the interlude, after the fall at shadowfell

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    Campaign interlude: The fall of winterhaven.

    I. As the players leave the keep, read the following: "You emerge from the ruins to find a dark, bleak landscape in eerie silence. A thin

    fog, rank with the stench of decay and old death, seeps slowly out of the very groundaround you. You catch occasional glimpses of dark forms fliting amongst the dark - grayclouds. To the south a column of smoke billows up from where you guess Winterhavenlies. The muted sounds of hobgoblins in pursuit echoes up from the stairs behind you."

    The players may choose to take any of a number of different actions, and they areallowed to take a short rest, but not an extended rest before deciding.

    A. Stay and fight the Hobgoblins. This is the entire surviving troop from the 2ndlevel of the keep. This would be a bad move on parties part. In addition to thehobgoblins, in the 3rd of combat the homonculus will arrive and join the fight. Inround 6 the dark creeper with arrive. in Round 9 the barrowgrave wight and 5 skeletonswill arrive.

    B. the Party flees North. if the party chooses this direction, they will travel foran hour before finding the ancient road has been washed out and end at the shore of alarge lake. the shore follows the old road for some distance before turning east thensouth. eventually it leads to encounter #1

    C. Head west cross - country. This leads to impassable mountains. D. Head East cross - country. this eventually leads to Encounter #1

    E. Head south to Winterhaven. read the following:

    If the party refuses, he will say the he understands and wishes them luck on theircontinuing journey, then he will leave to finish preparations to abandon the town.eventually the townsfolk will be captured by the slavers. (Encounters #2 and #3).

    Whether or not the party accepts, the townfolk will hurry their preparations todepart. If the party is to escort the refugees, the lord will tell the players theroute they will take to fallcrest, which is the old King's road.

    "The gates of Winterhaven lay splintered upon the ground. Numerous shatteredremains of the walking dead litter the ground before the fall doors of the town.Several survivors peer through a crude barricade erected a few yards within the townwalls. the lord of Winterhaven urgently strides forth."

    "All our darkest fears have come to pass. A horde of undead assaulted us a shortwhile ago, they came and released Ninarin, and then would have slaughtered us hadnot several priests of the Raven - Queen arrived and routed them. The priests havegiven chase to the undead, but I fear that we must abandon our homes here or faceever worsening threats. I must ask for your aid in this, we will retreat tofallcrest and implore the lord warden for succor, but the way may not be safe as Ihave many reports of increased slaver activity on the road. Will you lead us there,

    scouting ahead to protect us?"

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    Encounter #1 - Fleeing the Keep (914XP)

    The party is either scouting ahead of the refugees or they are on their own wanderingthe countryside when they happen upon a chance encounter.

    1 Blazing Skeleton (B) 4 Skeletons (S) 13 Decrepit skeletons (M) 1 Makaria (P) Features of the Area Illumination : Bright light. Road and Grass: The road is made ofdirt, crushed rock, and occasional loosebits of ancient cobblestone from theoriginal roadbed. Squares that containroad or grass do not hamper movement oraffect visibility. Boulders : Scattered boulders sit alongthe side of the road. They provideconcealment and possible cover forcreatures hiding behind them. They alsoserve as obstacles to movement;a creaturecant move directly into a square thatcontains boulders.

    The boulders are 5 feet high. Climbingonto the boulders requires a DC 15Athletics check and costs 4 squares of

    movement. A character atop the boulderscan move onto other boulder squares;treat them as difficult terrain. Foliage: Thick foliage grows near theroad in several places. These areasprovide lightly obscured concealment andcover for those attacking from or intothe area. Areas covered by foliagealsocount as difficult terrain.

    Blazing Skeleton Level 5 Artillery Medium natural animate (undead) XP 200 Initiative +6 Senses: perception +4; darkvision HP 45; Bloodied 22 Fiery Aura(Fire) aura 1 : any creature starts its turn in the aura takes 5 fire damage.AC 19; Fortitude 15, Reflex 18, Will 16 Immune disease, poison; Resist 10 Necrotic, vulnerable 5 radiant Speed 6

    Blazing Claw (standard; at -will) + Fire +8 vs AC; 1d4+1 damage, and ongoing 5 fire damage (save ends) Flame Orb (standard; at - will) + Fire

    Ranged 10; +8 vs Reflex; 2d4+4 fire damage, and ongoing 5 fire damage (save ends) Alignment: Unaligned Languages: -Str 13 (+3) Dex 18 (+6) Wis 15 (+4) Con 17 (+5) Int 4 ( - 1) Cha 6 (+0)

    "You hear shouts and the report of clashing metal ring out from beyond a copseof trees. Approaching, you see a slender, horned - humanoid female wearing a blackand white surcoat, the symbol of the raven - queen upon her back. Upon the groundaround her lay the broken remains of several of her comrades wearing similarlivery, as well as a multitude of shattered bones. She stumbles to her knees asyet another group of skeletons charges from the wood. One of the skeletonsappears to be on fire."

