about what happened to my other 2 companions and Terennis told me that only 1 of them will arrive but with a delay. Right there in that spot I actually wanted to pray to… a god, although I don’t rely on gods because it might get turned down so… that’s why I rely on my own strength and wisdom to accomplish my tasks. Like I was saying, I wanted to pray so that the other companion was Garet, the evil rogue. At least he’s not an idiot like Drakan, the swordmage. Anyway… from what I learn, it could be any of them… so I’ll find out later. He comes with a delay because the arcane power necessary to pull a stunt as Terennis just did just wasn’t greater enough. That’s also the reason why our magical items were destroyed in the processes. Elan opened a closet which contained some replacement items for us to use. After further inspection we noticed that the items were quite powerful. I have to say that the weapons were most interesting, like nothing I’ve ever seen.
After equipping them, I asked Terennis what the plan of action was. He told us that he doesn’t know the location of Dark Crow and that we’d have to do some research in a nearby village where some of his followers were known to travel once in a while for unknown purposes. I didn’t expect to go fight a future god right away, so… this is a good opportunity to further polish my skills before I face him. Once everything was explained, we were told to go to sleep and continue in the morning. We stepped into a magical circle and got teleported out of that room, after which we were seen to our personal quarters where we rested.

In the morning we set out towards our objective. After stepping into another magical circle we got teleported into the outskirts of the village where a contact was expecting our arrival. He told us to follow him to his tower, which was a few feet away. I was starting to wonder what’s with the tower thingy in this world…

After we went inside his tower, he introduced himself as The Apprentice. He told us that Terennis is his master and that he’s in charge of enchanting magical items for personal and marketing purposes. After a short talk we learned that the village is 2 km away and we went on our way.
Upon reaching the gates of the village we were “greeted” by Tom, the captain of the guards. He seemed a little disturbed by the looks of my shifter friend, whose name is Phobos by the way. He told us that he’s on the lookout for suspicious people and after a short conversation I managed to convince him that my friend is a bit deranged and he let us pass.

After a bit of investigation we found the location of various important buildings, like the inn for example which was our next stop. We headed straight for the bartended who is also the innkeeper. He seemed a bit unfriendly at first, especially after we started asking about the strangers that come once a few weeks. After some diplomacy from me and a weapon display thanks to my shifter friend he started to cooperate. We learned that those strangers come once every 2 weeks or so and that they were due to come again in about 2-3 days. They come late at night, rent a room and leave early in the morning to make some business with the blacksmith after which they leave the village. After gathering all this info, we ate and planned to leave for the blacksmith.

After giving a last glance at the people inside of the inn we noticed someone who turned out to be the blacksmiths apprentice or helper or… something. He’s a nice guy but was very disturbed due to the looks of my wolf-like friend.  Phobos went and bought him a few beers, three I think and behaved as friendly as he could. The guy relaxed a bit and after a while he agreed to take us see his master.
Upon reaching the blacksmith we saw a big guy that was working very diligently. He was so focused at what he was doing that he didn’t even notice us standing there. Phobos waved his wolf-axe in front of his eyes… and… that seemed to have caught his attention. A few second after he started speaking to us I noticed that his IQ was waaaaaaaaaaay below the sea level… which was very sad. After a “simple” conversation with him we learned that those strangers come and buy weapons off him and that right now he was making the 11th weapon for them. The order was for 30 but he didn’t manage to complete it. He also works with the enchanter at the outskirts of the village to enchant his weapons before he sells them. He even made us a business offer for 50 gold. We are supposed to go into the forest and hunt a big bear and bring back his skin. I turned down the money and told him we’ll do it for free if he can introduce us to those strangers. He agreed and told us that they usually come at about 7 am in the morning so we should be nearby so he can get a hold of us. Before we set off I asked him for a skinning knife. He was so glad we accepted that he gave us the biggest dagger he had, after which we left.

Before we headed for the forest we stopped by the temple to pay a visit to the priestess because Phobos wanted to buy some potions from her. The temple was dedicated to Melora I think. The priestess, whose name is Eawenna Sunglade, was quite intrigued concerning the “nature” of my hairy friend. After a small conversation we bought a few potions and set off for the forest.
After a nice 2h walk, we finally reached the spot indicated by the blacksmith. After following some huge bear tracks we stumbled upon a HUGE cave, and in front of that HUGE cave was a HUGE bear chewing on a HUGE deer. I mean… wtf… anyways. Phobos and I split up to flank the HUGE bear. I successfully managed to evade detection but my fluffy friend got noticed. I made a swift bow attack from the cover of the trees at the bear while Phobos charged him. In the middle of the battle with the HUGE bear his mate shows up. She didn’t prove much of a challenge but Phobos got grabbed by the… you guessed it… the HUGE bear. He managed to escape before the… HUGE bear had the chance to maul him. The female tried as hard as she could to take me on but she failed miserably to hit me… even once. After a while and several arrows nocks, we were victorious. As soon as Phobos finished skinning both of the bears so we set on our way back to the village.

