[4E] 300 Encounters - "An Epic Campaign" by All of You

Post/Author/DateTimePost
#1

Delazar78

Nov 12, 2008 6:12:16
Lately I was reading the DMG, and once again I was positively surprised by how modular the planning of a "campaign" can be, how easy it is to plan a series of encounters, with the XP budget and the Treasure Parcels.

So I thought, as a "mental exercise" and also for use by all of us, why don't we create 300 encounters, 10 for each level, all tied up in one big campaign?

The challenge is of course to try to find a connection to what the person that posted before us has done... if someone created an encounter with goblins in a big room, am I going to create another encounter where the PCs get out of the room, and into the wilderness? Or do I keep mapping dungeon rooms?

The idea would be to have as much variety as possible, still trying to keep coherent with each other.

We can have 10 encounter for each level, and each 10 encounters will be one "dungeon" (but can also be one story-line, travel, RP plot, etc), at the end of which the players can go back to their home base (or keep travelling), for levelling up, replenish resources and such.

Each encounter will have the standard XP budget, for the Treasure Parcels, I think we can proceed as follows:

Encounter 01 - Parcel 10
Encounter 02 - Parcel 9
Encounter 03 - Parcel 8
Encounter 04 - Parcel 7
Encounter 05 - Parcel 6
Encounter 06 - Parcel 5
Encounter 07 - Parcel 4
Encounter 08 - Percel 3
Encounter 09 - Parcel 2
Encounter 10 - Parcel 1

With Encounter 10 being the final showdown with the "level-boss"

of course, as DMs, sometimes we put more parcels to one encounter, like when we want to simulate a Dragon's Horde, or a treasure chamber... not sure how we can handle this, but i guess if someone feels like his encounter shouldn't have any treasure, he can "leave it open" for someone else to use in a future encounter.

Same goes for XP budget... usually, I allot less XP to early encounters, and give more for the Final Showdown, but I felt it was better to give all encounters the same XP budget in this situation, so nobody feels neglected

if you post an encounter, you cannot post until 2 OTHER encounters have been posted (so, if you post encounter 1, you need to wait till 4 to post again)

Try to put as much details as you can in your encounter, like a map, tactics, personalities of the creatures involved, skill challenges, description of traps, etc.

Maybe you expect me to start this up with an encounter, but I really just thought about posting this... if I see no responses in the forst few days, I'll come up with something.

ok, I think that's it, if you have any suggestions, feel free to post.

I think this could be a great tool for all DMs on these boards, and honestly I have much more trust in fellow palyers to create scenarios than in "so-called" professionals... but that's another story entirely

have fun!

COMPLETED ADVENTURES

[URL=http://www.4shared.com/file/73868703/503689ec/Adventure_1.html
]Level 1 - The Tomb of Lord Horian[/url]
#2

DKase

Nov 13, 2008 5:39:22
Question! Are we just going to use monsters straight from the MM or can we custom make some too?
#3

Delazar78

Nov 18, 2008 4:30:38
Question! Are we just going to use monsters straight from the MM or can we custom make some too?

if you feel sure you can create something balanced and interesting, i don't see a problem in creating something new ^^
#4

richd

Nov 18, 2008 14:18:56
A very intriguing idea! Should inspiration strike, I'll be in here with an encounter.
#5

Lord_Ventnor

Nov 18, 2008 18:50:48
I might give this a shot...
#6

Delazar78

Nov 20, 2008 4:21:59
01 - Encounter Level 1 - 500 xp



MAP

Kobold Skirmisher x2
Fire Beetles x2
Stirge x1

Setup
This area serves as a guard point for the entrance to the complex.

As the adventurers enter this chamber, read:
Opening the big stone double doors, you find yourselves into a square room of big stone bricks, with openings on all sides. Four colums, representing stout dwarves with angular features, are spaced evenly at the corners of the room. A few torches illuminate the room, togheter with a weird luminescence coming out of two big bugs. In the south, a big cage contains a weird birdlike creature. As you enter, you're welcomed by the screams of "Intruders!"

Features of the Area:
Columns - they grant cover
Stone double doors - none of them are locked, but they require a DC 15 Strength check to swing open.

Tactics:
The kobolds send their bettles charging ahead, as one of them open the cage of the stirge. Then they join the fray, using their mobility to flank. If both beetles and the stirge are dead, the kobolds try to run away to look for help inside the complex.

Treasure (Parcel 10): The column on the northeast hides a secret compartment (DC 12 Search check). If uncovered, it contains an obsidian statuette of a dwarf, worth 40 gp


and that's my first encounter... now up to you to map another room!
#7

Johnny_Angel

Nov 21, 2008 10:02:58
Delazar, you mention that the first room has "openings on all sides." I have a few questions about what exactly you mean by that. Does it mean that there are wide open archways in three directions? You mention double doors, so I am assuming this is not the case; that instead there are 3 doors the players can choose.

From the way I am understanding the description, one of the 'sides' of the room would be where the PCs first enter the complex; the other 3 'sides' have double doors which lead elsewhere.
#8

richd

Nov 21, 2008 21:54:28
Have you clicked on the map link, Johnny? Its pretty clear. In any case you have it right. Double doors in the center of the four walls and one of them is the dungeon entrance.
#9

Johnny_Angel

Nov 22, 2008 0:54:19
Have you clicked on the map link, Johnny? Its pretty clear. In any case you have it right. Double doors in the center of the four walls and one of them is the dungeon entrance.

Somehow I missed the link the first time around. I'll probably post something to contribute once I come up with something.
#10

space_dragon

Nov 22, 2008 1:02:38
I don't have a mapmaking program, unfortunately. Maybe some nice person could draw the map for this one?








































#11

Johnny_Angel

Nov 22, 2008 1:40:32
Space Dragon - I think your encounter is good as is. It's ok that they're all minions and could be potentially one-shotted because the first encounter's (the encounter made by Delazar) creates the possibility that your encounter might also include some of the kobolds from that encounter.

From how I understand it, your room looks something like this:

OO3
XKK
XKK
XJJ
XTT
XTT
XXX2
1


1 = where the pcs enter
2 = the unimportant door
3 = guarded door
X = empty squares
O = wall
T = trapped squares
J = junk pile
K = kobolds


The only thing I was unsure of was which door you picked from the main room to connect your hallway to. The way I have it oriented would be as if it were connected to the North door; the one which was straight across from the door through which the PCs first entered the complex.
#12

space_dragon

Nov 22, 2008 2:54:40
Cool. Yes, that diagram is very much what I had in mind.

My room can really be attached to any of the doors in area 1. It would help if we knew what sort of building this used to be and how long the kobolds have been here. Any ideas?
#13

Johnny_Angel

Nov 22, 2008 7:16:26
encounter 3


If from the first chamber the PCs choose to go through the western door (the one to the left of the room if you're looking at Delazar's map of the original room,) it brings them to the following:


With a little effort the stone doors open.(Alternatively the doors may have already been open if some of the kobolds from the first encounter fled this way.)What you can immediately see is a 10 ft (2 square) by 10ft chamber made of stone; from floor to ceiling the corridor also appears to measure the same distance - 10 ft. You can also easily notice that in the far left corner of the room is a spiral stairway carved out of stone leading down.

------
|XX1
|SX1
------

X = empty spaces
S = stairway
1 = the direction the PCs will be coming from

If the PCs venture down the spiral stone stairway, it spirals down for about 100 ft (20 squares.) There are not torches or any other light source, so without light the PCs may possibly be in total darkness during the trek down. Eventually the corridor connects to a lower level chamber measuring 20 ft long (4 squares) by 25 ft wide (5 squares) as shown below. Light can be seen at the end of the stairway; the chamber it connects to is lit by several torches hanging along the far wall. Inside the room is a pair of Kobold Minions, a Juvenile Flame Spitting Drake, and a Dragonshield Guardian. The position of the kobolds may vary from the diagram shown below if they have been warned of the PCs' approach; they may also possibly have actions readied.

At the south end of the chamber is a large metal door similar to that of a bank vault. Flanking the door; attached to the wall, are two levers. The door is electrified whenever both levers are in the same position (whether that be up or down.) It works similar to a simple electrical circuit; if both levers are not in the same position, the circuit is broken and the door is no longer electrified.

Beyond the door is a group of Goblins who are being held prisoner by the kobolds, but the PCs won't know that yet. The Goblin group consists of 2 Goblin Cutters and 1 Wounded Goblin Warrior; the wounded warrior acts as the leader of the group. How the goblins interact with the PCs varies depending upon how the encounter plays out. If the door is opened during the fight with the kobolds then they will engage the kobolds; they won't immediately attack the PCs unless an attack made by the PCs harms one of them. If the kobolds are all killed and the goblins have not been provoked, the PCs may attempt a negotiation skill challenge in order to gain the goblins as allies. If the PCs fail the skill challenge it is the DM's choice as to what happens. The goblins may still offer some information about the complex; the goblins may fight the pcs; the goblins may simply just leave and not help the PCs at all. The goblins speak only goblin; if the PCs cannot communicate with them then the goblins more than likely simply just attempt to leave the complex.

Treasure Parcel 8: A pouch on the Dragonshield Guardian contains 120 GP.

-------
1XXXK|
1XXXX|
|XXXX|
|XXXX|
|KGDX|
-!===!-
|?????|
|?????|
-------

1 = where the PCs will be entering from
X = empty squares
K = Kobold Minion
G = Dragonshield Guardian
D = Juvenile Flame Spitting Drake
! = levers
= = metal door
? = prison chamber in which the goblins are located

stats for new creatures

DRAGONSHIELD GUARDIAN LEVEL 2 ELITE SOLDIER
Small natural humanoid (kobold) XP 250

Initiative +4 Senses: Perception +2; darkvision
HP 64; bloodied 32
AC 20 Fort 16 Reflex 14 Will 14; see also trap sense
Action Point 1; Saves +2
Resist 5 fire
Speed 5
Short Sword (standard; at-will) * weapon
+7 vs AC; 1d6+3 damage, and the target is marked until the end of the Dragonshield Guardian's next turn
Dragonshield Tactics (immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent; at-will)
The Dragonshield Guardian shifts 1 square
Shifty (minor; at-will)
The Dragonshield Guardian shifts 1 square
Mob Attack
The Dragonshield Guardian gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shieldbearer
Allies adjacent to the bodyguard gain a +2 power bonus to
Indomitable Presence
Every time a Dragonshield Guardian attacks an enemy, whether the
attack hits or misses, it marks that target. The mark lasts
until the end of the Dragonshield’s next turn. When a target
is marked, it takes a –2 penalty to attack rolls if the attack
doesn’t include the Dragonshield as a target. A creature
can be subject to only one mark at a time. A new mark
supersedes a mark that was already in place.
In addition, whenever a marked enemy that is
adjacent to the Dragonshield shifts or makes an attack that
does not include the bodyguard, the Dragonshield can make
a basic melee attack against that enemy as an immediate interrupt
Trap Sense
The kobold gains a +2 bonus to all defenses against traps

Alignment: evil Languages: draconic, common
Skills: acrobatics +5, stealth +7, thievery +7
STR 14 (+3) DEX 13 (+2) WIS 12 (+2)
CON 12 (+2) INT 9 (+0) CHA 10 (+1)
--------------------------------------------------------------------------


Juvenile Flame Spitting Drake Level 1 Elite Artillery
Medium natural magical beast (reptile)(elemental) XP 200

Initiative: +5 Senses: perception +3
HP 48; bloodied 24
AC 16 Fort 14 Reflex 16 Will 12
Action Point 1, Saves +2
Resist 10 acid; 5 fire
Speed 7
Bite (standard; at-will)
+4 vs AC; 1d6+1 damage
Caustic Spit (standard, at-will) * acid
Ranged 10; +6 vs Reflex; 1d10+3 acid damage
Born of Fire
The Fire Spitting Drake can convert any attack power it has
to fire. Change a power’s energy keyword to fire, or add
fire energy to an attack power that doesn’t normally deal
energy damage.
Hot Body
Any creature that hits the scion of flame with a melee
attack takes 2 fire damage.

Alignment: unaligned Languages: ---
STR 14 (+3) DEX 18 (+5) WIS 14 (+3)
CON 14 (+3) INT 3 (-3) CHA 12 (+2)
--------------------------------------------------------------------------
#14

space_dragon

Nov 22, 2008 12:09:34
Johnny, that post was difficult to read and a little confusing; could you please restructure it? Maybe putting the creature stats in spoilers would help. Anyway, as long as the door is obviously electrified and the PC's would have to be retarded to touch it while its active, it shouldn't affect the encounter difficulty.

