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As I posted about the road from Ardis to Feldgrau, I also wanted to detail a few things about the journey through The Furrows. I came up with four encounters I plan on using for my group as they travel through the salted, war-torn landscape, some of which I borrowed from Rule of Fear. expanded into stat form.. Below is a social encounter with the Knights of Ozem, two "battlefield haunts" (which I love the idea of), and an adpated monster from 3.5, the Ragewind,restatted into an undead menace.Anyone wishing to use any of this for their campaign is more than welcome.
This encounter happens after passing the last estate but before entering the Furrows themselves, along what road remains to Feldgrau. While probably not a combat encounter, it helps to foreshadow allies and an enemy they will meet in Shadows at Gallowspire as well as some forewarning of the haunts in The Furrows.
"The field ahead bears an unnatural phenomenon; a nearly 100 foot ovoid area completely scoured of all grass and other plant life, as if someone had salted the earth. Within this clearing of barren earth lies a stretch of huge footprints, prints that are nearly 10 feet in length and almost seem to be darker than they should, as if the shadows cling deeper to the depressions than the surrounding areas. The unnatural, shadowed prints are being examined by a group of men and women bearing gleaming, heavy mail and weapons"
As the machinations of the Whispering Way come to further fruition, many of the Whispering Tyrants minions begin stirring in anticipation of their lord's return. One of the more powerful of these minions is the Nightwalker known as General Sey'lok. His re-emergence into the world has not gone unnoticed, and as he moves to regain his power and travel towards Gallowspire, his activities are being tracked by a group of Paladins known as the Knights of Ozem. Currently, their group numbers seven: Sir Garvis Karst, Miras Barnholdt, Filip Andreve, Anca Viorica (from module 6), Marcus Arasti, Orin Verheim, and Danis Meliene. Arasti is the oldest of the group, nearing his sixties but a fount of knowledge while Orin is the youngest, barely 20 and quite brash. Danis is quiet and very stoic, as if overtaken by the near legendary proportions of their quarry. The latter three knights are destined to perish when they track their prey to the borders of Virlych and underestimate the strength and intelligence of their foe. A DC 15 Knowledge: Local identifies the Knights of Ozem.
The clearing itself is the sight of Sey'lok's reappearance via Plane Shift. He spent some time orienting his location in relation to Gallowspire before finally taking to flight with Air Walk. The Knights have also noticed groups of humanoid tracks that came through the area twice before the appearance of Sey'Lok, the Whispering Way and the Demon Wolves. The Knights consider the hunt for Sey'Lok of paramount importance and will not divert from their course for any reason. In fact, if the PCs wait long enough, the Knights eventually leave the site, heading west to Ardis to report their findings and to resupply. While the offer to go after agents of the Whispering Way is extremely tempting to the group, they consider one Tar baphon's generals to be of greater importance than what they perceive to be an isolated group of fanatics. At this point, the PCs don't have any concrete proof that Vrood intends to re-awaken Tar Baphon. so at best, the PCs can hope for healing services.
The Knights begin Unfriendly, believing (rightly so) that few armed groups would venture eastward towards Feldgrau without some fell purpose. If there are any Paladins or members of Iomedae's faith amongst the party members, their attitude begins as Indifferent. The Knights have a Sense Motive skill of +4. The following occurs based on the Knight's attitude via negotiation:
-Hostile: The Knights insist that the group immediately leave the area. If the party attacks, the knights respond in turn, attempting to use subdual damage until one of their number takes half of hit point total in damage, at which point they fight to neutralize their foes by whatever means are necessary. As a group of 9th level characters (and an EL14), it should quickly become apparent that the PCs are in over their heads. If the PCs surrender, the Knights allow them to go on their way; they consider their quarry more important than a group of beligerent mercenaries. However, if any of their number are killed, the knights attempt to subdue and arrest the group, bringing them to justice in Ardis.
-Unfriendly: The Knights tell the group of the other sets of tracks but insist that they leave while they conduct their own findings. By the time that they are done with their investigation, the tracks from the Demon Wolves and Whispering Way cultists have been muffled by the armored knights, covering most traces of their passing.