It was about 9 pm when we reached the blacksmith. He was counting some gold and after rewarding us for the great work with 75 gold we learned that the strangers already came and left for Veluna. Judging by the horse tracks on the ground… this happened about 30 min ago. After saying goodbye to the blacksmith we left once more to see the priestess at the temple for some more potions.
Upon reaching her we noticed that she was a bit troubled about something. It took some convincing but I managed to make her tell us what the problem was. She told us about her visions of a necromancer and strange happenings in the nearby cemetery (go figure). She asked us if we could go and check the cemetery at night because that’s when strange things tend to happen (go figure…). We were in a hurry to catch the strangers who were on their way to Veluna… but we were already tired so we decided to check the cemetery tonight, rest and then leave for Veluna in the morning. Eawenna, the priestess, was so glad of our decision that she gave us a few free potions as a reward.
When we arrived at the cemetery… we saw something very disturbing. It was crawling with undead skeletons and a human necromancer or something was performing some kind of a ritual (go figure?).

Anyways, at least it’s something you can deduce by normal common sense. Just like in the case of the HUGE bear (ow and… these undead were even bigger than the HUGE bear was), we silently tried to avoid detection while we got into position. Phobos failed… again, and almost all of the undead skeletons went to attack him. I was successful on the other hand and managed to one shot the necromancer. Due to his swift death, the ritual was interrupted and 4 of the 6 undead enemies were weakened. As the first skeleton falls to my arrows I notice that he comes back to life, but weaker than before. After killing him… again, I offered my fuzzy friend some ranged support because he was overwhelmed. After a long fight, Phobos falls but due to his constitution and quick thinking he manages to stay alive and make it seem like his dead. And… of course every standing undead skeleton charged me. I managed to stand my ground for a while, but then I saw that I couldn’t fight all of them on my own, so I tried to buy some time until Phobos recovers. When the time was right I created a diversion and disappeared into the shadows. For some no brain undead that was an easy stunt to pull. They all went for Phobos again, but this time he was prepared and managed to tank them while I did some sniping from the shadows. One after the other they fell and we were once again victorious.

After inspecting the fallen necromancer we found a statue of The Raven Queen and an amulet made out of 2 things: crow feathers… (go figure) and an obsidian stone. We took both of them and set off for the temple to let Eawenna know that she can sleep in peace now. It was quite late when we got there and she was too sleepy to think so we left the amulet and told her that we’ll return in the morning. That been said and done, we headed for the inn to get some shuteye. In the morning we returned and learned that the amulet is supposed to give more power to Raven Queen followers and that she will destroy it as soon as she can. We both said our goodbyes and left for the tower at the village outskirts to report to zah Apprentice.

ZAH Apprentice was quite pleased to see us and after reporting everything we’ve learned and done, he told us to head to Veluna and that we’ll be contacted when the time is right. He will report everything to Terennis as soon as he can. He also told us that he didn’t know that the weapons the blacksmith brought to him were for the strangers. Ow and… we also sold the Raven Queen statue to him for a nice amount of gold when we found out that it was part of a rare set.
Veluna is 2 days on horse so… we needed horses…. We went back 2 km… to the village… and bought 2 horses from the stables after which we set off for Veluna.

As we were riding and riding… at dawn, we got ambushed *sigh*. There were three javelin flinging dudes, a mage woman and… a rogue or something. The first dude threw a javelin and managed to scrape me a bit. I got pissed. The second dude with a javelin fell to my arrow before he had the chance to throw it. The stupid mage managed to hit me with a spell and turned me into a tiny creature for a short time… and… that made my day. Phobos charged the enemy but he couldn’t do much alone. Once I recovered from that spell I launched a huge barrage of arrows at the enemies. I killed 1 and severely wounded the others. I got attacked by all of them and almost fell thanks to that rogue, but I managed to hold my ground and delivered the final blow to the rest them. Only the mage was alive and busy with casting the same spell that she did on me, onto Phobos. He got hit and… got turned into a tiny creature, but the mage didn’t have much time to rejoice because she soon fell to my next arrow. This ambush was quite a close call, but we managed to win. After looting some nice elven boots from them we retreated a bit into the woods and made camp to heal and rest until morning.