By the way, did you make those monsters from the ground up, or did you apply templates to existing ones? Just curious.

The fact that this is basically two encounters in one (for a total of 625 xp) should serve as a reminder that not all the encounters need to be set up in linear order. A first level party can have a couple of second or third level encounters (harder than usual fights), and a third level party can have a couple of first level encounters (easier than usual fights). Its all worth the same amount of XP in the end. Granted, this should only happen in a few cases; more often than not, we should progress linearly along the level chain when making these encounters.

I'm also wondering about the goblins now. How did the kobolds end up capturing them, and for what purpose? Maybe they were planning to sacrifice them to a drago...nah, too predictable, we'll think of something else.


EDIT: hang on, if that was a level 2 encounter, how come it uses the level 1 treasure parcel 8?
#15

Johnny_Angel

Nov 23, 2008 1:21:26
Johnny, that post was difficult to read and a little confusing; could you please restructure it? Maybe putting the creature stats in spoilers would help. Anyway, as long as the door is obviously electrified and the PC's would have to be retarded to touch it while its active, it shouldn't affect the encounter difficulty.

By the way, did you make those monsters from the ground up, or did you apply templates to existing ones? Just curious.

The fact that this is basically two encounters in one (for a total of 625 xp) should serve as a reminder that not all the encounters need to be set up in linear order. A first level party can have a couple of second or third level encounters (harder than usual fights), and a third level party can have a couple of first level encounters (easier than usual fights). Its all worth the same amount of XP in the end. Granted, this should only happen in a few cases; more often than not, we should progress linearly along the level chain when making these encounters.

I'm also wondering about the goblins now. How did the kobolds end up capturing them, and for what purpose? Maybe they were planning to sacrifice them to a drago...nah, too predictable, we'll think of something else.


EDIT: hang on, if that was a level 2 encounter, how come it uses the level 1 treasure parcel 8?

Yeah, I do have to admit that the post was probably a little convoluted. I was trying to type it while multitasking with a few other things. I'll see if I can figure out a way to make things clearer.

As for the treasure parcel...I thought that the treasure parcel level was based on the level of the party? It's possible that I'm wrong about that though because my experience with actually DMing 4E is fairly limited.

You're right, they are two seperate encounters, but they have the possibility of becoming one encounter depending upon how the PCs progress, so I basically gave the XP total for a level 2 encounter. As I said in my previous post though, the XP I gave was somewhat ad hoc in order to handle a few situations that I wanted to include in the encounter(s) which weren't really covered by the 4E guidelines.

The Fire Spitting Drake and the Dragonshield Guardian were created with templates, but I changed the names of a few of their abilities in order to create somewhat of a theme with what I ended up with. The Dragonshield Guardian is a Kobold Dragonshield with the Bodyguard template, and the Fire Spitting Drake is a Spitting Drake which I lowered to level one and then added the Scion of Flame template.
#16

space_dragon

Nov 23, 2008 15:54:28
I don't want to post another room immediately (since I did the one before last), but I just had an idea I thought I'd run by you guys.

These kobolds (instead of serving a dragon, which is what the PC's will probably be expecting) have taken up the worship of devils. An early boss can be the kobold diabolist; a wyrmpriest with the Warlock (infernal pact) template and his imp buddy, probably assisted by a pack of kobold minions.

You guys like this idea? If so, we should maybe drop a couple of subtle hints about the diabolical connection in the next few rooms.
#17

Johnny_Angel

Nov 23, 2008 20:26:04
Cool. Yes, that diagram is very much what I had in mind.

My room can really be attached to any of the doors in area 1. It would help if we knew what sort of building this used to be and how long the kobolds have been here. Any ideas?

I'm still trying to come up with a few ideas for what the complex is supposed to be. I think perhaps once we flesh out a few more encounters that I may have a better idea depending upon what sort of interactions we find between encounters that people create.

I don't want to post another room immediately (since I did the one before last), but I just had an idea I thought I'd run by you guys.

These kobolds (instead of serving a dragon, which is what the PC's will probably be expecting) have taken up the worship of devils. An early boss can be the kobold diabolist; a wyrmpriest with the Warlock (infernal pact) template and his imp buddy, probably assisted by a pack of kobold minions.

You guys like this idea? If so, we should maybe drop a couple of subtle hints about the diabolical connection in the next few rooms.

I think it would be interesting to possibly try something different than the typical "Kobolds worship dragons." Kobolds working for devils could be interesting. Another interesting idea (and one which I don't think I've seen much in 4E) would be Kobolds who have some sort of religious connection to a Primordial. Primordials have a very elemental nature; as such, they could grant powers which might superficially seem similar to a dragon's powers -such as being able to spew fire from their mouths.

One the other hand, using the typical dragon schtick might be a nice way to show off some of the new Kobold options in the Draconomicon.

I don't really favor one idea or the other...just some food for thought.

an alternative idea

It may actually even be possible to use multiple ideas. For example, if I wanted to use both the Primordial idea and the Dragon idea the story could be that the kobolds did originally worship the dragon. Somewhere along the line their beliefs were swayed by coming into contact with a Primordial whom they came to view as a god of sorts. Somewhere along the line the dragon picked up the goblins as its new followers and a religious war of sorts was started.
#18

Johnny_Angel

Nov 23, 2008 22:41:11
The Rules As Proposed by Delazar

Lately I was reading the DMG, and once again I was positively surprised by how modular the planning of a "campaign" can be, how easy it is to plan a series of encounters, with the XP budget and the Treasure Parcels.

So I thought, as a "mental exercise" and also for use by all of us, why don't we create 300 encounters, 10 for each level, all tied up in one big campaign?

The challenge is of course to try to find a connection to what the person that posted before us has done... if someone created an encounter with goblins in a big room, am I going to create another encounter where the PCs get out of the room, and into the wilderness? Or do I keep mapping dungeon rooms?

The idea would be to have as much variety as possible, still trying to keep coherent with each other.

We can have 10 encounter for each level, and each 10 encounters will be one "dungeon" (but can also be one story-line, travel, RP plot, etc), at the end of which the players can go back to their home base (or keep travelling), for levelling up, replenish resources and such.

Each encounter will have the standard XP budget, for the Treasure Parcels, I think we can proceed as follows:

Encounter 01 - Parcel 10
Encounter 02 - Parcel 9
Encounter 03 - Parcel 8
Encounter 04 - Parcel 7
Encounter 05 - Parcel 6
Encounter 06 - Parcel 5
Encounter 07 - Parcel 4
Encounter 08 - Percel 3
Encounter 09 - Parcel 2
Encounter 10 - Parcel 1

With Encounter 10 being the final showdown with the "level-boss"

of course, as DMs, sometimes we put more parcels to one encounter, like when we want to simulate a Dragon's Horde, or a treasure chamber... not sure how we can handle this, but i guess if someone feels like his encounter shouldn't have any treasure, he can "leave it open" for someone else to use in a future encounter.

Same goes for XP budget... usually, I allot less XP to early encounters, and give more for the Final Showdown, but I felt it was better to give all encounters the same XP budget in this situation, so nobody feels neglected

if you post an encounter, you cannot post until 2 OTHER encounters have been posted (so, if you post encounter 1, you need to wait till 4 to post again)

Try to put as much details as you can in your encounter, like a map, tactics, personalities of the creatures involved, skill challenges, description of traps, etc.

Maybe you expect me to start this up with an encounter, but I really just thought about posting this... if I see no responses in the forst few days, I'll come up with something.

ok, I think that's it, if you have any suggestions, feel free to post.

I think this could be a great tool for all DMs on these boards, and honestly I have much more trust in fellow palyers to create scenarios than in "so-called" professionals... but that's another story entirely

have fun!

#19

Johnny_Angel

Nov 23, 2008 22:43:29
Encounter 1

01 - Encounter Level 1 - 500 xp

IMAGE(http://1.bp.blogspot.com/_d63Yzah6r9U/SSU4WTT4clI/AAAAAAAAACw/NZvxFYCREkU/s1600-h/Encounter+1+Map.jpg)

trying to link this image, but it's not working...

Kobold Skirmisher x2
Fire Beetles x2
Stirge x1

Setup
This area serves as a guard point for the entrance to the complex.

As the adventurers enter this chamber, read:
Opening the big stone double doors, you find yourselves into a square room of big stone bricks, with openings on all sides. Four colums, representing stout dwarves with angular features, are spaced evenly at the corners of the room. A few torches illuminate the room, togheter with a weird luminescence coming out of two big bugs. In the south, a big cage contains a weird birdlike creature. As you enter, you're welcomed by the screams of "Intruders!"

Features of the Area:
Columns - they grant cover
Stone double doors - none of them are locked, but they require a DC 15 Strength check to swing open.

Tactics:
The kobolds send their bettles charging ahead, as one of them open the cage of the stirge. Then they join the fray, using their mobility to flank. If both beetles and the stirge are dead, the kobolds try to run away to look for help inside the complex.

Treasure (Parcel 10): The column on the northeast hides a secret compartment (DC 12 Search check). If uncovered, it contains an obsidian statuette of a dwarf, worth 40 gp


and that's my first encounter... now up to you to map another room!

#20

Johnny_Angel

Nov 23, 2008 22:46:36
Encounter 3

encounter 3


If from the first chamber the PCs choose to go through the western door (the one to the left of the room if you're looking at Delazar's map of the original room,) it brings them to the following:


With a little effort the stone doors open.(Alternatively the doors may have already been open if some of the kobolds from the first encounter fled this way.)What you can immediately see is a 10 ft (2 square) by 10ft chamber made of stone; from floor to ceiling the corridor also appears to measure the same distance - 10 ft. You can also easily notice that in the far left corner of the room is a spiral stairway carved out of stone leading down.

------
|XX1
|SX1
------

X = empty spaces
S = stairway
1 = the direction the PCs will be coming from

If the PCs venture down the spiral stone stairway, it spirals down for about 100 ft (20 squares.) There are not torches or any other light source, so without light the PCs may possibly be in total darkness during the trek down. Eventually the corridor connects to a lower level chamber measuring 20 ft long (4 squares) by 25 ft wide (5 squares) as shown below. Light can be seen at the end of the stairway; the chamber it connects to is lit by several torches hanging along the far wall. Inside the room is a pair of Kobold Minions, a Juvenile Flame Spitting Drake, and a Dragonshield Guardian. The position of the kobolds may vary from the diagram shown below if they have been warned of the PCs' approach; they may also possibly have actions readied.

At the south end of the chamber is a large metal door similar to that of a bank vault. Flanking the door; attached to the wall, are two levers. The door is electrified whenever both levers are in the same position (whether that be up or down.) It works similar to a simple electrical circuit; if both levers are not in the same position, the circuit is broken and the door is no longer electrified.

Beyond the door is a group of Goblins who are being held prisoner by the kobolds, but the PCs won't know that yet. The Goblin group consists of 2 Goblin Cutters and 1 Wounded Goblin Warrior; the wounded warrior acts as the leader of the group. How the goblins interact with the PCs varies depending upon how the encounter plays out. If the door is opened during the fight with the kobolds then they will engage the kobolds; they won't immediately attack the PCs unless an attack made by the PCs harms one of them. If the kobolds are all killed and the goblins have not been provoked, the PCs may attempt a negotiation skill challenge in order to gain the goblins as allies. If the PCs fail the skill challenge it is the DM's choice as to what happens. The goblins may still offer some information about the complex; the goblins may fight the pcs; the goblins may simply just leave and not help the PCs at all. The goblins speak only goblin; if the PCs cannot communicate with them then the goblins more than likely simply just attempt to leave the complex.

Treasure Parcel 8: A pouch on the Dragonshield Guardian contains 120 GP.

