| Effie Schwartz-Craighill RPG Superstar 2013 Top 8 aka Flak |
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The Lumber Consortium's Laboratory
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Hidden in the Verduran Forest near the Andoran logging town of Bellis is an underground complex owned by the Lumber Consortium. It was constructed shortly after the House of Thrune took over Cheliax, and served to keep Consortium higher-ups and profits safe from the Thrune government. When the Consortium declared for Andoran, the complex fell into disuse. Few outside the Consortium's highest ranks are even aware of the place's existence.
Recently, the Consortium has found a new purpose for the complex. After watching the supply of lumber decline in Darkmoon Vale and Arthell Forest, the Lumber Consortium has decided that it needs to investigate new avenues of production, lest the Verduran grow sparse someday as well. Under secret orders from the board of directors in Oregent, the Consortium's gavel in the Verduran Forest has begun a series of experiments in the old safe house. One of these experiments is particularly inhumane, violating Andoran's founding principle of liberty: the foreman's thugs have stolen blackwood drake hatchlings from their nests, enslaved them, and raised them as subservient wood-producing machines—machines fueled by animals and living kidnappees. To the Consortium, lumber is gold and life is cheap. In order to not raise eyebrows at home, the "loggers" involved in this experiment tend to pick their prey on the Taldan side of the border. A few Wildwood Lodge druids clandestinely cooperate with the Consortium on this front, helping to cover the kidnappers' tracks; they view this as a necessary evil to advance conservation.
Though word of the complex has yet to reach the Andoran government, Bellis locals and Taldan frontiersmen alike have begun asking questions about the slew of disappearances. Investigation is in order.
A camouflaged and locked trapdoor in the woods opens onto a tunnel leading into the complex. The first level of the safe house (B1) is comprised of seven rooms: a guardhouse, quarters for guards and loggers, a kitchen, a storeroom, and three rooms for housing Consortium directors, two of which have been repurposed as laboratories. One is an artificially lit greenhouse in which a young Wildwood druid runs experiments with plant growth and similar magics; the other is an alchemist's lab dedicated to uncovering the secrets of the blackwood drakes' supernatural poison. Assuming the PCs sneak or fight their way through the first level, they eventually find a spiral staircase down behind a hidden door at the end of the hall.
The lower level (B2), more natural cavern than manmade grotto, once served as a backup bunker in case the complex was found. Now it houses blackwood drakes and the stumps of blackwood trees.
Experimental Blackwood Lumberyard (CR 7)
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Beyond the secret door, a rough hewn spiral staircase descends into darkness. Faint light from upstairs illuminates a black tree stump that seems to have grown out of the steps. As you descend, you find a smattering of blackwood chips and small loose rocks lying on the ground.
If the players have appropriate lighting or darkvision, read the following:
At the foot of the stairs, the passageway opens onto a dank natural cavern. A steep hill in the center of the cave almost reaches the thirty-foot high ceiling. The ground is littered with blackwood tree stumps; the cavern floor is also pockmarked with holes where stumps have been removed. Moist mosses, mushrooms, vines, and other underground flora carpet the cavern floor and walls. The unfelled blackwood trees in the distance resemble gnarled humanoid statues.
Squares occupied by stumps count as difficult terrain. Treat the gaps left by removed stumps as holes with width, length, and depth of five feet. Where these holes are contiguous, they form a continuous trench. The carpet of vegetation provides no obstacle to the PCs until affected by the blackwood drakes' pollen.
The hill in the center of the cavern is steep, and PCs must make Climb checks to ascend. From the north, this check has a DC of 5. From any other direction, the approach is much steeper, and the DC increases to 15.
To the west is a strong wooden door with a superior lock leading to what was once a secure vault for the Lumber Consortium's hoarded assets. Now the candlelit room is used as a staging area by loggers who work with the blackwood drakes. A coordinator (N male human expert 3) is doing inventory in this room and jotting down observations in a journal.
Two blackwood drake siblings live in this cavern. In the southeast is a small grove of withered blackwood trees, none the healthier for their lack of sunlight and water. It is in this grove that the drakes make their nests. Beyond the nests are the semi-buried remains of another drake, presumably the third of their clutch. The cause of its death cannot be ascertained by mundane means, but the emaciated appearance of its living siblings signals the meanness of the brood's existence.
Creatures: Due to the manner in which they were 'raised' by their captors, the blackwood drakes are more domesticated than enslaved. Trained to be heartless tree producers, these drakes are subservient to their masters and cruel to any other creatures. They possess only a poor grasp of Common and none of any other languages. As the cavern is ordinarily kept dark, approaching torchlight alerts the drakes of intruders. They investigate as a curious predator might, using hit-and-run tactics to harry their opposition, taking advantage of the darkness and terrain. Should the drakes' chances in a direct confrontation look grim, they retreat to the top of the hill in the center of the cave and activate the refuse avalanche trap they've created. If more than moderately wounded, they remain on top of the hill, kicking rubble down at approaching foes (treat as an improvised thrown weapon; +5 to hit, 1d4+2 damage). Because the drakes don't know life outside this cavern, they are more apt to surrender than to attempt to flee if cornered. If they learn or sense that the PCs have injured their masters, however, they fight to the death.
The drakes are suspicious and respond poorly to diplomacy attempts, but if the PCs maintain a genuinely friendly approach (despite sustaining the drakes' initial hostilities), the drakes will eventually consider a parley.
The logging coordinator locks the door and cowers in his room while the battle rages immediately outside it. He never fights. If he finds a good moment, he attempts to sneak past the PCs in the dark and escape up the spiral staircase. Should the PCs intercept him, capture him, and leave before defeating the blackwood drakes, the drakes pursue and fight to free the coordinator.
Blackwood Drakes (2) CR 6
XP 1200 each
hp 37 each (R4)
Blackwood Logging Coordinator CR —
XP —
hp 13 (uses statistics for Shopkeep, GameMastery Guide 284)
Tactics The coordinator is a noncombatant and either hides or flees, pleading for his life if discovered.
Combat Gear The logging coordinator carries no gear.
Trap: At the top of the hill in the cavern's center is a Large ball of accumulated wood chips, rocks, and drake dung, supported by a few sticks. It is easy to spot; that it is a trap is less obvious. Should the PCs notice the trap and avoid it, or somehow prevent the drakes from activating it, disarming the trap by dispersing the debris is a simple task. The trap is triggered by the drakes whenever they deem it will affect a sufficient number of foes. By knocking out the supporting sticks, they send the ball rolling downhill (north) at alarming speed. It breaks apart as it travels, spraying all in its path with refuse.
Refuse Avalanche Trap CR 3
Type mechanical; Perception DC 20; Disable Device DC 5
----- Effects -----
Trigger location; Reset repair
Effect sickens (1 minute), knocks prone; DC 25 Reflex avoids; multiple targets (all targets in a 10-ft.-wide, 100-ft.-long area); creates difficult terrain in area until refuse is removed
Development: If the PCs manage to reach an understanding with the drakes, the drakes can provide them with information about who is behind the experiments, and might even be willing to testify about what they'd lived through in an Andoran or Taldan court. The logging coordinator, if apprehended, quickly reveals for whom he was working and that the alchemy lab upstairs has an experimental antidote for the blackwood drakes' poison (it returns tree-transmuted creatures to an unpoisoned living state with Dexterity damage equal to their Dexterity minus 1). Should the PCs fail to take either the coordinator or the drakes alive, documents found in the old vault to the west provide ample evidence of the Consortium's agenda.