Not bad for the FIRST day in this… new world. I must say, it was much more peaceful, safe and NORMAL in my world, not that I liked it or anything. I wonder what awaits me tomorrow in Veluna.
End of Captain’s starlog, unknown date, unknown year. (I really should ask someone for this info)
**********

[June, 16th 2009] Popular request

Due to popular request, the following items have been modified:

Gelem’Arr, The Bow of The Unbreakable Vows
This oaken greatbow, speaks vows of doom, for the wielder’s foe.

Weapon: Greatbow
Enhancement: +3 attack rolls and damage
Critical: +3d6 psychic damage
Property (At-Will): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
Property: After a short rest or extended rest, choose one of the following: beast, magical beast, humanoid, animate. If you hit with this weapon, the chosen type, you deal an extra 1d6 +Wisdom modifier psychic damage.
Property (Daily): Minor Action. You may change the type of creature, you have chosen through the property, for the rest of the encounter.
Property:  Action Critical – If you spend an action point to take an attack action, the weapon is treated as having the High Crit property, until the end of your next turn. [REPLACED, see above]


**Also Nero replaced the Luckbender Gloves with Bracers of Archery.

Cha’Keram, Axe of the Wolf
This axe howls with the fury of a thousand wolfpacks

Weapon: Waraxe
Enhancement: +3
Critical: +3d6 untyped
Effect: When wielded, the axe summons three ghostly wolves that act like a pack around the wielder. They behave properly for every property effect, then vanish. They cannot be manipulated, dispelled and they don’t interfere in any measure with the action.
Protector of the pack: Usage of the daily power, sets in motion the illusion of this wolf.
Readied wolf scout: Usage of the encounter power.
Alpha male’s will: Effect of the first weapon property.
Property: Wielder of this axe, gains +1 Fort and +1 Ref defense, while wielding this axe 2handed.
Property (Encounter): Before you roll initiative. You and your allies withn 5 squares of you, gain a bonus equal to the weapon’s enhancement to attack and damage, for the first round of combat.
Property (Daily): Immediate Interrupt. An ally is hit by a Melee or Ranged attack. The ally gains versus that attack a value to it’s defenses, equal to the weapon’s enhancement.

*****
 Gelem’Arr suffers one more change:
Property: After a short rest or extended rest, choose one of the following: beast, magical beast, humanoid, animate. If you hit with this weapon, the chosen type, you deal extra damage equal to your Wisdom modifier, psychic damage.

Cha’Keram, Axe of the Wolf, will also be changed:
This axe howls with the fury of a thousand wolfpacks

Weapon: Waraxe
Enhancement: +3
Critical: +3d6 untyped
Property: Wielder of this axe, gains +1 Fort and +1 Ref defense, item bonus.

[June, 16th 2009] First session scrap

his post concerns the first adventure day, played to an almost 90%. It is my a sort of dev track where you can see how did I plan and manage the encounters. Corroborating this data with the player’s journals and impressions, one might get an idea about how adventurer’s earn a living in the world of Drakonia.
*******
Astral Vortex – Ritual
A magical field of intense and coordinated energy  from the Elemental Chaos, used by an arcane wielder to  create a bridge between worlds, to transport beings and objects. This huge amount of energy causes exhaustion to the caster and depletes all his powers, except his At-Will’s. Beings thus transported, may or may not loose their items, depending on the caster’s Arcane check:
  • 25 – 30: Loose all items of Heroic and Paragon and Epic tier except artefacts and intelligent items.
  • 31 – 40: Loose all items of Heroic and Paragon tier except artefacts and intelligent items.
  • 41 – 45: Loose all items of Heroic tier except artefacts and intelligent items.
Requirement:  Level 21, Wizard, Arcana (see above).
Cost: 20 AD worth of Arcane components.
Cast time: 1 hour of unintreruptible focus.
Target: Allies located in other worldly realms, except Planar realms.
Intelligent items
  1. Gelem’Arr, The Bow of The Unbreakable Vows
This oaken greatbow, speaks vows of doom, for the wielder’s foe.