-Indifferent: The Knights allow the group to investigate the tracks.If the PCs are using the tracks of either group to navigate towards Feldgrau, this task is made easier by the Knights. In addition, any PCs investigating the area that makes a DC 25 perception check comes across a scrap of paper covered by the despoiled silt. It reads ".. for Mutineer's Grove.. Silence?...as for the Haunted Trench, removing fear? Something besides that.." This is a bit of musings by on the Whispering Way Curates about how to bypass some of the haunts before Feldgrau.
-Friendly: The Knights allow the PCs to investigate the area and even offer to briefly aid them. While the investigation is happening, Sir Arasti relegates some of the history of Tar Baphon's minions to anyone not investigating, even giving some hints about the recent activities reported at Renchurch and some of the history of its leader, the Grey Friar.
-Helpful: As Friendly, except the Knights also offer healing and the removal of any Curses via their mercies. Additionally, Arasti warns them of what rumors exist about the Furrows since Feldgrau lies within them.
If the Knights are made friendly, award the PCS 3,200 xp for the additional information they recover. If they are made helpful, award 4,800 xp.
"The overgrown, untended fields and hills of Ardeal give way eastward to a blasted panorama, a stretching landscape scarred with old trenches, blasted earth, and small sickly groves of twisted trees. (Periodically, swirls of snow dance across the pocked stretches, forming up like men grasping for the sky in desperation. )" (seasonal)
(By Day): "Light somehow seems dimmer, as if they sun was covered in a haze despite the clear sky."
(By Night): "The wind occasionally crescendos into eerie howls that sound like screams as it cuts across they trenches in the earth."
"The scarred hellscape gives way to a strange sight, a grove of trees that nestles near a dead stream. "
This grove is the sight of a mass dissension in the ranks of the Barstoi's soldiers. Because no funeral rights were performed for any of the soldier slain in the mutiny, the grove is now haunted. Additionally, when the Demon Wolves came through this way, a number of their group sub-combed to the haunt and died before the group could escape. PCs 100 feet away from the grove can see further details:
"The center of the grove seems to have signs of being used as a campsite. There are a couple of old, rock-lined fire pits, scattered, rusty tent stakes, and other signs of old use. Besides this, the most noticeable feature are a trio of human corpses, probably recently made by their smell and appearance"
PCs that enter the grove can see further details about the corpses. Doing so causes the haunt to manifest.
"The human's cause of death is readily apparent. Each of their corpses is stabbing the other in a circle of murder. Their longswords and daggers are clearly silver."
Knowledge History DC 20: Not everyone who participated in the War Without Rivals agreed with its cause, especially when the scorched earth tactics of its later days became widespread. When a group of soldiers encamped at this sight, an argument occurred within their ranks that eventually lead to an attempted mutiny. Soldiers turned on each other, and ultimately, a third of their number were killed in the ensuing skirmish. There wasn't time to bury their bodies, so they were gathered in the center of this grove and burnt.
Knowledge History DC 25: The grove has an ill reputation as being haunted by the spirits of the unburied soldiers. It is believed that the mutiny occurred due to a group of them coming to the realization that they had slain blood relatives on the other side of the conflict. Cail Locknave, the commanding officer, supposably not only confirmed this but also revealed that the troops were responsible for the eradication of lesser noble houses that were tied by blood to many of the soldiers. The motives for the soldiers' own actions in the conflict came into question in their minds, and it quickly escalated into a full-blown mutiny.
Failed Mutiny Haunt CR 8
XP 4,800
CE Haunt (40' radius area in the center of a grove of trees)
Caster Level 8th
Notice Perception DC 20 (to hear a chorus of angry whispers grow louder and louder)
hp 16 Trigger Proximity Reset 1 day
Effect When this haunt manifests, the chorus of whispers rises to fill the entire grove. Many of the whispers seem to come directly from the mouths of any PCs in the area, and as they rise, they begin forming conspiratorial words. Any creature in the area must make a Will save (DC 17) or be affected as if by a Song of Discord as the whispers urge the PCs that their companions are murderers and will eventually kill their families.
Destruction A Consecrate spell must be cast in the center of the grove, followed up with a Calm Emotions spell. That spell must be maintained either through concentration or multiple castings for no less than 4 minutes (40 rounds, the length of the mutiny) to completely set the restless sprits at peace. Casting Calm Emotions in the area of the haunt automatically causes the haunt to reset its manifestation time, forcing those seeking to put the spirits here at rest to contend with the haunt one last time.