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    Skeleton Level 3 Soldier Medium natural animate (undead) XP 150 Initiative +6 Senses: perception +3; darkvision HP 45; Bloodied 22 AC 18; Fortitude 15, Reflex 16, Will 15 Immune disease, poison; Resist 10 Necrotic, vulnerable 5 radiant Speed 5

    Longsword (standard; at -will) + weapon

    +10 vs AC; 1d8 + 3 damage , and the target is marked until the end of theskeleton's next turn; see also speed of the dead. Speed of the Dead

    When making an opportunity attack, the skeleton gains a +2 bonus to the attack rolland deals an extra 1d6 damage.

    Alignment: Unaligned Languages: -Str 15 (+3) Dex 17 (+4) Wis 14 (+3) Con 13 (+2) Int 3 ( - 3) Cha 3 ( - 3) Equipment Chainmail, Heavy Shield, Longsword

    Tactics : The decrepit skeletons and Skeletons will charge from the tree line, doingdouble - run moves to close the distance, while the blazing skeleton launches flamingorbs at the nearest living hero. They seek only to kill and will neither retreat norsurrender by any means.

    treasure : 4 suits chainmail, 4 surcoats bearing the raven queen's livery, 4 maces, 1flameburst longbow +1 Flameburst Longbow +1 (Level 3) Ranged 20/40; Dex +1 vs AC, prof +2; 1D10 + 1 damage critical +1d6 flame damage power (Daily + fire): Minor action. The next ranged basic attack you make with thisweapon before the end of your turn becomes a burst 1 centered on the target. Use yournormal attack bonus for the basic attack, but against Reflex. Instead of normaldamage, each target hit takes ongoing 5 fire damage (save ends).

    After the battle -The PCs continue on with there new found ally. introductions are made. then the partycontinues on down the road. by nightfall they are outside the shadowfell zone and mayencamp safely (extended rest time). during the night, an apparition appears to gurdis,who then follows the spirit into the night and is never heard from again. the next daythe party continues forth down the King's road when the meet a slaving group Encounter#2

    Decrepit Skeleton Level 1 Minion Medium natural animate (undead) XP 25 Initiative +3 Senses: perception +2; darkvision HP 1; a missed attack never damages a minion. AC 16; Fortitude 13, Reflex 14, Will 13 Immune disease, poison Speed 6

    Longsword (standard; at -will) + weapon +6 vs AC; 4 damage Shortbow (standard; at - will) + weapon

    Ranged 15/30; +6 vs AC; 3 damage Alignment: Unaligned Languages: -Str 15 (+2) Dex 17 (+3) Wis 14 (+2) Con 13 (+1) Int 3 ( - 4) Cha 3 ( - 4) Equipment Longsword, Shortbow, a Quiver with 10 arrows

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    Encounter #2 Slavers upon the road (XP790)

    1 Hobgoblin Warcaster (W) 1 Hobgoblin Archer (A) 2 Hobgoblin Soldiers (S) 5 Hobgoblin Grunts (G)

    Features of the Area Illumination : Bright light. Road and Grass: The road is made of dirt, crushed rock, and occasional loose bits ofancient cobblestone from the original roadbed. Squares that contain road or grass donot hamper movement or affect visibility. Boulders : Scattered boulders sit along the side of the road. They provide concealmentand possible cover for creatures hiding behind them. They also serve as obstacles tomovement;a creature cant move directly into a square that contains boulders.

    "Here the roadway has been dug up with crude earthen obstacles placed to halttraffic on the road. You see the remains of smashed carts pushed off to the side,yet there are no mortal remains to be seen anywhere."

    preception: 20

    "You notice cam oflaged blinds near the treeline, and the unmistakable stench of goblin."