Weapon: Greatbow
Enhancement: +3 attack rolls and damage
Critical: +3d6 psychic damage
Property: After a short rest or extended rest, choose one of the following: beast, magical beast, humanoid, animate. If you hit with this weapon, the chosen type, you deal an extra 1d6 +Wisdom modifier psychic damage.
Property (Daily): Minor Action. You may change the type of creature, you have chosen through the property, for the rest of the encounter.
Property:  Action Critical – If you spend an action point to take an attack action, the weapon is treated as having the High Crit property, until the end of your next turn.
  1. Luna, Claw of the Infinite Shadows

This dagger, seems to flow through shadows around it, revealing it’s obsidian-like blade only in the moonlight.

Weapon: Dagger
Enhancement: +3 attack and damage rolls
Critical: +2d6 poison damage
Property (Encounter): Immediate Reaction. Use this power when an enemy would hit you with a melee attack. After the attack is resolved, you gain concealment against the attacker and you may shift a number of squares equal to half your speed.
Property(Daily): When you roll a Stealth check and beat the Passive Perception check of any enemy within 5 squares, you can teleport to the nearest  enemy in a 5 squares range and make a melee basic attack, instead of gaining concealment. You still benefit from combat advantage and you may apply your Sneak Attack feature even if you expended it.
  1. Cha’Keram, Axe of the Wolf
This axe howls with the fury of a thousand wolfpacks