-------
1XXXK|
1XXXX|
|XXXX|
|XXXX|
|KGDX|
-!===!-
|?????|
|?????|
-------

1 = where the PCs will be entering from
X = empty squares
K = Kobold Minion
G = Dragonshield Guardian
D = Juvenile Flame Spitting Drake
! = levers
= = metal door
? = prison chamber in which the goblins are located

stats for new creatures

DRAGONSHIELD GUARDIAN LEVEL 2 ELITE SOLDIER
Small natural humanoid (kobold) XP 250

Initiative +4 Senses: Perception +2; darkvision
HP 64; bloodied 32
AC 20 Fort 16 Reflex 14 Will 14; see also trap sense
Action Point 1; Saves +2
Resist 5 fire
Speed 5
Short Sword (standard; at-will) * weapon
+7 vs AC; 1d6+3 damage, and the target is marked until the end of the Dragonshield Guardian's next turn
Dragonshield Tactics (immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent; at-will)
The Dragonshield Guardian shifts 1 square
Shifty (minor; at-will)
The Dragonshield Guardian shifts 1 square
Mob Attack
The Dragonshield Guardian gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shieldbearer
Allies adjacent to the bodyguard gain a +2 power bonus to
Indomitable Presence
Every time a Dragonshield Guardian attacks an enemy, whether the
attack hits or misses, it marks that target. The mark lasts
until the end of the Dragonshield’s next turn. When a target
is marked, it takes a –2 penalty to attack rolls if the attack
doesn’t include the Dragonshield as a target. A creature
can be subject to only one mark at a time. A new mark
supersedes a mark that was already in place.
In addition, whenever a marked enemy that is
adjacent to the Dragonshield shifts or makes an attack that
does not include the bodyguard, the Dragonshield can make
a basic melee attack against that enemy as an immediate interrupt
Trap Sense
The kobold gains a +2 bonus to all defenses against traps

Alignment: evil Languages: draconic, common
Skills: acrobatics +5, stealth +7, thievery +7
STR 14 (+3) DEX 13 (+2) WIS 12 (+2)
CON 12 (+2) INT 9 (+0) CHA 10 (+1)
--------------------------------------------------------------------------


Juvenile Flame Spitting Drake Level 1 Elite Artillery
Medium natural magical beast (reptile)(elemental) XP 200

Initiative: +5 Senses: perception +3
HP 48; bloodied 24
AC 16 Fort 14 Reflex 16 Will 12
Action Point 1, Saves +2
Resist 10 acid; 5 fire
Speed 7
Bite (standard; at-will)
+4 vs AC; 1d6+1 damage
Caustic Spit (standard, at-will) * acid
Ranged 10; +6 vs Reflex; 1d10+3 acid damage
Born of Fire
The Fire Spitting Drake can convert any attack power it has
to fire. Change a power’s energy keyword to fire, or add
fire energy to an attack power that doesn’t normally deal
energy damage.
Hot Body
Any creature that hits the scion of flame with a melee
attack takes 2 fire damage.

Alignment: unaligned Languages: ---
STR 14 (+3) DEX 18 (+5) WIS 14 (+3)
CON 14 (+3) INT 3 (-3) CHA 12 (+2)
--------------------------------------------------------------------------
#21

space_dragon

Nov 23, 2008 22:48:37
Um...why exactly are you reposting everything on the thread so far?
#22

Johnny_Angel

Nov 23, 2008 23:02:04
Um...why exactly are you reposting everything on the thread so far?

My original intent was to collect everything together so that someone could easily see what was already done and then contribute. However, the multi-quote feature wasn't working right, and I couldn't put everything into the same post like I wanted to.
#23

Delazar78

Nov 24, 2008 3:52:48
love what everyone has done so far!

if no one posts an encounter between today/tomorrow, i'll come up with nr 4

regarding mapping, i just used MS Excel... i make all the cell squares, and color the dungeon tiles...

keep up the good work!
#24

Delazar78

Nov 24, 2008 4:40:27
if it's ok for you, I can map in excel also your rooms, and attach them to mine, so we have an idea of the whole picture.
#25

space_dragon

Nov 24, 2008 5:16:39
if it's ok for you, I can map in excel also your rooms, and attach them to mine, so we have an idea of the whole picture.

Please do that!

I have some ideas for other rooms, but I've been waiting for other people to post. Regardless of whether or not that happens, expect another post from me in the next 24 hours.
#26

Delazar78

Nov 24, 2008 5:42:16
The only thing I was unsure of was which door you picked from the main room to connect your hallway to. The way I have it oriented would be as if it were connected to the North door; the one which was straight across from the door through which the PCs first entered the complex.

I'll connect this on the EAST side, just because the North is supposed to be the Entrance to the Dungeon, so it gives to the "outside"
#27

Delazar78

Nov 24, 2008 6:06:44
THIS is what we got so far

let me know if i understood wrongly
#28

Johnny_Angel

Nov 24, 2008 6:47:09
THIS is what we got so far

let me know if i understood wrongly

That seems pretty accurate from what I can tell.

In the area of Encounter 2 there is a trap, and in the area for Encounter 3 I didn't envision there being a door at the bottom of the steps, but in hindsight it might actually make more sense for there to be a door there since there's a door at the top of the steps.

Also, aside from the Goblin cutters, there's also a wounded Goblin Warrior held prisoner in the area near Encounter 3, but I think the map is close enough that someone reading the encounter and then looking at the map would understand everything.

Great job with the map; I'm actually a little excited that I can look at a visual representation of something that I helped to create.
#29

richd

Nov 24, 2008 6:55:03
OK here's goes. Encounter 4. The Hall of Ages Exp 700

This connects to the South Door of the first room.

2 Kobold Dragonshields
2 Kobold Slingers (One slinger wears +1 Darkleaf Leather add +1AC to base stats)
6 Kobold Minions
2 Trapped Statues


Setup
This area serves as a barracks and trap room for the complex.

I have made a map here:
IMAGE(http://img155.imageshack.us/img155/7163/statueroom2ux3.th.jpg)

As the adventurers enter this chamber, read:
Opening the big stone double doors, you find yourselves in a long hallway leading up to a massive stone door of dwarvish make. Lining the corridor are statues of proud dwarven warriors on marble bases.

Features of the Area:
Statues - they grant cover

The first two statues are traps. The kobolds have sawed away at the base so that a good shove will topple them over onto an adjacent sqaure. +4 vs. Reflex; 1d8 damage." The square where the statue lands becomes difficult terrain from rubble.

Tactics:
Alerted by the kobolds in the entrance chamber, the Dragonshields and Slingers are hidden behind their statues. If not discovered, the Dragonshields push the statues on to the rearmost party members to block their escape. If spotted by the party, they drop them onto the nearest party members.

Either way, the Dragonshields shift out of the center corridor to the sides and minions rush forward down the sides to swarm around the PCs with the Dragonshields as a lynchpin. The slingers shift in and out of the statues to take potshots where they can and then duck back behind cover.

Treasure: +1 Darkleaf Leather on Kobold Slinger.


Massive door - These are locked and enspelled to open only when the proper dwarven prayers are said over it. The door is a level one skill challenge. 4 Successes are needs before 3 failures. One success must be Thievery DC 15 and one must be Religion DC 15. Attempts to force the door net an automatic failure. Success opens the door; failure causes a deep alarm bell to sound out which alerts every monster in the complex.
#30

space_dragon

Nov 24, 2008 11:57:50
Delazar- That's awesome! There are some minor omissions, but Johnny already addressed them all.

RichD- I really like your encounter (the statue pushing is very creative), but there are a couple of problems with it. For one, why is it worth 700 XP? That doesn't follow the encounter pattern we've been told to adhere to, and just makes it harder for other people who post after you. It should either be 500 XP (level one encounter), 625 (level two encounter), or 750 (level three encounter). Also, what is "test +4; failure inflicts 1d10 damage?" Do you mean the kobolds make an attack roll with a +4 attack bonus? And why do you need Thievery AND Religion to open the door? Do you have to pray over it as well as pick the lock? Also, is this a skill challenge?
#31

richd

Nov 24, 2008 12:55:41
Add two more minions then for an even 750. I did not catch that we were being so exact about the math.

As for the statue I mean what is written, roll a D20 add 4 and compare to the Reflex value. The stats for the statues are simply the pit trap redressed a little. I considered two falling statues to be the equivalent of one pit that could catch multiple people. I was uncertain how to price the toppling statues actually so I'm open to suggestions. Only the Dragonshields and Slingers are needed. We can add minions until we hit a magic number.

As for the door, I actually stated that it needed to be prayed over in my original description. Were I creating this dungeon all on my own, I would make the door a full Skill Challenge with failure meaning guardians on the far side of the door were activated. But since this is a group endeavor, I just made it an oddly locked door and the next person can play with it as they wish.

Does that clear everything up?
#32

space_dragon

Nov 24, 2008 13:08:54
Add two more minions then for an even 750. I did not catch that we were being so exact about the math.

Well, the more we play with the numbers, the harder it will be to reach the even "10 encounters per level" spoken of in the OP. Granted, its not going to be perfect anyway (as some rooms in the same dungeon have different EL's), but it should still add up to 300 encounters in the end. If we don't stick to solid EL's, that will be much harder.

As for the statue I mean what is written, roll a D20 add 4 and compare to the Reflex value. The stats for the statues are simply the pit trap redressed a little. I considered two falling statues to be the equivalent of one pit that could catch multiple people. I was uncertain how to price the toppling statues actually so I'm open to suggestions.

First of all, rephrase their attack description as "+4 vs. Reflex; 1d10 damage." Second, considering that these are two, rather weak one-shot traps, maybe they should be considered "minion traps?" As in, each one adds 25 xp to the encounter? Maybe downgrade their damage to 1d8 to ensure that they aren't too powerful for their xp cost. So then:

6 kobold minions (150 xp)
2 kobold slingers (200 xp)
2 kobold dragonshields (250 xp)
2 trapped statues (50 xp)

Total of 650 XP. Now, check this part out:

As for the door, I actually stated that it needed to be prayed over in my original description. Were I creating this dungeon all on my own, I would make the door a full Skill Challenge.

Make the door a level one, complexity one skill challenge, adding 100 XP to the encounter. BAM! TOTAL OF 750! A perfect third level encounter incorporating both combat and skill elements.
#33

richd

Nov 24, 2008 13:40:00
So let it be written, so let it be done!
#34

space_dragon

Nov 24, 2008 15:08:19
So let it be written, so let it be done!

Glad you like my suggestion. Go ahead and edit.

I'll be posting my next room quite soon.
#35

space_dragon

Nov 24, 2008 16:07:14
This room is behind the unguarded side door in Area 2.

Room 05; level 1 encounter (500 XP)

Young Cave Bear x1
Portcullis x1


Setup

A bear was living in part of the ruins when the kobolds moved in. They captured the beast, and the kobold leader is in the process of researching a spell to bewitch it to be his obedient mount. For now, it is kept behind a sturdy barrier, and serves as a living trap for intruders.

As the adventurers enter this chamber, read: This is clearly a hallway, but most of it has been blocked off by a wooden portcullis. Lying on the floor is a crude winch, attaches to a rope that raises it. There are strange, wooden contraptions on the ceiling.

Features of the Area:

Size - the hall is two squares across and eight squares long.

Doors - the only door is the one the PC's come in through; the other end of the hall has long ago caved in.

Portcullis - Blocks off the hall 3 squares in.

Trap - Raising the portcullis triggers the trap (see below).


Tactics:

The bear is chained to one of the walls, and cannot leave the room. The kobolds give it drugged food before entering the hallway to make it temporarily docile when the leader wants to experiment with training it; otherwise, it will attack anyone who it sees once the portcullis is out of its way.

Bear
This cave bear is young and slightly malnourished, and is thus a bit weaker than normal. Apply one negative level to the statblock from the Monster Manual, making it a level 5 elite. I'll post the modified stats myself when I have time.

Because the bear is chained to the wall, it cannot go further than the entrance to the room.
#36

Johnny_Angel

Nov 25, 2008 0:21:01
erased
#37

space_dragon

Nov 25, 2008 0:24:11
Huh, I was assuming that the north door of room one was the dungeon's entrance. We still have two other directions to expand in; the prayer-door (which probably leads to a vault that the kobolds haven't opened) and the junk-door (which obviously leads to the main kobold base). That's plenty to go on.

Anyway, since Johnny claimed the west door from room one and Rich claimed south, that means my rooms are connected to the east door (and yes, the bear room is behind the "unimportant" door in the junk room). Hope that helps.
#38

Johnny_Angel

Nov 25, 2008 0:43:38
Huh, I was assuming that the north door of room one was the dungeon's entrance. We still have two other directions to expand in; the prayer-door (which probably leads to a vault that the kobolds haven't opened) and the junk-door (which obviously leads to the main kobold base). That's plenty to go on.

Anyway, since Johnny claimed the west door from room one and Rich claimed south, that means my rooms are connected to the east door (and yes, the bear room is behind the "unimportant" door in the junk room). Hope that helps.