Treasure The three dead demon wolves each have a masterwork silver dagger, masterwork silver longswords, and a set of half plate. There is also two potions of Remove Fear, a potion of Bull's Strength, and 270 gp in assorted coins.
"As you come to another long stretch of treeless ruin, there appears to be a fair amount of clutter covering the way area ahead of you; old broken weapons, bits of armor, and scraps of charred wood and metal littering the areas around two trenches. Amidst the litter can be seen the occasional bone fragment, though most of these appear to be half buried in the bruised soil as if the tortured earth were attempting to forget whatever occurred here. While tufts of sickly grass sprout up occasionally amidst the litter, none of it grows near the two trenches"
It is possible that the PCs are able to see into the trenches before they trigger the haunt. In this case (or after the haunt is dealt with), read the following:
"The trench has old burnt look to it as if a fire occurred within its expanse. Charred bone fragments line the depths of the depression, most of them covered in old layers of dirt and soot. "
Knowkedge History: DC 20 This particular area is the sight of an event known as the Reinhart Massacre. A tailing event during the War without Rivals, the Reinhart massacre occurred when a large group of serfs left homeless by the war converged on a diminished battalion of Count Neska's troops. Lead by an emittered former land-holder named Alkan Reinhart, the mob of serfs attacked the outnumbered soldiers. Despite their superiority of numbers and ferocity by perceived injustice, the peasants were slaughtered by the soldiers almost to the man due to better equipment and entrenched positions.
Knowledge History DC 25: During the massacre, the peasants were pushed into the trenches by the soldiers and then burned alive. Each soldier carried a vial of alchemist fire for dealing with incursions from the 'natural world', but instead utilized these against their former countrymen in an act of mass-execution. The commanding officer, Borrik Reinhold, received commendations for the 'victory against overwhelming odds' , which he publicly refused. Two years later, on the anniversary of the massacre, he was found in his home by his servants, apparently burnt to death. Strangely, no traces of any fire were found in his manor.
Peasant Slaughter Haunt CR 9
XP 6,400
-LE Persistent Haunt (Sight of old battle amidst the Furrows, 45' radius area between two trenches)
Caster Level 9th
Notice Perception DC 15 (to notice horrible ghostly screams that begin joining with the wind and a sudden rise of temperature in the area)
hp 40 Trigger Proximity Reset 1 day
Effect When this haunt manifests, the ghostly screams and burning air are accompanied by the corporealiziation of dozens of spectral soldiers and armed peasants that seem to encompass everyone in the haunt's vicinity. This haunt manifests over the course of several rounds, heightening in strength until it either drives away or kills all creatures in its area. On the first round, the feelings of slaughter and horror heighten with the arrival of the spectral mass. All creatures in the area are targeted by a Doom Spell (save DC 11)
-On the second round, the wailing intensifies as the spectral soldiers begin grouping into formations and driving the peasants into the trenches. A feeling of hopeless futility against the cold machinery of war washes over those in the area, duplicating a Fear spell (save DC 16). Creatures that are affected by the Frightened or Panicked state from this affect view the trenches as safe area, and depending on their position may flee into them instead of out of the haunt's area.
-On the third round, as the majority of the phantom peasants are dispatched or driven into the trenches, the ghostly soldiers turn their attention to the PCS. A surge of them presses forward, rushing around and through the PCs as they attempt to push them into the trenches. This duplicates a Telekenisis spell, using the Combat Maneuver to attempt to Bull Rush each PC into the nearest Trench. This check is at a +14 bonus, and continues every round until the haunt is neutralized or the PCs leave the haunt's vicinity.
-On the fourth round, any PC that is in one of the haunted trenches sees the spectral soldiers each launch dozens of alchemist fires into the pit that engulfs the peasant mob. This duplicates the spell Sirroco (save DC 19) except the downdraft resembles spectral soldiers pushing back any escaping peasants with spears. This effect continues every round until the PC leaves the trench or the haunt is destroyed.
Destruction Each trench must have its basin filled with Holy Water, requiring no less than 50 gallons worth (400 flasks) spread over each trench, combined with a Control Water spell to raise the holy water's level up to 5 feet. Attempting to completely fill the trenches without Control Water requires an astronomical amount of funding to produce the Holy Water required, funding beyond the scope of most small kingdoms, let alone adventurers.