    As the Party approaches the the obstacles: "[Several/The] blinds near the treeline are flung down, and a group of tall, well -armored humanoids charge towards your group. As they near you can see their brownand black fur sticking out between the gaps of their armor. Their bright red facesa mask of derision and scorn."

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    The boulders are 5 feet high. Climbing onto the boulders requires a DC 15 Athleticscheck and costs 4 squares of movement. A character atop the boulders can move ontoother boulder squares; treat them as difficult terrain. Foliage: Thick foliage grows near the road in several places. These areas providelightly obscured concealment and cover for those attacking from or into the area.Areas covered by foliagealso count as difficult terrain. Earthen Obstacles: These 3 - foot - tall spike - like mounds of earth are designed to retardcart traffic. They count as difficult terrain to creatures on foot moving throughthem, and are impassable to wheeled vehicles. Each mount has a hardness of 3 and takes50 HP to destroy.

    Hobgoblin Warcaster Level 3 Controller (Leader)Medium natural humanoid XP 150Initiative +5 Senses Perception +4; low - light vision HP 46; Bloodied 23 AC 17; Fortitude 13, Reflex 15, Will 14 Speed 6

    Quarterstaff (standard; at - will) + Weapon +8 vs AC; 1d8 + 1 damage

    Shock staff (standard; recharge ) + Lightning, Weapon Requires quarterstaff; +8 vs. AC; 2d10 + 4 lightning damage, and the target is dazeduntil the end of the hobgoblin warcasters next turn.

    Force Lure (standard; at - will) + Force Ranged 5; +7 vs Fortitude; 2d6 + 4 force damage, and the target slides 3 squares. Force Push (standard; recharge ) + Force Close blast 5; +7 vs Reflex; 2d8 + 4 force damage, and the target is pushed 1 squareand knocked prone. Miss: Half damage, and the target is neither pushed nor knockedprone.

    Hobgoblin Resilience (Immediate reaction,when the hobgoblin soldier suffers an effectthat a save can end; encounter)

    The hobgoblin warcaster rolls a saving throw against the effect. Alignment Evil Languages Common, GoblinSkills Arcana +10, Athletics +4, History +12 Str 13 (+2) Dex 14 (+3) Wis 16 (+4) Con 14 (+3) Int 19(+5) Cha 13 (+2) Equipment robes, quarterstaff

    Hobgoblin Archer Level 3 ArtilleryMedium natural humanoid XP 150Initiative +7 Senses Perception +8; lo w- light vision HP 39; Bloodied 19 AC 17; Fortitude 13, Reflex 15, Will 13 Speed 6

    Longsword (standard; at - will) + Weapon +6 vs AC; 1d8 + 2 damage Longbow (standard; at - will) + Weapon

    Ranged 20/40; +9 vs AC; 1d10 + 4 damage, and the hobgoblin archer grants an ally

    within 5 squares of it a +2 bonus to its next ranged attack roll against the sametarget. Hobgoblin Resilience (Immediate reaction,when the hobgoblin soldier suffers an effect

    that a save can end; encounter) The hobgoblin soldier rolls a saving throw against the effect.

    Alignment Evil Languages Common, Goblin Skills Athletics +5, History +6 Str 13 (+3) Dex 19 (+5) Wis 14 (+3) Con 15 (+3) Int 11(+1) Cha 10 (+1) Equipment leather armor, longsword, longbow, quiver of 30 arrows

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    Hobgoblin Soldier tactics Hobgoblin Soldiers form neat lines on the battlefield to gain the benefit of phalanxsoldier. A soldier that is pushed or slid out of formation uses formation strike tomove adjacent to a hobgoblin ally after an attack.

    Hobgoblin Grunt Level 3 MinionMedium natural humanoid XP 38Initiative +4 Senses Perception +1; low - light vision

    AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12 Speed 6

    Longsword (standard, at - will) + Weapon +6 vs AC; 5 damage

    Hobgobln Resilience (immediate reaction, when the hobgoblin grunt suffersan effect that a save can end; encounter)

    The hobgoblin grunt makes a saving throw against the triggering effect. Phalanx Soldier

    The hobgoblin grunt gains a +2 bonus to A while at least one hobgoblinally is adjacent to it.