That's fine if it's that way. I don't think it's a big deal whether the PCs are going North or if they're going South. I was just trying to get my sense of direction as it relates to the complex.
#39

Johnny_Angel

Nov 25, 2008 2:03:02

Room 6, Tomb of Lord Horian Thunderhammer the Tyrantfeller, Encounter Level 1 XP 500

Aspect of Horian, Level 3 Elite Soldier XP 300
2 Decrepit Dwarf Skeletons, Level 1 Minions, XP 25 each (50 Total)
Holy Hammer Trap, Level 3 Lurker, XP 150

Treasure Parcel 7: One healing potion and 70 GP and 20 SP
Treasure Parcel 5: Two healing potions and 100 GP

Room Description


Once you figure out the puzzle of the dwarven door, it slides open to reveal a magnificent site. Immediately inside; flanking the door which is the only entrance to the room are two clay statues of dwarven warriors. In the center of the room, you can see a huge and majestic statue of a dwarf warrior holding a warhammer. The worksmanship is so extravagent that you can't tell if it's stone or if it was carved out of a solid hunk of stainless steel somehow. The perimeter of the room is built at the same level as the room you came from, but the rest of the room is 1 square lower which puts you in mind of a shallow square bowl. There is water in the lower part of the room; not a lot of water, perhaps only three or four inches...just enough to cover the smooth stones of the floor; the shallow water is almost like a mirror. Upon further inspection of the statue you notice that the front of the statue is built in such a way that it connects to a sarcophagus at the base of the statue. Three containers of red liquid (healing potions) and four small leather bags (each containing 42 GP and 5 SP) are placed neatly on top of the sarcophagus almost as though it were a regal shelf of sorts.

room schematic

====DD====
>XXZXXZXX<
>XTTYYTTX<
>XTTYYTTX<
>XYYSSYYX<
>XYYSSYYX<
>XTTYYTTX<
>XTTYYTTX<
>XXXXXXXX<
==========


DD = door
=, <, or > = walls
X = empty non-water squares
T or Y = empty water squares
SS = statue/tomb/sarcophagus
ZZ = Decrepit Dwarf Skeletons
#40

Delazar78

Nov 25, 2008 3:33:28
Add two more minions then for an even 750. I did not catch that we were being so exact about the math.

well, the math in the original post was a general rule so that all of us would use the same amount of XP, and everyone would feel like they contributed the same.

btw, I believe there's nothing wrong in using a bit more (or less) XP to create your encounter, also to give the Dungeon a bit of variety.

If everyone agrees, next level we can work with a TOTAL LEVEL XP BUDGET.

For example, if a level 2 group of 5 PCs needs 10000 xp to pass a the level (don't have my books with me, correct me if I'm wrong), each of us uses a part of it (10%, 15%, 20%) to create his encounter, and notes it on top of his encounter.

True, most probably we won't have 10 encounters per level, but the core of this initiative is to create a campaign that spans from lvl 1 to 30... if we got 260 encounter instead of 300, i think we shouldn't be too unhappy ^^.

That said, maybe we can already start to think about a bit of a plot, just to give us some direction.

It doesn't need to be already an over-arching plot for all the 30 levels, but when you design your encounter, think a bit about what the guy before you did, and try to inspire the guy after you.

hoping all this makes sense, i salute you
#41

Delazar78

Nov 25, 2008 3:37:37
Huh, I was assuming that the north door of room one was the dungeon's entrance.

Correct. I think i even wrote "Entrance to the Dungeon"?

For future reference, when somebody creates Encounter nr 1 of a level, he will indicate the "Entrance Point", and that opening must be left free, as it opens to the "outside".

Fine with all?
#42

Johnny_Angel

Nov 25, 2008 4:02:33
I'll connect this on the EAST side, just because the North is supposed to be the Entrance to the Dungeon, so it gives to the "outside"

Yeah... I'm not sure if it was lack of sleep at the time or what, but for some reason what I thought you said was that the North door was supposed to lead further into the complex. Somehow my brain forgot how to properly read, and I thought you said the exact opposite of what you said.
#43

Delazar78

Nov 25, 2008 6:01:52
THIS is what we got so far.

The map is becoming too big to make a screenshot... any idea how i can "transform" an XLS file into a JPEG or something?

So far we've spend 2875 xp, out of the 5000 xp needed to pass the level, and we've used Treasure Parcels 8, 9, and 10.

Keep the encounters coming! (or is it my turn...?:D )
#44

richd

Nov 25, 2008 8:37:00
Oh you've got my room flipped Delazar. They should be entering at the bottom of the T and heading towards the crosspiece. We really need to start adding a compass rose to our descriptions to keep things straight.

I like the idea of using an experience point value for the level and keeping track of what we use until its done.

As for the map, I think your only option is to use a screen capture program to make a image file of it. Hitting print screen should bring it to the clipboard and you can bring it into a image manipulation program like Photoshop.

This has been great fun so far. Can't wait to see what we come up with next.
#45

Delazar78

Nov 25, 2008 9:43:21
ok, i'll fix it as soon as i add another encounter.

I already use a screen capture program, the problem is that soon the map won't fit in one "screen"...
#46

carios

Nov 25, 2008 14:28:59
Room for another contributor? I’m going with the idea that the kobolds once worshipped dragons but have switched to Primordials/other but a few may remain loyal to their dragon masters.

07 – Kobold Living Area level ½ 500/625xp

2 Kobold Dragonshields (level 2, 125xp each)
2 Kobold Skirmishers (level 1, 100xp each)
7 Kobold Minions (level 1, 25xp each)

Area 07

Set Up The general lay out of the room can be seen Map

The Kobold Minions represent the “women and children” of the tribe and start in the 10’ square rooms lining the main chamber. Each round three Minions will join the fight; determine which room they come from by rolling a d8. If the kobolds are given sufficient warning of attack from Area 2 then five of the Minions will retreat deeper into the dungeon for safety and may appear in a future encounter (reducing the level of this encounter to level 1).

Read, as the adventurers enter the room: As the door opens the stink of kobolds hits you. This large room has numerous crude, wooden doors lining the walls to either side of you and several large stone doors are at the opposite end of the room. Litter, food and junk lies scattered across the floor of the room.
Several kobolds turn their heads towards you and snarl, getting to their feet.
OR Several kobolds stand with weapons drawn and prepare to attack.

Features of the Area:
Light – torches fill the room with bright light
Doors – Rooms 1-8 have weak wooden doors that can easily be ripped down. Doors A, B and C are stone. Door B is slightly warm to touch and door C id cool to touch.

Treasure
Parcel 6 - Searching the area, the adventurers will find 80gp scattered through nests of blankets and furs in the small rooms. A DC 15 perception check will also uncover a Smoky Quartz gemstone (100gp) with the image of a dragon etched into it. In one of the rooms a +1 Frost Mourningstar sits head down in a barrle of stale ale. It appears to be too large for the kobolds to wield so they have put it to use keeping their drinks cool.
#47

space_dragon

Nov 25, 2008 16:07:59
I think the main kobold nest should be a higher level encounter than that. In particular, I think there should be a boss type. Also, the thing with the eight doors seems needlessly complicated.

Just my opinions.
#48

carios

Nov 25, 2008 16:51:25
I was aiming to get the feel across that it was a real community with living space and a fair number of young. I would imagine that during the day, when adventurers are busy exploring dungeons, the monsters have their own things to be doing... The boss is off trying to develop his cave bear controlling ritual, some kobolds are out hunting, others might be doing other things beyond the other exits to this room. I can't think of a reason for a massive number to be just hanging around in the general sleeping area, just the kids and a few guys to keep an eye on them/just got back from a hunt.

However, if others feel the same way I'll change it.

Looking back on it I do agree that the random entrances for the Minions is a bit to much so I've edited the map to show where they start: Map

Edit: Looking at the Draconomicon it would be pretty easy to reflavour the Wyrmwarped and Dragonkin kobolds to being primordial flavoured. To beef up the encounter to 3rd level how about:

1 Dragonkin Sentry (level 5 skirmisher, 200xp)
1 Wyrmwarped Atrocity (level 4 Brute, 175xp)
2 Kobold Dragonshields (125xp each)
5 Kobold Minions (25xp each)

An arcana (DC 12?) check could identify that these kobolds have been mutated by a powerful Elemental Chaos effect.

How does that sound?
#49

space_dragon

Nov 25, 2008 16:56:37
Nah, now that you put it that way its fine. A level 1 encounter is fine, assuming you've essentially caught the kobolds napping. Sorry about that. If this is just a living area, and there are further kobold objectives deeper in the dungeon, then its fine.

Also, I'd like to move that we stick with core and homebrewed monsters only; not everyone owns the Draconomicon or pays for DDI.
#50

carios

Nov 25, 2008 17:15:43
Cool. I probably should have said something to that effect in my first post, but glad you agree with my explanation.

I see your point about using core and homebrew only and agree that that would be for the best.

I'll edit my first post to use the mapped out minions and throw in some other referance to Primordial influence. Just thinking ahead... if there are 2 factions, Dragon/Primordial worshippers then there is potential for the adventurers to aid one side against the other, potentially leading to interest from a higher figure... but that is thinking quite far ahead.
#51

Delazar78

Nov 26, 2008 3:40:10
Also, I'd like to move that we stick with core and homebrewed monsters only; not everyone owns the Draconomicon or pays for DDI.

seconded!

unless we can reprint published material on these forums, which i don't think we can, so... pls stick to Core (PHB, DMG, MM) and homebrew.
#52

Delazar78

Nov 26, 2008 3:42:01
Room for another contributor?

the more, the merrier... welcome aboard!
#53

Delazar78

Nov 26, 2008 5:42:01
removed
#54

Delazar78

Nov 26, 2008 6:08:52
08 - Encounter Level 1 - 500 xp

>>>MAP<<<

Kobold Slyblade x1 (+1 to Fort, Refl, Will)
Dire Rats x2
Giant Rats x5

Setup
This area houses the last line of defense of the kobold lair, before reaching the Chieftain/boss room. To guard it, Slink "Rat-face" and his pets lie in ambush.

As the adventurers enter this chamber, read:
You find yourself in a square room, another door can be seen in the south. The room is illuminated feebly by a single lantern hanging in the middle of the room. In the dark corner, you perceive four column supporting the ceiling. The stench of garbage is overwhelming, and the squeaking of rats feels the room.

Features of the Area:
Statues - They represent Dwarven Warriors, supporting the ceiling with their square helmets. They grant cover.
Stone double doors - They are not locked, but they require a DC 15 Strength check to swing open.
Lantern - creature with low-light vision and darkvision are not affected by it, others suffer -2 to hit due to concealment of their target.

Tactics:
Slink has trained his rats to fight as a team, and to provide him with many allies to obtain combat advantage. If all his rats should die before him, he will throw a spare dagger to the lantern (Refl vs 15) to cover the room in darkness.

Treasure (Parcel 4): Slink is wearing a +1 Symbol of Life, representing some sort of snakelike creature (a symbol of the God Zehir). He has no idea it is magic, but he always dreamt of training snakes instead of rats...
#55

Delazar78

Nov 26, 2008 6:18:39
THIS is what we got so far.

That leaves us with 500 XP to spend, and parcels 1, 2, 3 still unassigned...

I guess it will be an easy Final room, with a lot of rewards in it...

I suggest Encounter 6 will be a room with no other exits (let's say the kobolds were scared to go in that room, since it's full of undead) and someone adds the last room attached to encounter 8.

Doors B and C of encounter 7 may just be decoys, or removed... what you all think?


EDIT: on second thought, maybe, after detailing Encounter 6, we should just STOP, and give the remaining 500 xp and Treasure Parcel 1 as Major Quest reward... the Quest could be "Free the tomb of lord Horian from the Kobold infestation", or something like that.
Parcels 2 and 3 should be assigned to some other encounter, maybe in a secret place.

Then we can start with Adventure Level 2, although i'd like if in this adventure there was already an "hook" to go to adventure 2.
#56

richd

Nov 26, 2008 8:20:39
Hmmm. How about evidence in Rat-face's room that the bulk of the tribe recently moved out of the tomb to serve a new master leaving behind the few that were too scared or too weak to come along? That would be the lead into the next set of adventures and explain why the tribe was weakened. We could pare down one or two of the other rooms to beef up Rat-face or his swarms a bit so he feels like an end boss. What do you guys think?
#57

Delazar78

Nov 26, 2008 8:41:41
Hmmm. How about evidence in Rat-face's room that the bulk of the tribe recently moved out of the tomb to serve a new master leaving behind the few that were too scared or too weak to come along? That would be the lead into the next set of adventures and explain why the tribe was weakened. We could pare down one or two of the other rooms to beef up Rat-face or his swarms a bit so he feels like an end boss. What do you guys think?