Treasure Within one of the trenches lies a forgotten officer's sash, lost beneath the mass of bodies and charred remains during the fight. It is in fact q Sash of the War Champion. (or other appropriate 4,000 gp item)
Ragewind (Sword Spirit) CR 10
XP 9,600
LE Large Undead (incorporeal)
Init +11; Senses darkvison 60 ft., Swordsight 120 ft; Perception +22
-DEFENSE-
AC 21, touch 21, flat 11 (+4 deflection, +7 dex, + 1 dodge -1 size)
hp 127 (15d8 +60)
Fort +9 Ref +12 Will +13
Defensive Abilities , channel resistance +2, incorporeal, rejuvenation; weapon-bound regenration; Immune undead traits Weakness channel vulnerability, site bound
-OFFENSE-
Speed Fly 60 ft. (perfect)
Melee 6 +1 Longswords +15 (1d8 +5 19/20)
Space 10 ft.; Reach 5 ft
Special Attacks: blade fury, spectral manuevers, supernatural weapon mastery,
-STATISTICS-
Str -, Dex 25, Con -, Int 7, Wis 18, Cha 19
Base Atk +11; CMB +11; CMD 29
Feats Critical Focus, Dodge, Improved Initiative, Improved Vital Strike,Lightning Stance, Mobility, Wind Stance, Vital Strike
Skills Perception +22, Stealth +25
Languages Common
ECOLOGY
Environment any
Organization Solitary
Treasure Standard (All weapons)
SPECIAL ABILITIES
Blade Fury (Su) Despite their incorporeal nature, Ragewinds can animate dozens of weapons to physically fight for them. Three times per day as a full-round action , a Ragewind can concentrate its fury to attack with every weapon within its mass, creating a cloud of whirling destruction that extends 15 ft. from the Ragewind. This effect lasts until the Ragewind's next turn, but creatures that start their turn within the radius or enter it's area take 13d6 slashing, piercing, and bludgeoning damage. A Reflex save (DC 21) reduces this damage to half. This effect grants concealment to the Ragewind from any creatures not adjacent to it.
Channel Vulnerability (Su) Being comprised of numerous spirits, a Ragewind is more vulnerable to channeled positive energy. It takes 50% more damage from channeled positive energy used to harm undead.
Rejuvenation (Su) Similar to ghosts, Ragewinds are a conglomeration of souls still locked in whatever battle they died in. Even after being destroyed, a Ragewind reforms at the sight of its formation within 2d4 days. The only way to permanently lay a Ragewind to rest is to gather every weapon within a 1000 ft. of its location and cast Bless on them, following up with either a Consecrate or Hallow cast at it the location of its formation. Failing to cast Bless on all the weapons before Consecrating the area usually results in the spirit of the Ragewind fleeing permanently into one of the weapons. While this prevents the spirit from reappearing, it often results in a powerfully cursed or evil, intelligent weapon.
Site Bound (Su) A Ragewind is tied to the place of its creation and as such may not travel far from the site. A Ragewind may move no further than 1000 ft. from the site of its creation. If forced to move beyond this range by any means, it immediately teleports to the center of this site at the beginning of its turn.
Spectral Maneuvers (Su) Whenever a Ragewind is attacked with a manufactured melee weapon, it can make a disarm attempt after the attack is resolved. The Ragewind may roll its CMB and add its Charisma modifier on the attempt (+15 for a typical Ragewind)
Supernatural-Weapon Mastery (Ex) Ragewinds can animate up to six weapons at once to attack for them. When attacking with any weapon in this manner, the Ragewind applies its Charisma modifier to all attack rolls and damage rolls. Furthermore, any weapon animated is treated as if under the effects of a Magic Weapon while animated. Most Ragewinds typically utilzie longswords, but any weapon can be utilized, even exotic ones. Exotic Weapons take no penalty on attack rolls when utilized in this manner.
Swordsight (Su) The Ragewind can sense the location of all manufactured weapons within 120' as if under the effects of Arcane Sight, except the Ragewind can sense even nonmagical or broken weapons. This ability is limited to only weapons, but the Ragewind can sense the most powerful magical weapon within this area, even through effects like Nondetection. Opponents within this area wielding any manufactured are treated as if the Ragewind had blindsight.
Weapon Bound Regeneration (Su) Spirits of carnage, Ragewinds gain sustenance from others using manufactured weapons. As long as there are any humanoids wielding manufactured weapons within 60' of it, it gains Fast Healing 5.