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Post by reefwood on Jul 14, 2010 17:38:22 GMT -5
History, Part 1: The Acid Queen
The Blackfens encompass several dry moors and watery swamps which stretch across the base of the northern head of the Hydrahead Peninsula. This expansive marshland was once home to a mighty but terrible black dragon whose wrath and influence dominated the region for centuries. Her true name may have never been known, but most referred to her as the Acid Queen in one tongue or another. It was thought that neither blade nor spell could penetrate her scales. Any great effort to do so failed miserably, and the notion was abandoned long ago. Well before anyone alive today was born.
The dragon, however, was not a constant torment, and many years, even a decade or more, could pass without her presence being felt or a single sighting. Furthermore, her interest beyond the Blackfens often fluctuated. These factors - combined with perhaps hope or naivety - led to the establishment of settlements in outlying areas. The longer one lasted, the more likely for another to spring up, but in the end, all fell prey to a dreadful fate. The dragon always returned, and when she did, nearby settlements were destroyed or enslaved.
Even when the dragon was not present, other horrors lurked within - and sometimes beyond - the Blackfens. Not only vicious beasts and ravenous monsters common to dangerous marshes, but a plethora of her spawn were also left to infest the water, land, and air: full-blooded brood as well as half-breeds of native species. None near as powerful as their mother but quite deadly and wicked nonetheless. And as if that was not enough, tortured souls were rumored to roam as far and wide as the taint of the Acid Queen had reached.
History, Part 2: New Briar
Over forty years have passed since the infamous Acid Queen was last seen, but her final act encapsulated the violence for which she was renown. The outlying settlements that remained had grown into small cities under a cruel grip. Worry festered that she was building an army to expand her territory, though, those who knew her best knew that she needed no such force to do so. Instead, each city was razed to ground. Thousands are believed to have died at her hand that day, but she was responsible for far more death and destruction in the end. For as dusk fell upon the land, scores of her full-blooded spawn set out to spread doom as far and wide as possible.
None in their right mind dared to venture near the Blackfens for decades. Despite the lack of any definitive black dragon sightings after that day. The relative quiet, however led to curiosity, and in time, two questions arose above all others: Was the dragon dead? What of her horde? Explorers, adventurers, and treasure-seekers delved into the marshes for answers. Few came out, but that was more than ever before. The dragon was not found, alive or dead, nor was any horde, and much of the marshland remains a mystery to this day. Over the years, however, two things grew to be believed by most: the Blackfens were still teeming with danger, but the reign of the Acid Queen was over. Eventually, new settlements took root again in outlying areas. Not all persevered, but enough did and for long enough to inspire others to push further.
The modest city of New Briar began as a tiny village on the northern edge of the Blackfens. The half-breed spawn in the area were hunted down or driven off, but a full-blooded dragon was also discovered. It was still a juvenile but proved to be considerably cunning, deadly, and elusive. A massive hunt revealed that it took refuge within a series of underground tunnels through which flowed rivers of acid. A plan was developed between city leaders to drain the tunnels under and near the city. The project took more than a year to complete but was a success that also uncovered a hidden boon: mithral.
New Briar prospered under the promise of safety and wealth. The city borders spread as the population tripled in just six months, and the influx of workers greatly expanded the mines. City leaders reaped fortunes but worried that more dragons would emerge from deeper inside the marshes. Perhaps biding their time until ready to strike, and what more do dragons desire than riches? Yet it was this very notion that led to an unusual but effective defense. The Church of Abadar, which was instrumental in draining the tunnels and developing the mines, forged a strict contract between the city and a pair of bronze dragons from the coast. In exchange for a seasonal bounty, the dragons - Aarthyx & Grixyl - were to protect the New Briar from any black dragon and related ilk but not interfere with internal matters of the city in any way.
History, Part 3: Ione & Briarbog
In recent years, New Briar has developed ties to the bustling port city of Ione and spawned the shanty town of Briarbog.