I don't know... why would the PC's just go follow the rest of the tribe? Just to slaughter them? The other kobolds should have something the PC's need, and even in this case, if the PC's came here to find that "something" in the first place, and they just have to move to another place 'cause it's not there, that's just lame. (reminds me of Thunderspire Mountain "the slaves are not here, AGAIN!?")

Also, how do they find the new place? Did the old Kobold boss leave a map "here is where you can find us"? I don't know, it just don't sound good to me.

What if: the MAIN encounter is actually the one with the dwarven undead. Rat-face is just some sort of outcast, or feared, that's why he leaves apart in that room. The PCs quest, given to them by a Dwarven contact, is to clear Horian tomb. During the cleaning up, they notice that Horian tomb has been despoiled (that's why he raised as an undead), and "something" important is missing. They also find out (probably from Rat-face) that the kobolds where paid by a local thieves guild to enter the place, and steal "something", but then the kobold decided to stay there permanently. Now, once the Dwarven contact realizes that "something" is missing, he sends the PCs to investigate the thieves guild (so we also have a change of scenario).

Somehow I would like Zehir to have a part in this, but I guess there's still time to do that...
#58

carios

Nov 26, 2008 8:50:20
How about some minor quests so there is some xp left to bulk out the last fight:

100xp for clearing the Tomb.
100xp for finding something missing.
300xp to boost the Rat-face encounter (add two 3rd level monsters).

I agree that doors B and C should be scrapped so they can be removed from the map and I'll edit them out of my room description.

Add parcel 2 to the final encounter, some Everlasting Provisions that Rat-face uses as treats for his rats.

Parcel 1 could be a payment from the decendants of Lord Horian, perhaps a suit of Battleforged Plate.

Parcel 3 could be added to the bear room. Searching in the caved in end of the room uncovers a 3rd level item...
#59

space_dragon

Nov 26, 2008 10:51:15
It doesn't make sense to have treasure in the bear room; you'd think the kobolds would have already found it, before they put the bear in there. Instead, I'd say give an extra treasure parcel to Rat-Face.

By the way, have the kobolds gotten through the prayer-door into Hurien's tomb or not?
#60

carios

Nov 26, 2008 11:29:27
It doesn't make sense to have treasure in the bear room; you'd think the kobolds would have already found it, before they put the bear in there. Instead, I'd say give an extra treasure parcel to Rat-Face.

By the way, have the kobolds gotten through the prayer-door into Hurien's tomb or not?

Another parcel in Rat-faces room? It seems like a lot in just one encounter. I was just imagining something like an Orb buried in the rubble at the caved in end of the bear room. Maybe thats a bit random though.

How about adding it to the tomb room?
#61

richd

Nov 26, 2008 11:48:54
I don't know... why would the PC's just go follow the rest of the tribe? Just to slaughter them? The other kobolds should have something the PC's need, and even in this case, if the PC's came here to find that "something" in the first place, and they just have to move to another place 'cause it's not there, that's just lame. (reminds me of Thunderspire Mountain "the slaves are not here, AGAIN!?")

Also, how do they find the new place? Did the old Kobold boss leave a map "here is where you can find us"? I don't know, it just don't sound good to me.

Pretty simple to me. A letter detailing the new big bad's plan to gather all the monsters in the area under his banner, a mention that destroying the PC's home base is the first order of business once the army is assembled, and a vague detail along the lines of come to my fortress in the Iron Hills to send the PC's off for some wilderness scouting followed by butt-kicking evil. If the letter part bothers you, have one of the kobolds try to buy his life with the information.


What if: the MAIN encounter is actually the one with the dwarven undead. Rat-face is just some sort of outcast, or feared, that's why he leaves apart in that room. The PCs quest, given to them by a Dwarven contact, is to clear Horian tomb. During the cleaning up, they notice that Horian tomb has been despoiled (that's why he raised as an undead), and "something" important is missing. They also find out (probably from Rat-face) that the kobolds where paid by a local thieves guild to enter the place, and steal "something", but then the kobold decided to stay there permanently. Now, once the Dwarven contact realizes that "something" is missing, he sends the PCs to investigate the thieves guild (so we also have a change of scenario).

Somehow I would like Zehir to have a part in this, but I guess there's still time to do that...

This also works but I don't see why a guild of thieves would hire a tribe of kobolds to break in when surely one of their members could break into this place blindfolded. Why not change it to a cult member since some of the others were talking about fitting demon worship into the tribe of kobolds? Then the party can root out an evil cult in their hometown.
#62

space_dragon

Nov 26, 2008 12:37:22
Another parcel in Rat-faces room? It seems like a lot in just one encounter. I was just imagining something like an Orb buried in the rubble at the caved in end of the bear room. Maybe thats a bit random though.

How about adding it to the tomb room?

Tomb room works.
Encounter 6

Delazar78

Nov 27, 2008 3:29:01
Johnny posted Encounter 6, it looks great, but also a bit complicated, so it will take me a bit to read it.

I will put all togheter in the map, and delete the doors we don't need anymore.

I guess we can all agree that this first dungeon is a Dwarven Tomb, infested by kobolds... pretty classic, but i believe it's a good start.

At the beginning of the dungeon, we can add a "general" description, saying that "the structure is made of square ciselled bricks, all the walls are adorned with bas reliefs showing dwarven life..." and stuff like that.

for the follow up, my idea was the Thieves guild, RichD suggests another kobold hideout, or a cultist hideout, if I understand correctly. I'd like to have a few to no kobolds at all for the next scenario, but i guess we can discuss this.

Now I need to go back to work (Europe here...) ;)
#64

Delazar78

Nov 27, 2008 6:38:09
these are all the maps

Encounter 1
Encounter 2
Encounter 3
Encounter 4
Encounter 5
Encounter 6
Encounter 7
Encounter 8
Full Map

It would be nice if you could add the link of your map to your encoounter.
Regarding missing XP and parcel, i suggest to proceed as follows:

Parcel 2 to be added to Encounter 4
Parcel 3 to be added to Encounter 7
Parcel 1 + 500 xp as a Quest reward for cleaning up the tomb and give peace to Horian's spirit.

Regarding second dungeon, let's hear some more ideas, then tomorrow we take a final decision. I really would like everyone to have a part in the decision, but you understand that at some point one of us needs to take a final decision, and keep going... some sort of "friendly dictatorship"...
Encounter 6

Johnny_Angel

Nov 27, 2008 8:07:44
Johnny posted Encounter 6, it looks great, but also a bit complicated, so it will take me a bit to read it.

I will put all togheter in the map, and delete the doors we don't need anymore.

I guess we can all agree that this first dungeon is a Dwarven Tomb, infested by kobolds... pretty classic, but i believe it's a good start.

At the beginning of the dungeon, we can add a "general" description, saying that "the structure is made of square ciselled bricks, all the walls are adorned with bas reliefs showing dwarven life..." and stuff like that.

for the follow up, my idea was the Thieves guild, RichD suggests another kobold hideout, or a cultist hideout, if I understand correctly. I'd like to have a few to no kobolds at all for the next scenario, but i guess we can discuss this.

Now I need to go back to work (Europe here...) ;)

Yeah, it is a little complicated, and I apologize for that, but I had a concept in my head that seemed interesting, so I wanted to go with it. I'll try to give a brief summary of the 'phases' of the encounter here.

1) Initial Phase
The Initial Phase of the Holy Hammer trap is set off; initiative starts. The trap targets the 2 square by 2 square section (4 squares total) which is directly in front of the stature (between the statue and the door.) FYI: The reason I used Insight as opposed to Perception for the trap is because as a spiritual trap it seemed as though it would make sense to have it interact with Insight and intuition rather than Perception and more traditional outward senses such as sight.

2) Phase I
During this Phase the skeletal remains (Aspect of Horian Phase I) of Horian rise from the sarcophagus. The two clay statues near the entrance crumble away to reveal two Decrepit Dwarven Skeletons. The first phase of the Holy Hammer Trap is also active during this phase. The trap can be activated each round on Horian's turn if he uses a minor action to activate it; it randomly attacks one of the eight 2 by 2 (4 square) sections of the water covered floor. There is a section to the front of the statue, to the back of the statue, to each of the the sides, and to each of the corners. The watery area glows with a strange ghostly light during this phase which is meant as a subtle hint to tell the players where the trap is able to target.

3) Phase II
During this phase Horian's spirit takes on a more spiritual form (Aspect of Horian Phase II.) Horian's second phase rolls into initiative; the Holy Hammer trap continues to function on the same initiative that Horian's first phase had. The two Decrepit Skeletons may possibly still be active if they've survived this long (which is possible since Horian has a few abilities which grant temp HP.) Holy Hammer Phase II is active during this phase; during this phase it can target one of the eight 4 by 1 (4 square) sections of the perimeter floor - there is some overlap between the side sections and the top/bottom sections. There are two top sections, two bottom sections, two left sections, and two right sections. The perimeter of the room glows with a strange ghostly light during this phase to serve as a subtle hint to show the players where the trap is able to target.
#66

Delazar78

Nov 27, 2008 8:15:19
thx for the explanation, I really liked the encounter, and I think is really good as the "climax" of the scenario.

maybe you can add this explanation to your encounter, so it is clear for all?

It's probably a good idea for all of us to go and re-read his own encounter, and "finalize" it. I'd like to keep all the info relative to each single encounter in one post, so we don't have to go around and look for every piece of info.

Anybody here is an Acrobat Writer expert? To put everything in a nice layout and "send to the press"...
#67

carios

Nov 27, 2008 9:26:34
I agree, encounter 6 looks like lots of fun

I've added parcel 3 to encounter 7, as suggested, in the form of a +1 Frost Morningstar sitting in a barrle of ale. Too big for kobolds to fight with but they can still use it to keep their drinks cool :P

Thieves or cultist, either way I like it and agree we should move on from kobolds.

I could take a stab at putting the whole lot together if noone else wants to, although I shall be figuring it out as I go...
#68

Delazar78

Nov 27, 2008 9:42:04
I've added parcel 3 to encounter 7, as suggested, in the form of a +1 Frost Morningstar sitting in a barrle of ale. Too big for kobolds to fight with but they can still use it to keep their drinks cool :P

Cool... I mean...well, cool ;)

I could take a stab at putting the whole lot together if noone else wants to, although I shall be figuring it out as I go...

I don't even have the software to do it, so... go for it!
#69

Johnny_Angel

Nov 28, 2008 8:06:46
Well, if everybody else likes the Dragon vs Primordial idea which I mentioned in an earlier post, we could go with that as the basis for the fluff. That would work with the dwarf encounter too because dwarves were once the slaves of giants; giants were created by primordials if I remember my 4E History correctly. Perhaps the dwarf was somehow involved in defeating giants/primordials in an age long forgotten.

One of the problems with this idea is that there would have to be a reason for the PCs to care. Why would they care if the dwarven tomb was defiled? Why would they care if kobolds took up worship of a primordial? Will the primordial have any sort of impact on the world? If yes, what? Also, if yes, how does this concern the PCs?


That story need not even be something which impacts the other parts of the campaign. Maybe it's simply a historical background which explains the relationship of the dwarven tomb, the kobolds, and the goblins.
#70

Delazar78

Nov 28, 2008 8:33:08
I like the Dragon vs Primordial theme, I just think is a bit early for the PCs to get this "big picture"... but keep that in mind for the future.

Since weekend is coming, I'd like to wrap this Level up. We still need RichD to add a treasure parcel to his encounter, and our dear Carios to put everything in PDF

For Level 2, we're going to map a thieves'/bandits hideout... I'm thinking secret passage in the city sewers, which gives access to their lair... I'm also thinking wererats...>

If no one posts Encounter One before monday, I'll give it a shot myself.

Regarding XP budget and Treasure parcels, maybe we can try something different this time.

Treasure parcels will be "free form", so you can just decide which parcels to assign to your encounter (WISDOM is the main stat to be used in this case )

For XP budget, we can divide as follows:

One Major Quest Reward - 625 xp
Level 1 Encounter - 500 xp
Level 2 Encounter - 625 xp
Level 2 Encounter - 625 xp
Level 2 Encounter - 625 xp
Level 3 Encounter - 750 xp
Level 3 Encounter - 750 xp
Level 3 Encounter - 750 xp
Level 5 Encounter - 1000 xp (grand finale)

Total - 6250 xp, which is what we need to pass the level.