    Alignment Evil Languages Common, Goblin Skills Athletics +6, History +2 Str 18 (+4) Dex 14 (+2) Wis 13 (+1) Con 15 (+2) Int 10 (+0) Cha 9 ( - 1) Equipment Leather armor, light shield, longsword

    After the battle : If one of the PCs doesnt stike to render one of the hobgoblinsunconcious, simply have one of them notice that one of them is still alive. Anyattempt at intimidation (secret rolls please) will result in the captive revealing thelocation of their camp (Encounter #3). In addition the PCs might learn the following:

    Intimidation DC15: Chief Rutluk gets his orders via messenger. When they get enoughcaptives, they take them to a staging area near thunderspire mountain. Intimidation DC20: Their camp has 12 hobgoblins, one of which is another warcaster.

    Hobgoblin Soldier Level 3 SoldierMedium natural humanoid XP 150Initiative +7 Senses Perception +3; low - light vision HP 47; bloodied 23 AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 16, Will 16 Speed 5

    Flail (standard, at - will) + weapon +7 vs AC; 1d10 + 4 damage, the target is marked and slowed untilthe endo of thehobgoblins turn.

    Formation Strike (standard, at - will) + Weapon Requires flail; +7 vs. AC; 1d10 + 4 damage, and the hobgoblin soldier shifts 1square provided it ends in a space adjacent to another hobgoblin.

    Hobgoblin Resilience (Immediate reaction,when the hobgoblin soldier suffers aneffect that a save can end; encounter) The hobgoblin soldier rolls a saving throw against the effect.

    Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally isadjacent to it.

    Alignment Evil Languages Common, goblin Skills Athletics +10, History +8 Str 19 (+5) Dex 14 (+3) Wis 14 (+3) Con 15 (+3) Int 11 (+1) Cha 10 (+1) Equipment scale armor, heavy shield, flail

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    Encounter #3 The Slaver Camp (XP1338)

    6 hobgoblin grunt (M) 2 hobgoblin soldier (S) 1 hobgoblin warcaster (W) 2 hogoblin archer (A) 1 hobgoblin commander (C) 12 human Prisoners (P)

    The Commander and the warcaster aremaking plans of attack inside the tentConfident of their security, they relyupon the archers to give warning.

    Features of the area Illumination : Bright light, or if the PCs are traveling by night, dim light. PCsapproaching the area with light sources cannot use Stealth. Trees: The trees do not hamper movement, but they do provide cover. River : Cage :

    Tent:

    "You quietly slip through the woods towards the hobgoblin camp. Their site is closeto a small stream. A pair of archers patrol around a single hide tent and a scoreof crude hide bedrolls. Quiet sobbing draws your attention to a circular wood- framecage holding about a dozen miserable captives. You see a lone hobgoblin supervisinga trio of young boys busily polishing scale mail. A handful of others laze about."

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    Hobgoblin Commander Level 5 soldierMedium natural humanoid XP 200Initiative + 8 Senses Perception +5; low - light vision HP 64; bloodied 32 AC 21 (23 with phalanx soldier); Fortitude 21, Reflex 18, Will 19 Speed 5

    Spear (standard, at - will) + weapon +12 vs AC; 1d8 + 5 damage; see also lead from the front. If the hobgoblincommander hits with an opportunity attack, it shifts 1 square.

    Tactical Deployment (minor; recharge 56) Close burst 5; allies in the burst shift 3 squares

    Lead from the front When the hobgoblin commanders melee attack hits an enemy, allies gain a +2 bonusto attack rolls and damage rolls against that enemy until the end of thehobgoblin commanders next turn.

    Hobgoblin Resilience (Immediate reaction,when the hobgoblin commander suffers aneffect that a save can end; encounter)

    The hobgoblin commander rolls a saving throw against the effect. Phalanx Soldier

    The hobgoblin commander gains a +2 bonus to AC while at least one hobgoblin allyis adjacent to it.

    Alignment Evil Languages Common, goblin Skills Athletics +12, History +10. intimidate +7 Str 20 (+7) Dex 14 (+4) Wis 16 (+5) Con 16 (+5) Int 12 (+3) Cha 10 (+2) Equipment scale armor, heavy shield, spear

    Hobgoblin Warcaster Level 3 Controller (Leader)Medium natural humanoid XP 150Initiative +5 Senses Perception +4; low - light vision HP 46; Bloodied 23 AC 17; Fortitude 13, Reflex 15, Will 14 Speed 6

    Quarterstaff (standard; at - will) + Weapon +8 vs AC; 1d8 + 1 damage

    Shock staff (standard; recharge 456) + Lightning, Weapon Requires quarterstaff; +8 vs. AC; 2d10 + 4 lightning damage, and the target isdazed until the end of the hobgoblin warcasters next turn.