Ione is known as the “Eye of the Hydra” and sits atop the northern head. Nearly 100 Just over 50 miles above New Briar. An economic relationship between the two cities was sparked with the discovery of mithral under the swamp. This led to the creation of a new trade route to the eastern coast by land and up the coast by sail. Mithral flowed out of New Briar while coin, goods, and people from all over Vallest flowed into it through Ione. Geographically, Verdas lies south and much closer to New Briar, but the most direct route from one to the other would require a treacherous, slow-going journey through the Blackfens. Therefore, the northerly route to Ione is not only safer but also quicker for transporting heavy loads.
Briarbog represents the darker side of prosperity. While many newcomers fared well enough upon their arrival in New Briar, there are those who failed to find fortune. Additionally, some of the original citizens were displaced, and others had no desire to remain in a village that was booming into a city. Crime increased as well, and any convicts not imprisoned or executed were expelled. Briarbog is not a cohesive community by any means but rather a smattering of lone dwellings and small neighborhoods that arc through the swamp about a mile or so south of New Briar.
[OOC: All three parts of the history have been consolidated into this one post.]
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Post by reefwood on Jul 19, 2010 23:42:21 GMT -5
Mission Details
Nemedor wishes to gain access to the supply of mithral under New Briar. It will attempt to open negotiations by sending a representative - Captain Nola Whimsir - who is as skilled in diplomacy as she is with a blade. Staff Sergeant Shaw has been assigned to lead her escort with Corporal Sweetwater as second in command, and six very capable soldiers will accompany them.
All members of the escort will be provided a war-trained horse as well as riding gear and barding, and potions & oils to help protect against potential threats.
The first leg of the journey (35 miles) is riding north across the grasslands between Verdas and the Blackfens. This stretch of land is often called “Boulder Fields” and earns its name from the large rocks that dot the otherwise flat landscape. They range in size from that of a large pumpkin to bigger than an elephant. A few small villages are scattered throughout the region, but none lie near the route. Nor are there any roads of note, let alone any that lead directly from Verdas to the 'fens. Wildlife is sparse. Likely still recovering from the reign of the Acid Queen. Meanwhile, living dead and restless spirits - vestiges attributed to those who did not survive her torment – are said to lurk at night.
The second leg (20 miles) continues north, winding through the Blackfens. Clusters of squat trees provide shade for watery bogs along the outskirts, but there is little reliable information on what lies deeper inside. Rivers and lakes are common to marshes. As is quicksand. Half-dragon spawn are regarded as the most notorious creatures to inhabit the Blackfens since the disappearance of the Acid Queen, but more recently, the once whispered rumors of wyrmlings left behind have grown into suspected sightings of full-blooded dragons soaring above the 'fens. Even without dragonkind, marshes are home to many other deadly creatures - vicious reptiles, carnivorous plants, and wicked aberrations. Additionally, it seems clear that if any significant humanoid populations, monstrous or otherwise, existed, they were wiped out ages ago, but many explorers have ventured into the 'fens over the past forty years, and while death is likely the reason most never return, some may have voluntarily remained.
The hovels of Briarbog will be the most obvious sign that New Briar is near. The inhabitants may see the escort as merely an expedition returning from the 'fens. Though, expelled criminals are believed to be commonplace, so caution is encouraged. Dangers of the wild, however, should be minimal for black dragon ilk in this area are kept at bay by the bronze dragons Aarthyx and Grixyl. Furthermore, the draconic pair do not concern themselves with other matters, and therefore, should present no interference.
[OOC: Your primary goal is to ensure that Captain Whimsir reaches New Briar alive and well. Part of the reason you are riding through the dangerous swamp instead of teleporting is because it will show the leaders of New Briar that the Nemedora are very capable and have an understanding of the challenges of life in the Blackfens. Plus, the super mages are needed for the continuing siege at Verdas. And the Captain is a very capable warrior herself. She is a 10th-level character with a mix of Fighter and Expert levels.
Once in the city, you are to continue to provide security for the Captain and whatever else she may require. More on New Briar later, but first, a little more on getting there.