Have a nice weekend, and a lot of fun!
#71

Johnny_Angel

Nov 28, 2008 8:49:20
I like the bandit hideout idea. Sewers would suggest a city of some sort, but how would the PCs know to investigate the sewers? Hmm...some sort of social skill challenge using streetwise to gather information? Even figuring out which way to go in the sewer could be an interesting skill challenge; it would be similar to the Lost in The Woods challenge described in the DMG, but would use dungeoneering instead of nature. I think there's a lot of potential in the sewer idea.
#72

carios

Nov 28, 2008 8:58:08
I'll aim to get the whole thing put together and posted by Sunday. Before I start writing though I'd like to make sure I have all the introduction to the adventure clear.

Start off in Genericberg, our home city, and the party are approached by a local dwarven family. During their annual trip to the tomb of their honoured ancestor, Lord Horian, they were attacked by kobolds who appear to have infested the tomb. If the adventurers will clear out the tomb and ensure everything is ok then they will be payed with parcel 1 (+1 Symbol of Battle?), a family heirloom. The family are happy to give the heirloom away to adventurers they know will use it to do good.

The Tomb is a full days travel from the city, thus outside the area patrolled by city guards which is why adventurers need to be hired.

When the dwarves hear that Lord Horian had risen as an undead creature they realise that something must have been stolen from his Tomb, broken remains of the warhammer he used in battle against a giant king perhaps? The family ask the PCs to retrieve the object so that Horian may rest easy.

Anything else need to be added? Any background information for the area or suggested names for the city?
#73

Delazar78

Nov 28, 2008 8:58:23
Hmm...some sort of social skill challenge using streetwise to gather information?

I was thinking EXACTLY the same thing!
#74

Delazar78

Nov 28, 2008 10:44:25
Start off in Genericberg, our home city, and the party are approached by a local dwarven family. During their annual trip to the tomb of their honoured ancestor, Lord Horian, they were attacked by kobolds who appear to have infested the tomb. If the adventurers will clear out the tomb and ensure everything is ok then they will be payed with parcel 1 (+1 Symbol of Battle?), a family heirloom. The family are happy to give the heirloom away to adventurers they know will use it to do good.

love it so far... I'd just change the reward, as the PCs will find a magic "neck" already in the adventure... maybe make it a weapon?

When the dwarves hear that Lord Horian had risen as an undead creature they realise that something must have been stolen from his Tomb, broken remains of the warhammer he used in battle against a giant king perhaps? The family ask the PCs to retrieve the object so that Horian may rest easy.

Maybe better if, the family wants to ascertain the PCs have done their job, and once their in the Tomb, they realize "something" is missing.

Anything else need to be added? Any background information for the area or suggested names for the city?

Let's leave a few things "generic", so everyone can use it for his own campaign.
#75

carios

Nov 28, 2008 11:26:54
love it so far... I'd just change the reward, as the PCs will find a magic "neck" already in the adventure... maybe make it a weapon?

I thought holy symbols aren't neck slot items? You can hold or wear them to get the benefit, but it doesn't say anything about a slot being filled.

Maybe better if, the family wants to ascertain the PCs have done their job, and once their in the Tomb, they realize "something" is missing.

Ok, after the tomb is cleared, the dwarves will ask to be escorted back and then they can realise something is gone.

Let's leave a few things "generic", so everyone can use it for his own campaign.

I'd like to include a little bit of background just to give the adventure a little structure, but I'll do it in a way that can easily be changed or ignored if people don't want to use it. Stuff like Horian being a giantslayer to get some linking done. Dwarven Giantslayer -> Giants -> Primordials -> Primordial Cult wants his giant slaying hammer. There, now we know why adventure 2 is happening :P

Again, if others have more suggestions then it would be good to hear them just to make the adventure flow.
#76

space_dragon

Nov 28, 2008 11:45:30
Before I start working on this thieves' hideout, I just need to know; are these thieves primordial worshippers, or have they just been hired by them?
#77

carios

Nov 28, 2008 11:51:07
Before I start working on this thieves' hideout, I just need to know; are these thieves primordial worshippers, or have they just been hired by them?

I'm more drawn towards hired by. We don't want the adventurers to know what they are getting themselves into until they are entangled in the cults evil plans Bwah hah hah hah!! *cough* I mean *cough*... you know... I'm not fussed either way...
#78

Johnny_Angel

Nov 28, 2008 13:25:27
I'm more drawn towards hired by. We don't want the adventurers to know what they are getting themselves into until they are entangled in the cults evil plans Bwah hah hah hah!! *cough* I mean *cough*... you know... I'm not fussed either way...

I agree. I would say that they're probably just hired by the cult or otherwise working for the cult without knowing.


I think the dwarven family approaching the PCs works perfectly fine, but including a few alternatives for adventure hooks would probably be a good idea too. Perhaps the primordial once controlled an aspect of the world which is now controlled by a god of the modern era. The cleric of that god recieves a message from the church, or a paladin has strange visions, or something similar. Another adventure hook could be something involving the goblin/kobold conflict. If one of the PCs is a dwarf, perhaps his family or his clan sends word that someone has defiled the tomb of a dwarven hero. Perhaps more than one of these hooks could be worked in.

I like the idea of Horian's hammer being stolen. Maybe for some reason it is needed to smash the seal which binds the primordial and prevents the being's return. That's probably getting too far ahead of where we are, but it's an idea that I like.
#79

richd

Nov 28, 2008 15:45:50
OK, if we are doing wererats in the sewers I can handle the bandit idea.

I still need to go back and update my actual post but the treasure added will be a small sized suit of +1 Darkleaf leather on one of the Kobold Slingers. It will have +1AC as a result. It was taken off the dead body of the halfling guild thief that died trying to break in. When he didn't come back, they hired the kobolds. We could even add a cryptic clue in a hidden pocket if we were so inclined.

Oh and check me on the skill challenge since I have not made one of those before.
#80

carios

Nov 28, 2008 16:48:18
I've re-ordered the encounters and tried to put them all into a similar format. Hopefully I have kept the essence of what each person visualised there encounter as. I've managed to do a few of the encounters so far and will carry on over the weekend, finishing on sunday (I hope).

If you think I've changed to much then let me know (maybe send me a PM with what you would like it to say exactly). Is the layout I'm going for ok? Should I give the whole thing a background of some kind or keep it nice and simple? Title for the adventure? Ahything that should be in the Header/Footer? Please give some feedback.

Also if anyone has any pictures they think would make it a more visually exciting piece of work that would be good too

Edit: already looking at it myself I think the overall map needs a page to itself because of its size.
#81

Johnny_Angel

Nov 29, 2008 14:58:57
Carios, I think you've done an excellent job so far. I know from looking at the one encounter I created that you cleaned up the format and put it into words which capture what I wanted while making it easier to understand.

I agree that the map probably needs a page of its own.
#82

carios

Nov 29, 2008 17:57:56
Carios, I think you've done an excellent job so far. I know from looking at the one encounter I created that you cleaned up the format and put it into words which capture what I wanted while making it easier to understand.

I agree that the map probably needs a page of its own.

Great, glad you like it. I've got all the encounters layed out in a similar style now and am just sorting out the stat blocks of new monsters. The Horians Tomb encounter has been alot of work...

I'll finish off the last bits and pieces and post the finished product tomorrow :D
#83

carios

Nov 30, 2008 16:55:33
Here is the final layout.

[URL=http://www.4shared.com/file/73868703/503689ec/Adventure_1.html
]Adventure 1[/url]

To be corrected:
1) Map/encounter numbering (sorry, forgot to change them when I changed the encounter order)
2) Symbol of Life stuff

I hope everyone likes it and maybe someone will even run it one day :P
Maybe this should be added to the original post?

If anyone has anything they really want to have changed/added/removed then if they could let me know in the next couple of days that would be great.

I would suggest that when people start posting encounters for adventure 2 that they follow the layout I've used here (or another layout that everyone agrees with) to make it easier to compile at the end.

I can't wait to get started on level 2, I've already got several ideas running around in my head. I just have to remember I also have exams in a week
#84

richd

Nov 30, 2008 18:32:24
It looks good , but the numbering is weird. For example, my room is marked Encounter 7 on the main map, Encounter 9 in its title on page 11 and Encounter 4 on the inset map on page 11. There are similar inconsistencies on the other pages. Otherwise, it looks and sounds great. Thanks for doing it!
#85

Johnny_Angel

Dec 01, 2008 13:46:36
Ok, so level two is going to take place in a city; more specifically, in the sewer of a city?
#86

Delazar78

Dec 02, 2008 1:36:39
I thought holy symbols aren't neck slot items? You can hold or wear them to get the benefit, but it doesn't say anything about a slot being filled.

you're completely right, sir... :D
#87

Delazar78

Dec 02, 2008 1:37:47
I like the idea of Horian's hammer being stolen. Maybe for some reason it is needed to smash the seal which binds the primordial and prevents the being's return. That's probably getting too far ahead of where we are, but it's an idea that I like.

melikes!!!
#88

Delazar78

Dec 02, 2008 1:42:26
Here is the final layout.

[URL=http://www.4shared.com/file/73868703/503689ec/Adventure_1.html
]Adventure 1[/url]

Carios, this is just GREAT!

I think I made a mistake... as i thought that the Symbol of Life was a neck item, I gave Slick +1 to saves, but that's incorrect.

I will add a link to your shared file to the original post
#89

Delazar78

Dec 02, 2008 1:46:48
Ok, so level two is going to take place in a city; more specifically, in the sewer of a city?

yes, the idea would be to have an skill challenge encounter to discover the location of the hideout, and then go into the sewer and get to the bandits.

I can do Encounter 1 if you want, just need to fight a bit with real life and work (unimportant stuff...)

If someone has already a cool idea for Encounter 1, just go for it!
#90

Johnny_Angel

Dec 02, 2008 8:29:32
Tonight is game night for me, so I'm not sure if I'll be able to sit and write something tonight, but I did have a few ideas.

Like I've said previously, I imagine the first encounter being some sort of skill challenge which involves streetwise and similar skills to gather information. Streetwise to gather information from the streets, maybe knowledge history to recall some historical information or rumors about the thief organization, and...well, I'm not sure what other skills.

Just for ease of reference I was going to give the city a name so that we're not always typing out "Generic Town" or something similar. Taloona is the name that I came up with. I'm not saying it's official or anything; it's just an idea for a name that I had to give us some sort of reference for when we need to refer to the town. Just have some sort of note at the beginning which says that any town which has a sewer can substitute for Taloona; a DM using the world as presented in the DMG might substitute some of the crypts and caverns which are underneath Fallcrest for the sewers described in this adventure.

In my mind I actually envisioned two possible skill challenges. One would be the streetwise challenge which I mentioned. The other would be a challenge to navigate through the sewers. It would be similar to the 'Lost In The Woods' challenge described in the DMG, but require dungeoneering instead of nature.

I'll see if I can whip something up. I'm unsure of how much time I'll have to actually sit and write something tonight though, so someone else can go ahead and do some work on level 2 if they feel the urge to do so.
#91

Johnny_Angel

Dec 02, 2008 12:58:28
DM's Note: Any other city which has a sewer or similar structure underneath it can be substituted for Taloona. For example: a DM using the world as presented in the DMG might substitute some of the crypts and caverns which are underneath Fallcrest for the sewers described in this adventure. A different DM may want to substitute a homebrew city of their own for Taloona. Yet another DM may want to fit Taloona into their game world. There is no right or wrong answer here. The only reason for using a specific name is for ease of reference for the rest of the adventure and to give a better alternative to simply saying something along the lines of "Generic City" every time the adventure makes reference to the city.

Taloona fluff


As the previous note mentioned, a DM is free to ignore all of this information. This is only provided as a source for those wishing to use Taloona as part of this adventure. A DM is free to substitute a different city in place of Taloona as previously described. Even if a DM wants to use the name "Taloona" for a city, there is no need to use any of the following information, and a DM could just as easily invent their own information. This is only given as a bonus source of material. Use as much or as little of it as you like; follow it or ignore it completely as you see fit. The main reason for this information even being here is because I ended up with more time than I thought I would have and decided to keep myself busy with something.