    Force Lure (standard; at - will) + Force Ranged 5; +7 vs Fortitude; 2d6 + 4 force damage, and the target slides 3 squares.

    Force Push (standard; recharge ) + Force Close blast 5; +7 vs Reflex; 2d8 + 4 force damage, and the target is pushed 1square and knocked prone. Miss: Half damage, and the target is neither pushednor knocked prone.

    Hobgoblin Resilience (Immediate reaction,when the hobgoblin Warcaster suffers aneffect that a save can end; encounter)

    The hobgoblin warcaster rolls a saving throw against the effect. Alignment Evil Languages Common, Goblin Skills Arcana +10, Athletics +4, History +12 Str 13 (+2) Dex 14 (+3) Wis 16 (+4) Con 14 (+3) Int 19(+5) Cha 13 (+2) Equipment robes, quarterstaff

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    Hobgoblin Archer Level 3 ArtilleryMedium natural humanoid XP 150Initiative +7 Senses Perception +8; low - light vision HP 39; Bloodied 19 AC 17; Fortitude 13, Reflex 15, Will 13 Speed 6

    Longsword (standard; at - will) + Weapon +6 vs AC; 1d8 + 2 damage

    Longbow (standard; at - will) + Weapon Ranged 20/40; +9 vs AC; 1d10 + 4 damage, and the hobgoblin archer grants an allywithin 5 squares of it a +2 bonus to its next ranged attack roll against the sametarget.

    Hobgoblin Resilience (Immediate reaction,when the hobgoblin archer suffers an effectthat a save can end; encounter)

    The hobgoblin archer rolls a saving throw against the effect. Alignment Evil Languages Common, Goblin Skills Athletics +5, History +6 Str 13 (+3) Dex 19 (+5) Wis 14 (+3) Con 15 (+3) Int 11(+1) Cha 10 (+1) Equipment leather armor, longsword, longbow, quiver of 30 arrows

    Hobgoblin Soldier Level 3 SoldierMedium natural humanoid XP 150Initiative +7 Senses Perception +3; low - light vision HP 47; bloodied 23 AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 16, Will 16 Speed 5

    Flail (standard, at - will) + weapon +7 vs AC; 1d10 + 4 damage, the target is marked and slowed untilthe endo of thehobgoblins turn.

    Formation Strike (standard, at - will) + Weapon Requires flail; +7 vs. AC; 1d10 + 4 damage, and the hobgoblin soldier shifts 1square provided it ends in a space adjacent to another hobgoblin.

    Hobgoblin Resilience (Immediate reaction,when the hobgoblin soldier suffers aneffect that a save can end; encounter)

    The hobgoblin soldier rolls a saving throw against the effect. Phalanx Soldier

    The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally isadjacent to it.

    Alignment Evil Languages Common, goblin Skills Athletics +10, History +8 Str 19 (+5) Dex 14 (+3) Wis 14 (+3) Con 15 (+3) Int 11 (+1) Cha 10 (+1) Equipment scale armor, heavy shield, flail

    Hobgoblin Soldier tactics Hobgoblin Soldiers form neat lines on the battlefield to gain the benefit of phalanx

    soldier. A soldier that is pushed or slid out of formation uses formation strike to

    move adjacent to a hobgoblin ally after an attack.

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    Hobgoblin Grunt Level 3 MinionMedium natural humanoid XP 38Initiative +4 Senses Perception +1; low - light vision

    AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12 Speed 6

    Longsword (standard, at - will) + Weapon+6 vs AC; 5 damage

    Hobgobln Resilience (immediate reaction, when the hobgoblin grunt suffers an effect

    that a save can end; encounter) The hobgoblin grunt makes a saving throw against the triggering effect. Phalanx Soldier

    The hobgoblin grunt gains a +2 bonus to A while at least one hobgoblin ally isadjacent to it.

    Alignment Evil Languages Common, Goblin Skills Athletics +6, History +2 Str 18 (+4) Dex 14 (+2) Wis 13 (+1) Con 15 (+2) Int 10 (+0) Cha 9 ( - 1) Equipment Leather armor, light shield, longsword

    Treasure: In a small coffer in the tent is 600gp. On the Commanders bady is a letter.

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