The distance to New Briar is 35 miles through Boulder Fields (plains) at three-quarters speed and 20 miles through the Blackfens (marsh) at half-speed.
A heavy horse with light armor and/or a light load of 399 lbs or less moves at 50 ft (5 mi/hr), which is 35 ft (3.5 mi/hr) at three-quarters speed or 25 ft (2.5 mi/hr) at half-speed. In medium armor and/or with a medium load, the speed drops to 35 ft (3.5 mi/hr), which is 25 ft (2.5 mi/hr) at three-quarters speed or 15 ft (1.5 mi/hr) at half-speed. Because D&D works in 5-foot increments, some of these speeds were rounded down to adjust them appropriately.
There is no time limit or deadline to reach New Briar, but the longer it takes, the longer you are exposed in the wild. Normal speed gets you thru the plains in 10 hrs and thru the swamp in 8 hrs. Weighed down speed gets you thru the plains in 14 hrs and thru the swamp in 13 hrs, 20 min. Moving at a Hustle allows your mount to move twice as fast for an hour (i.e. cuts out 1 hr) but does damage after the first hour. Moving in Forced March allows your mount to move more than 8 hrs in a day but does damage every hour. The damage in either case causes fatigue, which may affect load, but the fatigue is removed as soon as the damage is healed. Finally, if your mount is weighed down, and the need for faster movement arises, you can always drop equipment.
Now some basic intel on dragons. All dragons have superior senses which include darkvision and blindsense as well as seeing further than normal in light; they are immune to sleep and paralysis; their wings allow them to fly at great speed which increases with size but maneuverability worsens; even the smallest dragons have a breath weapon that can be used every 1d4 rounds (damage, Reflex DC, length increase with age) and can attack with a bite and claws while larger ones can also use their wings and tail. As dragons age, they develop, and sometimes improve, additional abilities such as DR/magic, spell resistance, spell-like abilities, the ability to instill fear and cast arcane spells as a sorcerer. Black dragons in particular are among the smallest dragons, have the water subtype, live in swamps, breathe underwater, have acid immunity and a line of acid as a breath weapon. Finally, half-dragon creatures gain the dragon type, improved natural armor, wings, the same immunities, two claws and a bite, and a breath weapon to use 1/day. Any further information or specifics will require a Knowledge(arcana) roll.]
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Post by reefwood on Jul 23, 2010 22:31:29 GMT -5
Mission Equipment
**This post has been updated.**
Each PC will receive: - Amulet of sending (2/day) - Up to 3 NPC soldiers to command (archer, mage, swordsman)
Each PC and NPC will receive: - Heavy steed (4 HD) - Any type of saddle (riding 25 lb, military 30 lb) - Any type of masterwork barding (weighs twice as much as humanoid armor) - 4 potions of resist acid (ignore 10 pts acid, 30 min; CL3) - 4 potions of hide from undead (Will DC 11, 10 min; CL1) - 2 oils of magic weapon (1 min; CL1) - 2 potions of cure moderate wounds (2d8+3; CL3) - 2 potions of cure light wounds (1d8+1; CL1)
Potions may be given to mounts as well as used by riders. Potions and oils add 1.4 lbs to load, and these items have already been added to the character sheets of the NPC soldiers.
