
Mathius |
The three adventures in this series seam like the a lot of fun but my party is already level 5. I do not need this mod to be a full adventure but I would like have at least 4 challenging encounter and a chance to explore the same puzzles. The goal will be to set the group up with a hatred of Razmir.
For the hook I was thinking of having the mayor send a bunch of kids on the quest as normal but have them befall horrible fates instead of meeting success. When the kids do not return and their is no word from those who went to prepare the crypt ahead time desperate town asks the party to find out what happened.
For the party of kids I was going have them include a Dwarf fighter, Human Rogue, Human Cleric, and a Human Druid. Below I will detail how each step of the journey went for the kids and what is there now for the PCs. I have only included a CR if it is at least a 5.
First Fight: Tracks show that kids fought a battle here but there is no sign of the foes presence at all.
DC 10: The kids got into a fight
DC 12: The Kids had confidence in their ability to handle whatever they were facing.
DC 15: There is no sign of their foes on the battlefield and no sign of any injury to the kids
DC 20: There were 3 foes and the kids fought them as you would humanoids.
DC 25: The Fighter suffered a mighty wound based on his footwork and the rogue got hit as well. The cleric channeled positive energy and engaged in close combat. The druid and its bear also engaged at close range. The trail of Holgast can be found (DC 15 if searching outside the battlefield.) [+5 to DC reveals that he cast]
Eyes in the Dark: The sharp eyed rogue saw the wolf and the druid cast charm animal on it.
Unfortunate Bandit [CR 7]: The cleric and druid pieced together what had happened from a distance and chose to avoid the snake. They did not discover the bandit camp. If the PCs investigate the body a Giant sea snake will attack.
Treacherous Hillside: The Cleric Tumbled all the way to the bottom the the cliff but avoided serious injury. The Fighter went through a briar patch but the druid, rogue and bear never fell.
Outside the Crypt: The Rations are missing but the scene is otherwise the same. 3 graves with headstones have been dug for the 3 villages that perished in the crypt. The door to crypt is wide open.
All doors are made of Iron
Entry Hall: The kids overcame the skeletons and gave the villagers a proper burial outside the the crypt.
Maze of Pits: The fighter fell into the first pit but after that the kids solved this room with little trouble. The kids opened each pit, found the treasure and closed each pit up after they were done. To help in bridging the pits the kids found a log long enough to cross a pit and cut it in half lengthwise. One half can be found crossing the southernmost pit and the other is holding the southern door open. The kids intended to remove these from the crypt when the left.
Wailing Survivor: The kids made it here and stashed most there extra rations in this room after calming down Rodare. Since so much time has past he is once again in the same state the kids found him in.
Hungry Beetle: Dead Beetle plus add a door to the bottom of staircase that is opened by the key found in the pool, DC 30 to open. The stairs go over the hallway in area 12 and connect to the stairs in area 9.
Shadow Shapes: The kids beat a hasty retreat and shut the door after encountering the shadow. This room is unchanged.
Key Pool: This room is unchanged except that the key is gone and large rock is at the bottom of the pool. It took the kids several tries to recover the key because the only swimmer was fighter. Eventually the light was cast on 60 pound rock and the cleric held on to this to get to the bottom. Once the key was recovered the rest of the party hauled him out of the water with a rope.
Room of Reflection: The rogue found some masterwork thieves tools in the vault and, along with a guidance spell, was able to hit the DC 30 to open the lock. They locked the door after themselves.
Gauntlet: The kids had no trouble with this. Unchanged
The Shield Guardian: Deactivated and no sign of the shields. The fighter is a grappler and was able to deactivate the golem with the key. After the opening the vault with the key the kids put the key back in the golem just for the sake of style.
The Supply Vault: Locked but empty.
The Pillar of a Thousand Arrows: The Rogue used his new found potion of invisibility and that combined with stealth allowed him to get close enough to the trap to disarm it without setting it off. Just in case the kids left the shields just outside the the south door. Unfortunately for the PCs the disarm was temporary and they will have to deal with the trap. For the sake of added challenge the trigger the trap will have static perception of 30 (stealth DC 30 to bypass) and some sort of concealment will be needed. Cover will not work because the trap will see the cover and start shooting. To make it even worse the disable DC will be a nice 30 due to the rogues first disarm. Last but not least the trap will stop firing if nothing is detected so waiting outside the room will not work.