Proper Name: Taloona
Other Names: The Ivory City, The Ivory City of Taloona
Population: 23,807 (10713 human, 4761 halfling, 238 elf, 120 half-elf, 1428 dragonborn, 5237 tiefling, 119 eladrin, 477 dwarf, 714 other...numbers are estimates made by the council; not always exactly accurate figures)
Government: City Council which poses as a sort of representative democracy (see below)
Defense: mainly professional city guards; a small dragonborn mercenary group employed by the city; each council member also maintains a small private force
Commerce: Ivory is one of the major commercial luxury products available; many mundane items crafted here are made with this material due to its abundance here. Four main taverns provide food, drink, and lodging for the populace. Most goods and services are available; one exception is that there are no stables or places to buy mounts in the city.
Organizations: Thieves guild, city council, house of commons, temple of kord, temple of erathis, temple of avandra, temple of bahamut, banking guild, merchant guild

Taloona is often called The Ivory City because it is well known that Taloona is a good place to find ivory. Another reason it is often called the Ivory City is because it is a somewhat literal description of the city. Many of the major buildings and houses of the wealthy are made out of ivory. However, there is a sharp contrast between the wealthy and the poor in Taloona, and the straw and mud huts of less prosperous citizens stand in a stark contrast to the white structures of the wealthy.

Taloona claims to be a democracy of sorts, but that is not true in practice. Wealthy merchants control the majority of the city. The four main elements which have control over the government of the city are the merchant guild, the banking guild, the city council, and the house of commons. Only the wealthiest merchants are permitted to join the Merchant Guild; they've created their own sort of nobility through wealth, and it is they who founded the Banking Guild which is little more than a way to protect their money while also having control over the money of others who enter the city. The House of Commons contains a handful of people selected by the populace to serve as their representatives in the government. A person may hold offices in multiple organizations. Those three organizations (merchant guild, banking guild, and house of commons) collectively vote upon and select the 7 members of the city council. In effect, the merchant guild has always and virtually always will control the city because they control two of the three organizations which select the council which always leads to them having control of the council and the city. The whole set up is just a front which they use to give the general populace the false comfort of thinking that the council has their needs in mind when making decisions.

The city is constructed in roughly a circular pattern with the wealthy living closer to the center, and the poor living on the outer areas of the circle. Some of the main structures in the city include a large tower built of ivory in the center which serves as the main government building; shrines to Bahamut, Erathis, Avandra, and Kord; a building which serves as a bank which is near the center of the city.

Many of the city's merchants do not deal in the common currency of gold, silver, and copper pieces that most other settlements do. Instead they require what they call "Letters of Credit." To obtain Letters of Credit, a person wishing to deal with those merchants must deposit money at the city bank, and the bank will then issue out Letters of Credit which are essentially specially prepared papers created by scribes working at the bank which tell a merchant how much money a customer has available to spend at the bank. Some people have tried to forge these, but so far these attempts have had minimal success due to the papers being prepared with special inks and markings which are hard to duplicate. Although these Letters of Credit are worthless everywhere else in the world, they are accepted as currency by the merchants in the city who deal with the bank. It's not unheard of for the bank to make "mistakes" when it comes to people who are looked upon unfavorably by powerful members of the city. When leaving the city the bank will reverse the process and Letters of Credit can be exchanged for gold, silver, and copper pieces.

Although it may seem strange for a temple to Avandra to be in such a large city, the importance of trade and commerce in the city has lead to a small following of her faith her. Avandra's temple is near the city bank. The temple of Bahamut was built mainly to keep the dragonborn mercenary group which the city employs as extra muscle happy even though many of the members of the group aren't exactly pious. Bahamut's temple is south of the center of the city and roughly halfway between the outer perimeter of the city and the city's center. The temple of Erathis in this city differs from most others; it serves the crooked government officials more than anything else, and the "priests" are paid well to preach adherance to law - especially when people start to ask questions. The temple of Erathis, strangely enough, is built right beside Avandra's temple. The city's temple to Kord is somewhat of an oddity in how it came to be. An athletic holy man who was gifted in defending himself without weapons came to the city many years ago and began teaching a form of self defense which relied on the strength of the body instead of the strength of weapons. He gained a small following, and through donations from people wishing to be taught his martial art he founded a small temple which doubles as a dojo which still teaches the fighting style that he brought with him. Kord's temple is built on the Northern edge of the city in one of the poorest and roughest neighborhoods. Those who are priests and martial artists at the temple say that being in such a dangerous area motivates the mind to perfect the body and survive.

The four main taverns in town are The Laughing Lady, The One-Eyed Dragon, Meldon's Mead Co, and The Ebony Donkey. What can be expected in each one varies greatly.

The Laughing Lady is where most of the snobby upper class members of the city go; it generally serves what they consider "more refined" drinks and meals. Even when full, this is a relatively quiet place for a tavern, and most of the patrons maintain quiet and reserved interactions with each other. Entertainment usually takes the form of poetry readings, a ballet troupe skipping around the main area, or the telling of a story. The barkeep is, ironically enough, an orc male named Zarn who was raised to be prim and proper by the self-righteous noble who owns the place. Zarr acts nothing like an orc at all, and is extremely prissy; he tends to wear a powdered wig to attempt to appear more regal. The Laughing Lady is owned by wealthy Tiefling male who goes by the name of Poetry Flame. Poetry tends to be a little flamboyant and tends to be a litte preachy about how to be a proper member of society. The Laughing Lady is located a short distance North of the Ivory Tower. Rooms here are very expensive, but they come with all the fine furnishings that one would imagine from a higher class place.

The One-Eyed Dragon is also a higher class place, but it is more rowdy and loud than The Laughing Lady. This is the place to come for those who have money and are seeking more simple pleasures such as singing loudly, dancing, and playing a game of darts. Buying a drink here is about the same price as The Laughing Lady, and for your money you're sure to get a clean glass and a strong drink, but the rooms here are a bit more spartan in nature. They still have a comfortable bed, but there aren't any fine furnishings or extras in them. There are a pair of barkeeps who are also the owners, two human brothers named Gareth and Kregger. The entertainment here doesn't extend much beyond young members of the upper class getting drunk and loud. The One-Eyed Dragon is located in the eastern part of town; just shy of where the poorer housing districts start.

Meldon's Mead Co. is a bit of an oddity when it comes to taverns. Even though you can order a drink and consume it there, the majority of business here buys barrels of mead for consumption at private parties. Still, some people come here because they enjoy hearing Meldon's war stories, and they appreciate the easy going atmosphere; some of the city guard also frequent this place. Meldon is an old retired dragonborn mercenary. Apparently a dwarven companion of his who died during a battle many years ago had a dream of starting such a business; that's the story that Meldon gives when asked. There aren't any rooms available here, but Meldon will allow someone to sleep in the common area on a bearskin rug for a small price. Meldon's Mead Co. is in the western area of town; it is located roughly on the border of the rich and poor areas of town.

The Ebony Donkey is located close to Kord's Temple, and it's the usual hang out for the rougher crowd. A lot of the members of Kord's Temple also hang out here for "training" whenever brawls erupt among the crowd. A handful of coin may not get you a clean glass, but it will get you a strong drink. There's not generally one regular barkeep due to the violent nature of the place and not many people wanting to work here, but there's always someone available to take your order. It's not fully known who owns the place; most of the patrons don't know and neither do they care. There are cheap rooms available, but the rooms aren't much more than a bedroll on the floor and a chamber pot.
#92

space_dragon

Dec 02, 2008 20:05:55
That looks like a good skill challenge. I was going to say that the History route was too much easier in terms of its easy DC's and those of the skills it unlocks, but since it only gives you one success I think that's okay.

I'll get working on a sewer encounter once I'm done with a paper I'm writing. In the meantime, I think we should flesh out how exactly this thieves' guild ties in with the kobolds, the elementalists, and possibly Zehir (if he's still involved in this adventure).
#93

Delazar78

Dec 03, 2008 2:02:50
Johnny, you beat me to the posting...I was ALMOST ready to post...

but yours is much better than mine, so I'm glad you did it ^^

kudos on the City's description, that must have taken some time.

I'd also like to say to all the other forumites that are following this thread (you are many, aren't you?), that they're always welcome to join when they feel ready for it.

let the adventure... ehm... go on!
#94

carios

Dec 03, 2008 8:32:23
Skill challenge DCs
Easy: 5
Moderate: 10
Hard: 15

These are for all level 1-3 checks.

I really like all the fluff you have written (although 4 pubs in a city of 24,000 I assume there are various other dives that aren't worth mentioning.) and I like all the other organisations you've described. I'm already thinking of ways they might be linked in.

Skill challenge looks good but on a failure they still find out where the thieves guild is, but their obvious questioning has alerted the thieves who set an ambush in the sewers for the party. This gives the party a second chance at getting the 500 XP.

General sewer description: Unlike the city above, the sewers of Taloona are built in a square grid. Far older than the city above, many sewer passages are starting to crumble, only those tunnels beneath the rich central district of the city are well maintained. The main sewer tunnels consist of a 10-foot wide channel with 5-foot wide walkways on either side and form the basic grid layout. Main intersections every 200 feet have wooden bridges spanning the channels. Numerous smaller tunnels (5-foot wide) branch off the main tunnels and have no walkways, if you want to investigate them further, you are going to get dirty. Rats infest the sewers and tales of worse creatures are told on dark nights over a tankard of ale...

encounter 2
Encounter 2 - Ambush
Level 1 (500 XP)

Set-up

Map

2 Elf Archers (A)
1 Human Guard (G)
1 Bridge Trap (T)

Characters with a passive perception of greater than 20 will notice that one of the bridges at the next intersection looks a little wobblier than others the party has crossed so far. Roll for initiative at this point.

If no characters notice the bridge trap then initiative will start as the lead character steps onto the bridge and sets off the trap.

Tactics

If the trap is set off then one of the elf archers will attack the character that has fallen into the sewage channel and the other will attack another surprised character. If the trap is not set off then the archers will attack any character that appears to be examining the bridge or moving to cross the other bridge. Perception (DC 20) is required to spot the elf archers before they attack.

The human guard will move to block the other bridge, using his reach to be able to cover two bridges at once if he stands on a corner of the intersection.

If two of the ambushers are killed or knocked unconscious then the remaining one will attempt to flee and warn the other thieves that the party is approaching their lair.

Features of the Area

Sewage Channel: The channels are 5-feet deep and are 3-feet deep in sewage. All squares are considered difficult terrain. Climbing out of the sewage onto a bridge or walkway requires an Athletics check (DC 15) as it is very slippery.
Bridges: The bridges are made of wood and it is possible to move beneath them in the sewage channel. The bridges can be attacked and will collapse if dealt 25 damage (Attacks automatically hit; Resist 5 all damage). Any creature standing on a collapsing bridge is subject to an attack +4 vs. Reflex. Hit; 1d10 damage and falls prone in the sewage channel. Miss; target is shifted off the bridge into the nearest available square (this may still be into the sewage channel, but no damage is taken and the target is not prone).
Trapped Bridge: The bridge marked T is rigged to collapse if any creature moves onto it. Perception (DC 20): the character notices that the supports have been sawed through and the bridge will collapse if stepped on.
#95

richd

Dec 03, 2008 8:37:32
Encounter Three: There aren't really alligators in the sewer, are there?
Level 2: 625XP

Set-up


IMAGE(http://img510.imageshack.us/img510/961/sewerroomhn4.th.jpg)

2 Vicejaw Crocodiles Level 4
1 Vicejaw Crocodile Juvenile Level 2
1 Spitting Drake Level 3


The sewers of Taloona empty into the River Nial but broken sewer grates on the output sometimes let animals from the river in. The thieves guild knows to avoid this lair but most others blunder right into it.

As the PC's enter this chamber read,

The narrow twisting sewer tunnels widen out here into a large room where water and waste collect before being washed out with the next heavy rains. The floor is covered by sewage and. At the far end of the room across the pool lies a large mound of muck rising out of it. Curled atop it is a reptilian beast. At your entrance, it uncoils itself and hisses menacingly.

Tactics:


The spitting drake will fire upon the party while the crocodiles wait in the deeper pool. The crocs will hold their actions hoping for an adventurer to come within striking distance of their jaws as they move to engage the drake. If they all hang back, the crocodile will emerge and try to snap a quick meal.

Features of the area:


Sewage squares (light blue) count as difficult terrain for movement except for creatures with swimming. The central pool (dark blue) is hindering terrain. Those that fall in must make Endurance checks to breathe as per the suffocation rules. Climbing out of the pool is a DC20 Athletics check.

Treasure: A scattering of coins and a gemstone shimmer among the bones and muck. 70gp and one 100gp gemstone.