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Post by reefwood on Jul 23, 2010 22:40:09 GMT -5
NPC SoldiersEach player may select up to 3 soldiers to command and choose from any combination of archer, mage, and swordsman. Potions and oils from mission equipment have already been added to their loads, and I recommend reading up on the class features of any soldiers you select. The attached file at the bottom has all the stats for each soldier and should be able to open in any excel type of program. If you have problems, let me know. ArcherThis is a 5th-level human Ranger with the archery combat style. He can shoot into melee without penalty (Precise Shot) and fire up to two arrows per round (Rapid Shot) at a -2 penalty. 20+4d10 hp. AC 21, or 19 when using bow. Decent Fort, good Reflex, weak Will. Favored enemy +4 vs dragons and +2 vs animals, and Hunter's Bond allows him to spend a move action to grant half his favored enemy bonus to allies w/in 30 ft for 1 round (Wis mod). All class skills have at least 1 rank, except Craft and Spellcraft. Weight and equipment total 215.7 lb. MageThis is a 5th-level human Bard with a focus on enchantment spells and attack wands to debilitate opponents. 18+4d8 hp. AC 20, or 18 when using bow. Decent Reflex but weak Fort and Will. Bardic music up to 21 rounds/day for countersong, distraction, fascinate, inspire courage +2, inspire competence +2. Can Take 10 on any Knowledge skill with ranks, and can Take 20 on Knowledge 1/day as a standard action. Weight and equipment total 188 lb. SwordsmanThis is a 5th-level human Fighter with a focus on the longsword and feats which also improve AC. 30+4d10 hp. AC 23, or 19 when using two-handed weapon. Decent Fort but weak Reflex and Will. Class features give a bonus to saves against feat, allow full-speed in medium armor, and increase attack & damage with heavy blades. Decent totals for all class skills except Craft or Survival. Weight and equipment total 299.3 lb. Attachments:
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Post by reefwood on Jul 24, 2010 0:03:33 GMT -5
Heavy SteedsStandard heavy horses are 2 HD animals, but your world is getting too dangerous for creatures who can't take a couple hits of 10+ damage, so you are being upgraded to heartier steeds with 4 HD. This gives them an extra feat (Toughness for additional hit points) and an ability point increase (Str to increase carrying capacity), in addition to the overall better stats that come with leveling up, such as: HP: 42 (average, or roll 4d8+24) Fort +9, Ref +8, Will +4 Light load of 459 lbs. They come with military saddles that weigh 30 lbs, so that leaves 429 lbs to hold the rider, equipment, and barding while remaining at a light load. Or you can downgrade to a riding saddle and free up another 5 lbs. You may select any type of light or medium barding for your steed, but medium barding will automatically slow down its speed to 35 ft. Attachments:
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Post by reefwood on Aug 4, 2010 18:37:14 GMT -5
Recap
Day 22 - Leave Verdas and enter the plains (8am) - Fast Encounter vs pack of lions (1d2/1d2, 8:30am) - Tunnel Trap encounter (9:30am) - Perpendicular path with wagon wheel tracks and hoof prints (10am) - Ruined village without signs of movement (11am) - Boulders begin to litter the plains (12pm) - Approach the swamp (3pm) - Ride 30 min away from the swamp - Patrol and set up camp between boulders - Start watches (5pm) - Dwarf Spirit encounter (4am)
Day 23 - Ride north thru the Boulder Fields (7am) - Reach the Blackfens (7:30am) - Find a +1 mithral longsword (8am) - Continue riding - Dragon encounter (9:30am) - Fast encounter vs plant creature (1d3/1d3, 10am) - Fast encounter vs giant leeches (1d3/1d3, 11am) - Find a +1 mithral heavy shield (11:30am) - Fast encounter vs anaconda (1d3/1d3, 12pm) - Continue riding - Reach Briarbog and meet the bronze wyrmling (3:30pm) - Reach the entrance to New Briar (4pm) - Arrival of Chancellor Brock, stable horses (4:30pm) - Reach the compound (4:40pm) - Brion uses 1 sending (4:45pm) - Dinner with Chancellor and his personal guard (5pm) - Meeting between Captain and Chancellor; Sahme explores city (6-7pm)
[OOC: Great job, everyone! You made it across the fields and fens with your entire party intact. Even the all horses survived. This is what the PCs get right away:
Advancements - 2 days of income pool at 8th-level: 2 days x {[level 8 x5] +Prof(military)} - 9th-level
Spoils +1 mithral longsword* (3,315 gp, 2 lb) +1 mithral heavy steel shield (2,170 gp, 7.5 lb) *mithral counts as silver for overcoming damage reduction
The spoils (or any other items) can be given to the grunts. Just be sure to add the item(s) to their load. They were all near the top edge of their light load at the start of the mission, but most used at least a few potions and shot arrows, so that will lessen their load a tiny bit.