Weapon: Waraxe
Enhancement: +3
Critical: +3d6 untyped
Property: Wielder of this axe, gains +1 Fort and +1 Ref defense, while wielding this axe 2handed.
Property (Encounter): Before you roll initiative. You and your allies withn 5 squares of you, gain a bonus equal to the weapon’s enhancement to attack and damage, for the first round of combat.
Property (Daily): Immediate Interrupt. An ally is hit by a Melee or Ranged attack. The ally gains versus that attack a value to it’s defenses, equal to the weapon’s enhancement.
Because the heroes came through the Vortex almost naked, they receive the following items:
Nero:
-          Weapon: Gelem’Arr, The Bow of The Unbreakable Vows
-          Armor: Repulsion Drowmesh +3
-          Luckbender Gloves (Heroic tier)
-          Brooch of Shielding +2
Blades:
-          Weapon: Luna, Claw of the Infinite Shadows
-          Weapon: Shuriken +1 (30)
-          Armor:  Elven Battle Drowmesh +3
-          Boots of Stealth (Heroic tier)
-          Helm of Battle (Heroic tier)
Yoru:
-          Weapon: Cha’Keram, Axe of the Wolf
-          Armor: Serpentskin Hide Armor +3
-          Bracers of Defense (Heroic tier)
-          Belt of Blood (Heroic tier)
Villains
  1. Eidolon, named Dark Crow
Stat Card, to be completed! (pag 101, MM):
-          Increase level and tier to 21, Solo Elite Controller (Leader)
  1. Karalyn
====== Created Using Wizards of the Coast D&DI Character Builder ======
Karalynn, level 14
Shadar-kai, Swordmage, Ghost Blade
Swordmage Aegis: Aegis of Assault
FINAL ABILITY SCORES
Str 16, Con 14, Dex 14, Int 24, Wis 11, Cha 9.
STARTING ABILITY SCORES
Str 13, Con 13, Dex 10, Int 18, Wis 10, Cha 8.
AC: 32 Fort: 26 Reflex: 28 Will: 23
HP: 107 Surges: 10 Surge Value: 26
TRAINED SKILLS
Arcana +19, Endurance +13, Athletics +14, Insight +12, Stealth +20
UNTRAINED SKILLS
Acrobatics +10, Bluff +6, Diplomacy +6, Dungeoneering +7, Heal +7, History +14, Intimidate +6, Nature +7, Perception +7, Religion +14, Streetwise +6, Thievery +8
FEATS
Level 1: Devious Jaunt
Level 2: Intelligent Blademaster
Level 4: Armor Proficiency (Hide)
Level 6: Weapon Proficiency (Fullblade)
Level 8: Skill Training (Stealth)
Level 10: Weapon Focus (Heavy Blade)
Level 11: Danger Sense
Level 12: Secret Stride
Level 14: Greater Swordmage Warding
POWERS
Swordmage at-will 1: Lightning Lure
Swordmage at-will 1: Booming Blade
Swordmage encounter 1: Lightning Clash
Swordmage daily 1: Dimensional Thunder
Swordmage utility 2: Eldritch Speed
Swordmage encounter 3: Dual Lightning Strike
Swordmage daily 5: Lingering Lightning
Swordmage utility 6: Armathor’s Step
Swordmage encounter 7: Spikes of Agony
Swordmage daily 9: Blade Bolt
Swordmage utility 10: Feywild Grace
Swordmage encounter 13: Dimensional Slash (replaces Lightning Clash)
ITEMS
Feytouched Earthhide Armor +3, Mithrendain Steel Fullblade +3, Elven Cloak +3, Eladrin Boots (paragon tier)
ACTION POINTS: 2
====== Created Using Wizards of the Coast D&DI Character Builder ======
BACKSTORY:
Terennis will teleport the adventurers at the outskirts of a small city in the human dutchy of Staghorn, in the Kingdom of Karabor, called Forestwall. Terennis’s apprenitce, awaits them at the outskirts, hinting the players that they might find something useful at the local temple of Melora, then he leaves to his tower. Players may go from time to time, to sell their loot or get items enchanted, from time to time (only enchantments from level 1 to 5) or aquire magic items (heroic tier) or reagents.
Forestwall
Population:  545
Size: Small town
Structures:
-          Town Hall
-          Inn (The Rugged Boar)
-           Stables (Normal horses: 75 gp)
-          Temple of Melora
-          Leatherwork shop
-          Stonemason
-          Blacksmith
-          Tailor
-           Bakery
-          Mill
-          Brewery
Walls: Simple Stone Walls
Gates: 3
-          Forest Gates (East)
-          Emperor’s Road (North, to Veluna)
-          Moon’s Gate (South, to Mountains)
Personalities:
-          Mayor: Bella Morrowsong (Human, Lvl 10, Noble [Leader]): Bella though runs the city pretty well, isn’t aware of any cultist activities, at least recently. All the information, the players may get from her is that some strange people were seen a week ago, followed by a somewhat strange fellow. Some say it was a little to grey-skinned for an elf, but he didn’t stay too much to raise any odd questions. She points to the Priestess for more information.
-          Innkeeper: Aleris Garadwen (Half-Elf, Lvl 6, Commoner [Minion]): Aleris knows some come and goes in the city and will tell it to the players for a right price. He does not speak unless spoken to and asked about certain recent events. For a sum of 50 gp (sent by the Mayor), or a Easy Skill Challenge (4 Successes before 2 failures; Insight, Diplomacy, Intimidate), players find out that some strange fellows, donned in black robes, passed a week ago, through the town, going to Veluna, followed by a gray-skinned elf, few days later. The strangers bought almost all the whole supply of swords from the Blacksmith, then left in the dead of night. If they botch the skill challenge, the innkeeper tells them nothing about the strangers or the gray elf.
-          Blacksmith: Tormel Blackhammer (Human, Lvl 6, Commoner [Soldier]): When he is approached, Tormel is working on his anvil, very focused. Players need either to wait, or roll a DC 15 Bluff check, to draw attention. If he is interrupted, Tormel is unfriendly and responds monosyllabicaly to any player line of inquiry. If they wait for him to finish, the may get the Secondary Quest: A pelt for Winter.