Chamber of the Bloody dead: The kids defeated but did not destroy these skeletons. They should pose little threat to a 5th level party but the Undead will be on alert if the battle takes more then 1 round or has a particularly noisy action taken. 1 round of standard battle will not alert the foes downstairs due to distraction.
The story so far: The rogue scouted areas 17, 18, and 19 while invisible but fell pray to the trap in 19. His screams brought the the bats and zombies down on them at the crossroads but they managed to defeat the zombies and evade the bats by taking shelter in area 11. After they explored the eastern wing of the complex an opening the portcullis they proceeded to area 22 and triggered Asar's ambush. On the made flight out the fighter fell into the pit where he lays dying, the rogue and druid ran to 14 and took shelter with the help of befriended animals, and the cleric is using the his faith in conjunction with the power in area 17 to keep the undead at bay.
Crossroads [CR 5]: Asar has sent out a force of undead to deal with the kids in 17 and 14 but so far they have been unsuccessful and have set up camp here. Along with the animate dead are the corpse's of the plague zombies and several dozen bats. A Wight mans a post in the eastern hallway and Ghast is does the same in the southern. 2 skeletons lurk in the hallway between 14 and 15, while a 3rd is just north of the bend in the hallway to 17. If they have been alerted to the presence of the PCs they will move into are 18 and attempt ambush the PCs by pretending to be interred corpses. None of the kids will brave the room unless contacted by the PCs first.
Angry Frogs: When the kids first past through here the druid befriended the frogs and now he is using this as defensive redoubt to hold of the undead. While food is not a problem the PCs are on borrowed time because the rogue has attempted to climb out the way the frogs got in and has gotten stuck. The rogue can not free himself and the cold water has sapped his strength. Once he falls asleep he will drown. To reach the rogue the a PC will need to make a DC 25 Climb check followed by an escape artist check DC 20. 3 climb checks and 2 escape artist checks are needed. Failure of a climb check results in sliding back down the tube and taking 2d6 damage. Unless the it is the first roll the tight squeeze stops the fall. Once the rogue is reached a DC 15 str check is required to free him and failure by 5 or more causes a d6 HP to the rogue. The squeeze that the rogue is stuck in is DC 30 to get though but after that getting to the surface is time consuming but not difficult. The surface can be reached after 2 hours.
Azure Fungus: Add two skeletons to the dead bodies but otherwise unchanged.
Wheel and Woe[CR 6]: The skeletons have be vanquished but the pit now contains a much worse danger. A slime-infested Basilisk has made its way up from the underdark where a hole in the bottom of the pit leads to an aboleth's dark realm. The beast will hide under water and try to attack from surprise.
Chamber of rest: At the bend in the hallway there is pile of broken skeletons from the cleric's turning. Any rebuke undead done in this room gains 1d6 extra damage +2 to the save DC and benefits from the turn undead feat for free. While this has worked out well for the cleric so far and the intelligent undead fear coming in hear, he will eventually need sleep. Once asleep he will be easy pray.
First Catacomb: No Zombies but the pack is still here. If the undead from 13 move here they gain +5 to their stealth checks if they hid in the alcoves.
Reflections in terror: Unchanged, the portcullis is currently closed.
Second Catacomb: Unchanged as the bat swarms have reformed.
Guardian Statues: Unchanged other then the fighter who currently awake but not healing normally. He is at negative -12 HP and will die if he has to spend one more day in the tomb. He will not reveal his presence for fear of the undead. The other kids know that he is here.
Kassan's Tomb [CR 9]: Asar is brooding here and has beaten Dimera almost to death. Any further damage and she will die. Asar has 3 more levels of Fighter and is accompanied by 3 skeletal champion archers and skeletal Mage +1 AC from bracers. The mage will only use the wand after he is out of spells. Kassan also gives out his full plate and sword but only if all of the children are safe.
Village's Crypt: Unchanged
Raider's Crypt: No dead wizard but all skeletal mage carries it all.
I would love it if I could get help some help leveling up Asar. I need names and personalities for all of the kids as well. Please feel free to comment on my ideas. Remember that the idea is not to have a full adventure but to be able to get all of the story in this one.
Thanks