Did anyone keep track of arrows used? Probably not, and it's not something I bothered to think about for the fast encounters. Let's say that each grunt used an average of 10 arrows, so the archers and swordsmen went from 40 arrows to 30 arrows, and the bard mage went from 20 arrows to 10 arrows.
How much do arrows weigh? Good question! A quiver with 20 arrows weighs 3 lbs, so let's say that the quiver weighs 1 lb, which means 20 arrows weigh 2 lbs, so each arrow weighs 0.1 lbs. Therefore, everyone has lightened their load by 1 lb from using 10 arrows.
Reward Packages
These items cannot be obtained right now (unless you have the ability to teleport, or some other way to transfer the items?), but you may put in an order by using the amulet of sending. A sending is limited to 25 words, and the order must begin with "OFFICERRANK LASTNAME requesting...," so that leaves you with 22 words for the actual order. And for having such a successful mission, you receive above average rewards, so more than the normal increase in wealth between 8th and 9th level, which is usually 13,000 gp.
Standard Combat (CL 9) * Magic enhancements to weapons, armors, shields (7,000 gp) * Nonmagical weapons, armors, shields, ammunition, goods (3,000 gp) * Additional magic items (4,000 gp) * +1,000 gp increase to any one limit (1,000 gp) * +500 gp increase to any one limit (500 gp) Total = 15,500 gp
Magic Combat (CL 11) * Two wands of any spells of a level you can cast (4,000 gp) * Magic items to increase AC (3,000 gp) * Nonmagical weapons, armors, shields, ammunition, goods (2,000 gp) * Additional magic items (5,000 gp) * +1,000 gp increase to any one limit (1,000 gp) * +500 gp increase to any one limit (500 gp) Total = 15,500 gp
Hybrid Combat (CL 10) * Magic enhancement to one weapon OR one wand of any spell of a level you can cast (3,500 gp) * Magic enhancements to armors & shields OR magic items to increase AC (3,500 gp) * Nonmagical weapons, armors, shields, ammunition, goods (2,500 gp) * Additional magic items (4,500 gp) * +500 gp increase to any three limits (1,500 gp) Total = 15,500 gp
Examples
Below are some examples of upgrades and items you can obtain with the current reward packages. This is to help give both the players and DM an idea of what is available at these higher levels. Aside from increases, equipment lines cannot be combined, but items/enhancements purchased separately from different equipment lines of a new package can be combined to obtain a new magic item. Equipment lines left over from previous packages can be used to further upgrade current or new items but require 1 day of crafting per 1,000 gp cost. During this time, the item is unavailable unless crafting is interrupted, but interruption wastes any work done so far and must begin anew next time.
Standard Combat (CL 9) * Magic enhancements to weapons, armors, shields (7,000 gp) * Nonmagical weapons, armors, shields, ammunition, goods (3,000 gp) * Additional magic items (4,000 gp) * +1,000 gp increase to any one limit (1,000 gp) * +500 gp increase to any one limit (500 gp) Total = 15,500 gp
Use the “Magic enhancements” line (7,000 gp) to upgrade a masterwork shield into a +1 shield (costs 1,000 gp, CL 3) and a +1 weapon into a +2 weapon (costs 6,000 gp, CL 6). Or combine it with the +1,000 gp increase (total 8,000 gp) to upgrade a +1 shield into a +3 shield (costs 8,000 gp). The +3 shield can be a +3 enhancement bonus (CL 9), or a +1 enhancement bonus with two special abilities that have +1 bonus price (i.e. bashing [CL 8] and blinding [CL 7]) , or a +1 enhancement with one special ability that has +2 bonus price (i.e. arrow deflection [CL 5]). Keep in mind that armor and shields have access to different types of special abilites, as do melee vs ranged weapons, and a few special abilities cost a set amount of gold instead of bonus price (i.e. glamered, slick, shadow).