-          Priestess of Melora: Eawenna Sunglade(Half-Elf, Lvl 8, Acolyte [Healer]): For a fee,  Eawenna, will heal the wounded players and cure them of any diseases and poisons, level 10 max(100 gp). She also sells potions, level 8 max. On a medium skill challenge (6 successes before 3 failures) they find out that the gray elf stranger that passed few days ago, came to pray to the temple and since then, strange things have happened. If they succeed, it opens up the quest: Hallowed be thy name.
-          Miller Milton
-          Tailor Ellis
-          Baker Olena
-          Brewer John
MAIN QUESTS
  1. Cultists of the Dark Crow
Objective: Find information regarding any strange cultists activities in the region
The players need to persuade the locals for information.  A Streetwise check of DC 18, will direct the players to either the Mayor (FAIL) or to the Innkeeper (SUCCESS).
Skill challenge: Innkeeper
XP: 250
Type: 1 (4 S vs 2 F)
Skills: Insight, Diplomacy, Intimidate
Insight – The players notice that the Innkeeper might have something to tell, but for a right price (DC 15)
Diplomacy – The players try to lower the price from 50 gp to 30 gp (DC 18)
Intimidate – If the diplomacy fails, they might try a DC 18 Intimidate,through a new insight check DC 20.
If the players succeed, see above @ Innkeeper entry. Also, Innkeeper points at the Priestess for more information. If the players spoke firsthand with the Innkeeper there will be no skill challenge. If the players spoke with the mayor, the priestess sends them to the Innkeeper. The skill challenge appears if the players try to find out more, but a Religion check DC 18, will sort out something wrong with the altar of Melora triggering the skill challenge.
XP: 350
Type:2 (6 S vs 3 F)
Skills: Religion, Diplomacy, Bluff, Intimidate
Religion (DC 18): Player senses a disturbance in the divine energies around, like something tries to shut off or cloud the divine powers from Melora.
Diplomacy (DC 18): Players try to convince the NPC’s of their good intention and their desire to help.
Bluff (DC -): Success in Diplomacy, yields that Bluff will be a failure
Insight (DC 16): The players realize that eventually the altar will be overrun by the malign energies, which triggers another use of Diplomacy at DC 16.
If the players succeed in this challenge, they gain access to Hallowed be thy Name.
Secondary Quests:
  1. Hallowed be thy Name:
XP:
Monsters:
-          4 Bonecrushers Skeletons (MM2, page 183)
-          1 ore eye of Gruumsh (level 5 controller, MM 204)
-          2 zombie hulk (level 8 brute, MM 275)
Setting: Graveyard
Time: Dusk
Conditions: Rain created small patches of difficult terrain, which the dark priest uses as strategic points.
The players, find a strange crude amulet, made of crow feathers, with a small obsidian shard, shaped as an eye. A DC 25 Arcana or a DC 20 Religion, reveals it to be the rogue eidolon implement of power, given to his acolyte priests.
  1. A pelt for Winter
XP:
Monsters:
-          3 Cave Bears (MM 1, page 29)
-          1 Dire Bear (idem)
Setting: Small grove cave
Time: -
Conditions: Good illumination, some terrain elements, like trees, provide cover, some bushes provide concealment.
MAIN QUEST:
  1. Road to Veluna
DAY 1
The road to Veluna takes 2 straight days riding. In the first day, there is a roadside ambush, made by some thugs. They are simple thugs, payed by Karalynn to delay, hinder or otherwise stop any travelers, going to Veluna.
XP:
Monsters:
-          1 Human Hexer (MM2, page 146)
-          2 Human Javelin Dancer (MM2, page 147)
-          1 Human Knife Fighter (MM2, page 147)
Setting: Roadside
Time: Dusk
Condition: Road with few patches of difficutl terrain, bushes that grand concealment and trees that grant concealment.
Treasure:
DAY 2
In the second day, roll a d10:
1-3: Nothing happens
4-7: Wild animals (wolf, boar or bear) – IDEM as for “A pelt for Winter. OR 3 Dire wolves (MM1,p. 264)
8 -10: Sudden storm, players need to find immediate shelter! DC 15 Nature, to find a small grove and shelter themselves from the storm. A DC 25 Arcana, will reveal that it is a magical storm.
After the storm clears, the players will reach Veluna in the third day.
  1. Veluna
When the players arrive at the city gates, they notice a good number of guards. An insight check, DC 15, reveals that considering the banners on the walls, it must be a celebration of sort. Asking the guards, they will find out that it is the day, when the Duke of Staghorn addresses his people and walks the city streets to meet the common folk. With Perception check DC 25, player will notice that one of the guards, wears a special insignia glyphed KS-9. An Insight check of DC 20, will reveal that this must be a kind of a secret service. If they approach the respective guard, they will be asked to move along.
A Streetwise check of DC 15 points them to the nearest unnocupied inn, the Flourished Rose, a cheap but comfy inn in the lower part of the city, where this whole celebration will arrive only by dusk. Arriving at the inn, they note that some shady figures took residence there. A perception check of DC 30, will enable the players to see that they are fully armed and ready for battle but they try to leave the impression of relaxation.
********************