OOC: I'll add a map and more specific stats on the terrain when I am home from work tonight. I just had to slap this up before things got into serious guild territory.
#96

richd

Dec 05, 2008 21:08:00
OOC: Please tell me I didn't kill the thread with crocodiles.
#97

space_dragon

Dec 06, 2008 0:19:41
OOC: Please tell me I didn't kill the thread with crocodiles.

You didn't. I just haven't had any ideas worth posting.
#98

carios

Dec 06, 2008 7:27:02
If people are struggling to think up the next encounter then I'm going to break the "wait 2 before you post again" rule.

Show
Encounter 4 – The Gauntlet
Level 2 (625 XP)

Set-up

Map

1 Dwarf Bolter
1 Spear Gauntlet Trap
1 Magic Crossbow Trap
1 Pendulum Scythes Trap

When the PCs find the entrance to the thieves hideout, read: After some time searching the area of the sewers you believed the hideout to be in, you think you have found it, at last. A crack in the masonry wall reveals a short twisting tunnel leading to an open chamber. The room which you have found looks nothing like the sewer tunnels you just left. Ancient stone blocks form walls, floor and ceiling and many are carved with odd looking symbols. A few piles of ancient rotting furniture lay against the walls.

This is the guard room for the thieves den. Thieves returning to the lair have to shout to the dwarf guard, who has a control panel, to disable the traps. Any creature who enters the room will either activate the traps by stepping on a rigged square, or the dwarf can set them off manually. The symbols covering the walls may just geometric patterns or they may have clues to a puzzle or trap deeper in the dungeon.

Tactics

The dwarf bolter will set off the traps as soon as he is aware that the PCs have entered the room. The bolter will shoot at any PCs he can get a clear shot at but once he is bloodied, will make a fighting retreat through door A.

Features of the Area

Rubbish Piles: A few piles of broken furniture litter this room. They can be used to provide cover.
Spear Gauntlet: See DMG. Squares marked S contain pressure plates.
Magic Crossbows: See DMG. Trap is triggered by the same pressure plates as the spear gauntlet. Crossbow turrets appear in squares marked T
Pendulum Scythes: See DMG. Scythes attack rows of squares marked with blue lines. Roll 1d4 to determine which row is attacked each round.

Treasure

Parcel 10: The dwarf has a potion of healing and 10 gp.
#99

Delazar78

Dec 08, 2008 2:37:16
nicely done!

I'll try tro write down something still today, as it "seems" a slow day at work

cheers
#100

Delazar78

Dec 08, 2008 5:48:03
ok, I got an idea for Encounter 5, it will be some kind of "shadow room", full of sneaky halflings and a gnome illusionist boosting them... so i'm reserving encounter 5 for myself ^^

Encounter 5 - Level 3 - XP 800 [W.I.P.]

"Gimble" Gnome Arcanist x1
"Ferro" Iron Defender x1
Halfling Thieves x4

Treasure: Parcel 9 (Potion of Healing + 40 gp)
#101

Johnny_Angel

Dec 15, 2008 15:41:03
I go away for a few days and come back to find the thread hidden on page three. Is this still alive?
#102

Delazar78

Dec 16, 2008 6:20:49
I've kinda been stuck with several other projects (trying to resurrect Dragonalnce for 4E among them)...

as from next week I'm in holiday, so I should be able to write something down
#103

wildyapok

Dec 22, 2008 13:39:07
This is a fantastic adventure thus far! I really hope more people step up to continue the fantastic work that has been done to this point! My work is not on par with what we have ready, but my next post will contain a contribution to the adventure just to keep this terrific idea going! Outstanding work everyone!
#104

wildyapok

Dec 22, 2008 13:47:04
Encounter 6 – Elemental Mess
Level 1 (500 XP)


Set-up

2+ Earth Pudding Yapok
2+ Water Jelly Yapok
2+ Air Cloud Yapok
2+ Fire Ooze Yapok


Suggested Miniatures: Either repainted Ochre Jelly for each type, or small/medium elementals (ie. fire, earth, etc.)

This area is another trap for unsuspecting visitors to the lair. It begins with a short entrance hall (players enter from the east). The door to the west is magically locked, but unlocks as soon as the eastern door is closed. When the western door is opened, the eastern one magically seals. The only way to unlock that door (and also the southern door) is to solve the puzzle in the large room. There is also a secret door that leads to the same location as the southern door – this secret door is the door the thieves use.

As the PCs enter the first antechamber, read:
As you carefully open stone door, you see a 30 foot long hallway, lit by half a dozen torches, ending at another stone door. You are just able to catch sight of what appeared to be a handle shimmer out of sight as your door opened.

The players are expected to clue in to the fact that the handle is only present when the eastern door is closed. They can also attempt a DC 15 Arcana or Thievery check to discern this as well.

As the PC’s enter the large room, read:
Opening the second stone door, a flash of light behind you outlines the first door you came through; you suspect it is some kind of magic seal. In front of you, a very large torch lit room with a third stone door on the southern wall. Across the room you see a pile of oddly glowing cubes that appear to have fallen out of a short column. A popping sound catches your ears. Looking side to side, you notice eight strange coloured oozes pop in to existence and start moving towards you. Two look like gravely mud, two more like sacs of water, two like flame-touched jelly, and two other like thick clouds.

This room is one large dangerous puzzle. The toppled cubes in the middle of the room need to be reconstructed to both stop the appearance of the oozes, and also to unlock the southern and eastern doors. Any player can spend a minor action to place a cube in the column. The objective, is to have every cube placed such that the elements on them line up with each other. A picture of the puzzle is included (in solved form), that will need to be cut out and given to any player attempting to solve it. Players should not be allowed to spend a lot of time on their turn placing pieces (the pieces should ideally be covered when it is not that players turn!); however if you wish to reward characters with high intelligence scores, you can inform them of the placement of one or more pieces as a bonus.

The oozes arrive magically and attack whichever enemy is closest. When any ooze is killed, two more (of the same type) magically appear from random corners of the room. Regardless of the number of oozes killed in this encounter, the final experience reward is a constant 500 XP for the room as a whole.

New Monsters:

Earth Pudding Yapok Level 2 Minion
Small elemental magical beast (earth, blind, ooze) XP 31

Initiative -1 Senses Perception +3; tremorsense 10
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 15, Reflex 9, Will 12
Resist Immune Petrification, Immune Gaze
Speed 4
M Slam (standard; at-will)
+4 vs. AC; 6 damage.
Earth Gout (standard; encounter) * Earth
Close Burst 3; Target: All enemies in burst; Attack +4 vs. Reflex
Hit: 2 damage and target is dazed (save ends)
Flowing Form (move; at-will)
The Earth Pudding Yapok shifts 4 squares.
Alignment Unaligned Languages -
Str 14 (+2) Dex 8 (-1) Wis 12 (+1)
Con 14 (+2) Int 1 (-5) Cha 1 (-5)


Water Jelly Yapok Level 2 Minion
Small elemental magical beast (water, blind, ooze) XP 31

Initiative +3 Senses Perception +1; blindsight 10
HP 1; a missed attack never damages a minion.
AC 12; Fortitude 18, Reflex 15, Will 9
Resist Immune Confusion, Immune Gaze
Speed 6; see also flowing form
M Slam (standard; at-will)
+4 vs. AC; 4 damage.
R Water Volley (standard; at-will) * Water
Range 10; Attack +6 vs. Reflex; 3 damage
Effect: Targetted square becomes slippery; DC 5 acrobatics check when on one of these slippery spaces (failure results in falling prone and loss of remaining movement if mid-move; oozes are immune to the slippery effect)
Flowing Form (move; at-will)
The Water Jelly Yapok shifts 6 squares.
Alignment Unaligned Languages -
Str 11 (+0) Dex 16 (+3) Wis 10 (+0)
Con 13 (+1) Int 1 (-5) Cha 1 (-5)


Air Cloud Yapok Level 2 Minion
Small elemental magical beast (air, blind, ooze) XP 31

Initiative -1 Senses Perception +5; blindsense 10
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 12, Reflex 18, Will 15
Resist Resist 10 melee and ranged attacks, Immune Gaze
Speed 2; Fly 8
M Slam (standard; at-will)
+8 vs. AC; 2 damage.
Air Gust (standard; at-will) * Air
Close Burst 3; Target: All enemies in burst; Attack +8 vs. Fortitude
Hit: 2 damage and target is knocked prone
Flowing Form (move; at-will)
The Air Cloud Yapok shifts 2 squares.
Alignment Unaligned Languages -
Str 6 (-2) Dex 20 (+5) Wis 12 (+1)
Con 10 (+0) Int 1 (-5) Cha 1 (-5)


Fire Ooze Yapok Level 2 Minion
Small elemental magical beast (fire, blind, ooze) XP 31

Initiative -1 Senses Perception +5; blindsense 10
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 12, Reflex 18, Will 15
Resist Resist 10 fire, Immune Gaze
Speed 6
M Slam (standard; at-will)
+4 vs. AC; 4 fire damage
R Fire Spit (standard; at-will) * Fire
Range 10; Attack +8 vs. Reflex; ongoing 2 fire damage (save ends)
Flame Shield
Any creature that hits the Fire Ooze Yapok with a melee attack takes 2 fire damage.
Flowing Form (move; at-will)
The Fire Ooze Yapok shifts 6 squares.
Alignment Unaligned Languages -
Str 6 (-2) Dex 20 (+5) Wis 12 (+1)
Con 10 (+0) Int 1 (-5) Cha 1 (-5)


Features of the Area:
Illumination: Torch light fills this area. No concealment due to lighting
Column: This column is tall enough to grant full cover to small creatures, or partial cover to medium creatures.
Water Jelly Slippery Patches: These patches are from a previous combat. Any non-ooze must make a DC 5 acrobatics check when on one of these spaces or fall prone (and lose remaining movement if in the middle of a move action).
Stone Doors: The southern door (and the eastern door of the hallway) both require solving the puzzle to unseal. The western door of the hallway unseals by closing the eastern door; opening this door seals the eastern door.
Secret Door: The secret door in the hallway can be found with a DC 30 Perception check, and opened with a DC 20 Thievery Check once found. If the players managed to learn of its location from one of the local thieves, they get a +10 circumstance bonus to their perception checks to find it.

Treasure:
None
#105

wildyapok

Dec 22, 2008 13:49:47
I have images of the map and the puzzle board that I quickly whipped up in excel and paint respectively. Unfortunately, I don't know how to include them here! I don't have a photobucket account or anything like that - presumably I need one to do this Suggestions?
#106

Johnny_Angel

Feb 27, 2009 18:08:56
I'm casting the Raise Dead Ritual on this thread.
#107

falstyr

Mar 01, 2009 16:50:23
As lurker I was wondering where it went
#108

falstyr

Mar 02, 2009 6:14:15
I'll attempt a revive then


Encounter 7 - lvl 2 Encounter 605xp [W.I.P.]

Setup
The players will go through door C as mentioned on the map presented with Encounter 4. This room is used for counter fitting documents/items, matching up new personalities and looks etc. The room is divided in 2 areas a front and a back.

The front is 15squares long and 10squares wide. On one side of the entrance there are tables with people sitting there. They are focused on counter fitting what is currently on their desk, or repairing/making clothing disguises. On the far end of the room is a big desk with the mage behind it working on something specific. Next to him is a entrance, but the players can not see what is beyond it. It leads to a small hall way. There is a door on the northern wall leading to the next room. If you walk past it you'll see many mannequins and types of clothing/disguises as well as a doppelganger currently dressing up. The Clay scout guards the mage and stands near his desk.

This encounter includes the following creatures:
1 Doppelganger Sneak (MM71) - 150xp
1 Clay Scout (MM156) - 125xp
1 Human Mage (MM163) - 175xp
5 Human Rabble (MM 162) - 155xp

As the adventurers enter this room, read:

Features of the area
Nothing note worthy. It is a well lit room so that the workers can see what they're doing

Tactics
The Human Rabble stop their work and gang up on the PC's. From all the commotion the Doppelganger will join the fight trying to sneak up on the PC's by using the rabble for opportunities. The mage will cast his spells from a distance while ordering the Clay scout what to do. When the PC's have the mage bloodied he will attempt to use the Clay scout to provide a distraction as he escapes through the northern door to warn others.
#109

Delazar78

Mar 02, 2009 7:51:42
I would like to post my apologies for having started and then abandoned this, but between DMing two campaigns and playing in another one, I really don't have the time anymore.

I'm only apologizing for abandoning it, not for starting it...

Apologies again.

PS: nice work everyone!
#110

Johnny_Angel

Jul 05, 2009 20:22:51
Bumping this in hopes that people will take interest in it again.