Use the “Nonmagical” line (3,000 gp) to obtain a darkwood quarterstaff (costs 640 gp), darkwood composite [Str +4] longbow (costs 800 gp), darkwood club (costs 330 gp), darkwood buckler (costs 205 gp), and a spyglass (costs 1,000 gp) with 25 gp left to spend on other items. Or combine it with the +500 gp increase (total 3,500 gp) to obtain an adamantine greatsword (costs 3,050 gp) and 7 adamantine arrows (costs 420 gp, 35 cp) and have 29 gp, 65 cp left to spend on other items.
Use the “Additional magic items” line (4,000 gp) to obtain a cloak of resistance +2 (CL 5), or an item that increases a single ability score by +2 (CL 8). Or combine it with the +1,000 gp increase (total 5,000 gp) to obtain an amulet of mighty fists +1 (CL 5), or to obtain boots of elvenkind (costs 2,500 gp, CL 5) and a cloak of elvenkind (costs 2,500 gp, CL 3).
Magic Combat (CL 11) * Two wands of any spells of a level you can cast (4,000 gp) * Magic items to increase AC (3,000 gp) * Nonmagical weapons, armors, shields, ammunition, goods (2,000 gp) * Additional magic items (5,000 gp) * +1,000 gp increase to any one limit (1,000 gp) * +500 gp increase to any one limit (500 gp) Total = 15,500 gp
Use the “Two wands” line (4,000 gp) to obtain one 4th-level spell wand with 8 charges (costs 3,360 gp) and one 3rd-level spell wand with 7 charges (costs 630 gp). Wands only go up to 4th-level.
Use the “Magic items to increase AC” line (3,000 gp) to upgrade bracers of armor +1 to bracers of armor +2 (CL 7), or obtain a wand of magic vestment with 13 charges (costs 2,925 gp, CL 5) and a wand of shield with 5 charges (costs 75 gp, CL 5 to craft, CL 1 for spell)
Use the “Nonmagical” line (2,000 gp) to obtain costly spell components as long as they are not magical themselves, such as onyx for animate dead (costs 250 gp for an undead with 10 HD), or offerings for lesser planar ally (costs 500 gp plus payment), or oils for reincarnation (costs 1,000 gp). Or it can be used to obtain a mithral light shield (costs 1,159 gp, 3 lb, no arcane spell failure) and a mithral short sword (costs 510 gp, 1 lb).
Use the “Additional magic items” line (5,000 gp) to obtain an immovable rod (CL 10). Or combine it with the +500 gp increase (total 5,500 gp) to obtain boots of striding and springing (CL 3), or a necklace of fireballs type IV (costs 5,400 gp, CL 10).
Special Exceptions to Caster Level (CL)
The last thing I'd like to point out is that caster level (CL) doesn't always increase as an item improves. The CL for magic weapons and armor is three times the enhancement bonus or whatever the specific special ability has listed. Whereas items that increase a single ability score have the same CL for any amount of increase (+2, +4, +6), though, the CL increases if you want the item to increase multiple ability scores.
Additionally, certain magic items have an unusually high CL, which seem to be based on the most powerful version of the specific item. I have noticed this for the pearl of power and metamagic rods. Both have a CL 17, which is the minimum caster level required for 9th-level spells. These items can affect 9th-level spells, but there are weaker, cheaper versions that affect lower level spells, so as a house rule for this campaign, I'd like to have the CL for these items based on the spell level. A lesser metamagic rod affects 1st to 3rd-level spells, and minimum caster level for 3rd-level spells is CL 5, so if your package allows access to CL 5, you can obtain a lesser metamagic rod as long as you can afford it. The same goes for pearls of power. Therefore, CL for these items will be based on the spell level affected by the item, and the equation is “(spell level x2) -1 = CL,” so (spell level 3 x2) -1 = CL 5, or (spell level 4 x2) -1 = CL 7.]
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