[June, 24th 2009] Second session scrap

A coup de court
DAY 2
In the second day, roll a d10:
1-3: Nothing happens
4-7: Wild animals (Boar, MM1, p. 35 ) – IDEM as for “A pelt for Winter. OR 3 Dire wolves (MM1,p. 264)
8 -10: Sudden storm, players need to find immediate shelter! DC 15 Nature, to find a small grove and shelter themselves from the storm. A DC 25 Arcana, will reveal that it is a magical storm.
After the storm clears, the players will reach Veluna in the third day.
  1. Veluna – DAY 3
When the players arrive at the city gates, they notice a good number of guards. An insight check, DC 15, reveals that considering the banners on the walls, it must be a celebration of sort. Asking the guards, they will find out that, in that day it is the birthday of the Duke’s daughter, Lady Aalana. With Perception check DC 25, player will notice that one of the guards, wears a special glyphed insignia. No line of inquiry comes from this discovery, but the information might be useful.
A Streetwise check of DC 15 points them to the nearest unnocupied inn, The Flourished Rose, a cheap but comfy inn in the lower part of the city.  Arriving at the inn, they note that six shady figures retreat  at one of the inn’s private tables, area covered with a thick burgundy drape . A Perception check of DC 30, will enable the players to hear them talk, but they barely understand something, because they speak in Deep Speech.  One of the shady figures, keeps out for prying ears and eyes, and he actively rolls Perception every 3 rounds, being ready for combat. The DC opposes the player’s Stealth.
If the player’s are noticed, they keep the element of surprise for another three rounds, then they attack.
  1. Encounter – Inn Fight!
Monsters:
-          1 Human Knife Fighter (MM2, p.147 ->raise by one level [+8 HP, +1 Saves, AC, Attacks])
-          2 Human Berserkers (MM1, p.163 -> raise by 4 levels [+40HP, +4 Saves, AC, Attacks, 2d6+5])
-          3 Human Lackeys (MM1, p.162 ->raise by 1 level [+1 Saves, Attack, AC])
The players have 10 rounds to resolve the fight in a quiet manner, without attracting the attention of the guards. However, there is a 30% chance that a guard will patrol that area. Once every three rounds, roll one d100 to see if a patrol passes around the inn.
If the guards arrive, they try to pacify everyone, dealing non-lethal damage, until combatants reach bloodied value and remain unconscious, to arest them. If the players engage the guards also, along the villains, one of the guards will flee and call for reinforcements, which arrive in 3 rounds time. These new guards are Elite and they will bring a spellcaster with them (Battle Cleric of Bahamut)
If the players manage to stay out of the conflict, the villains are eventually defeated, but before they manage to cuff and arrest them, they gargle a small vial of poison and kill themselves. The players are given a warning and a paynote for the whole mess. This will substract from their pockets 100 gold pieces.
***
The night goes on without incidents and the players manage to get some sleep with ease.
DAY 4
Oddly enough, the players manage to wake up at almost ten o’clock. They are well rested, but something like a fog still clouds their senses. An Insight check of DC 20, will reveal that it was some kind of poison either in the air or in their foods, but with few informations at their disposal, they need to shrug the efect off. A DC 25 Endurance check will shrug the effects of this poison off. A failed check, means a 12 hour, -1 penalty to speed and -2 penalty to opportunity attacks.
**
ITEM: Slug poison
Delivery: Airborne
Package: Small leathery pockets filled with a inodorous, pink dust.
Check: Arcana DC 20 (depends on level) – Alchemy
Effects: The targets that inhales this fungus like dust, move slowly and are slow to react to danger. They take a -1 penalty to speed and a -2 penalty to opportunity attacks.
Price: 200gp per bag
**
Going down at the inn’s common room, they notice that it is almost empty. Except the regulars, there is only the Innkeeper, a human female. She informs the playes, after she serves them lunch, that almost everyone is in the upper quarters of the city, celebrating in the Fair, the birthday of the Duke’s daughter, Lady Aalana.
The players might attend the Fair or wait for the Ducal Cortege to pass by. Either choice, will bring them to the event described lower. The Fair is very lively, and almost 80% of the citizens attend it. It is crowded and the heat is intense. There are voyaging merchants with sweets and food, there are vendors with various trinkets. Some of them have some wondruous items to sell (Herioc tier). All items are 80% overpriced.
During the Fair, five disruption’s occur in the same time:
  1. Event 1 – Sewer rats!
Monsters:
-          5 Rat Swarms (MM1, p.219)
-          3 Wererats (MM1, p.180 -> raise by 4 levels [80 HP, +4 Saves, AC, Attacks, +2 dmg, dice:1d8])
-          2 Werewolves (MM1, p.181)
The guards try to intervene in time, but are clobbered by the human mob that tries to run. Players may aviod the mob, rolling every 3 rounds a DC 20 Streetwise. A failed check means that they are immobilised by the erratic crowd for one round. It takes the players to reach ANY event 5 rounds.
  1. Event 2 – Thugs!
Monsters:
-          3 Halfling Thiefs (MM1, p.152 – >raise by 5 levels [65 HP, +5 Saves, AC, Attacks, +2 dmg])
-          3 Halfling Prowlers (MM1, p.153 -> raise by 2levels [57 HP, +2 Saves, AC, Attacks, +1 dmg])
-          5 Halfling Stouts (MM1, p.152 -> raise by 4 levels [+4 Saves, AC, Attacks, +2 dmg])
  1. Event 3 – Food fight gone wrong!
Monsters: See event 2, Skill Challenge (6 S vs 3 F)  – XP: 1200
-          Insight DC 18: A simple food fight that has gone awry because of the bad words said by some of the instigators. If they are succesful, they may identify and track down the instigator’s that now run.
-          Streetwise DC 22: In the midst of the food and fist fight, players try to chase down the instigators. A successful check, opens Stealth check and allows the players to pursue the bad guys without being noticed. A failed check, means that they loose them in the crowd.
-          Stealth DC 25: Moving along with the crowd, the players manage to pursue the villains without being noticed. This opens another Streetwise check, to find out their bearings in this urban environment, they are unfamiliar with. A failed Stealth check, means that the villains notce their pursuers and are entitled to a Stealth roll of their own, made at +10, adding +1 for every element of the mob around them, totaling a +16 Stealth Check. If the Passive Perception of one player manages to beat the Stealth check of the villains, the pursue continues as normal.
-          Streetwise DC 30: The players are aware of their surroundings and know exactly where they are headed. A failed check by 5 or more, means that the players are lost, but still able to pursue the villains. A failed check by 10 or more, means that the pursue ends, because the players get lost in the city. If the skill check is succesful, it opens the Perception check.
-          Perception DC 30: One of the players spots a simple shortcut to get closer to the pursued villains. If they succeed, they are close enough to the villains to commence combat.
Use the Halfling encounter monster table for this encounter. The guards try to pacify the crowd, but it will take them some time, almost 10 rounds. For every round, DM rolls a d10. On a roll of 7, 8 ,9, 10, the guards manage to get the crowd under control. Under 7, it means one extra round for the guards to pacify the crowd. From the 5th round and beyond, the crowd masses against the guards, who summon more reinforcements. If the event takes more than 15 rounds, the guards are overwhelmed and special forces are then deployed who pacify the area in 3 rounds time.
  1. Event 4 – Murder of a noble! (XP: 1200)
Monsters: See below. Skill Challenge (12 S vs 6 F) – Athletics, Acrobatics, Perception, Insight, Streetwise
-          Perception DC 25: One of the player’s spots an archer that takes aim against a noble citizen, then shoots. He manages to disapear from sight, jumping from building to building.
-          Athletics DC 20: Players climb a building in order to start the chase. Every fail, gives the assassin one more round to escape. He escapes in 6 rounds.
-          Acrobatics DC 18: Players chase the assassin, jmping from building to building. One failed check, gives the assassin one more round, plus one extra round for the failed player to repeat his Athletics check, but ad DC 15.
-          Insight DC 22 – One player identifies and devises a more efficient way to catch the assassin. For every successful check, substract a round from the assassin escape route. For every failed one, add one round for the assassin escape route.
-          Streetwise DC 30 – Players know where they are in the city and manage to find a short route. For every successful check, substract 1 round from the assassin escape route. For every failed check, the players get further lost, thus adding 2 rounds to the assassin escape route.
If they catch trail of the assassin, she rolls a Stealth Check (SEE CHAR SHEET FOR ASSASSIN) and has surprise round. If she is brought to bloodied value she commits suicide with the same strange poison vial.
***
After these events, players will hear from one guard who talks to his superior, that they contained the situation, and it is safe for the cortege to proceed. The castle is near and in the sound of trumpets and drums, Lady Aalana and the prince consort, come out through the castle gates. They are followed by the regular army of Veluna, led by her father, the Duke of Veluna.
During the ceremony, there is a rousing, when some cloaked figures attack the cortege. An Insight DC 20, reveals that they look very much like the ones met at the Inn. In the ensuing chaos, players may try to help and reach the Ducal Cortege, but they are at a 12 round distance. For a DC24 Streetwise check, that decreases for each success the number of rounds by 3, they will manage to get near the Cortege.
Also they might choose to fight their way through. Use the Human encounter for monster statistics. They need three such fights to reach the cortege, because the mob usually avoids the fight. There is a 30% chance that some innocent bystander will enter adjacent to any enemy or player and knock the target prone (Atk +11 vs Ref, damage 5).
While they are near the Cortege, they notice a shady figure, that simply appears near the Duke, and simply thrust it’s blade into the him, killing the Duke. The shady figure, then gives a signal, and all other shady figures, drink their poison vials. Then the assasin dissapears, becoming invisible.
***

[June, 17th 2009] Module 2 (beta): In search of Karda

Greetings fellow gamers !

I decided to scrap the old blog and pick up some gems from days past. They should serve as examples or inspiration for adventures you wish to create.
Enjoy!