Kyuubigan
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Hello everyone! This is a couple of firsts for me (first post and first adventure) please be patient and kind with me!
Big Ambitions
Tier 1-4
A report has come from Falcon's Hallow, the oldest logging community in Andoran, that an ancient wizard's keep has been found in the nearby forest of Darkmoon Vale. According to the rumors, the place appears to be occupied by some rather vicious kobolds. The Society has decided to send you to investigate, and see what this new discovery has to offer to the Chronicles.
Map: Game Mastery Map Pack: Wizard's Tower
Minis: Kobold Warriors (Bestiary Box)
This quick quest pits the party against Skyxa, power-hungry kobold sorcerer, her trap smith mate Svent, and the coterie of loyal warriors they brought with them. This band have ventured from Candlestone Caverns in search of arcane lore that would allow Skyxa to take control of Black Claw Tribe through sheer might. There isn't really much left though, as the previous inhabitant (including the upper half of his tower) were immolated by a red dragon the deceased wizard had crossed. But that doesn't stop Skyxa from frantically scouring the remains of the tower in hopes of finding what she is looking for.
A1: Entrance (Outer Staircase)
This staircase, once grand, is now falling to the decays of time and disrepair. At the top of these stairs rests a scorched tower of stone, standing at least thirty feet tall despite having lost its upper floors to what appears to have been an explosion.
While there are no creatures here, the top step has been rigged by Svent with a simple alarm trap (CR1). To spot the trap, the players must make a DC 21 Perception check. The trap can be disable with a DC 18 Disable Device check. If the trap is triggered, it creates a shrill whistle which alerts all of the kobolds in A2, causing half of them rush out to investigate.
A2: Ground Floor (Audience Chamber/Level 1)
Once a grand chamber for entertaining guests, this room now lays in disarray and the stench of overcooked meat clings to the air. The remains of several chairs are piled by the roaring fireplace where a large carcass is spitted, and a grand table lays turned on its side near a stair case, the top facing the entrance.
Creatures: This room has been setup by Svent so as to repel anyone who gets into the tower. If the alarm in A1 was triggered, then all but one of the kobolds remaining in the room are hiding behind the table, granting them full cover. The last one ran upstairs to wake the sleeping warriors on the next floor in A3, who will arrive in 1d4 rounds. If the alarm was bypassed or disabled, than the full compliment of kobold warriors are enjoying eating a worg they killed earlier, and are all clustered around the fireplace out in the open. Any sounds of fighting has a chance of waking the kobolds in A3, though they suffer a -10 penalty to their Perception checks to notice due to being asleep.
Tactics: All the kobold warriors in this adventure use group tactics, using flanking and aid another to boost their chances to hit against a single target.
Kobolds CR 1/4
Numbers:
Tier 1-2: 6
Tier 3-4: 8
(Bestiary p183) HP:5
A3: Second Floor (Scrying Pool/Level 4)
At the center of the chamber sits a large, fetid basin of water. Surrounding the basin are about half a dozen piles of rags and furs.
Svent has trapped the top two steps of the staircase leading to this floor. The first is a swinging axe trap (Core Rulebook, p420), while the top step is rigged with the same alarm trap used in A1.
Creatures: This room is where the kobolds not on watch duty in A2 are sleeping. If the alarm trap at the top of the stairs is triggered, the kobolds sleeping here instantly wake up. The alarm also alerts Svent and Skyxa on the top floor, giving them time to prepare for combat.
Kobolds CR 1/4
Numbers:
Tier 1-2: 6
Tier 3-4: 8
(Bestiary p183) HP: 5
A4: Third Floor (Living Quarters/Level 2)
This once simple living room is now a mildewed mess. All the wood in this room is either mossy or rotting, and the entire floor is open to the elements because of the missing ceiling through which the mighty trees of Darkmoon Vale stand visible. The tops of the stone walls bear fierce scorches, and seem to be melted in some places. Three rotting doors, one to the right, two to the left, complete the turgid picture.
This is the floor where Svent and Skyxa have been living in since arriving at the tower. The top two stairs leading to this area are rigged with the same traps as in A3, but there's more in store here. Each of the three doors are trapped as well. The two doors on the left each have a javelin trap (Core Rulebook, p420), while the door on the right has a burning hands trap (Core Rulebook, p420) on it. A trap is triggered by the opening of a corresponding door. Svent has also set up 4 poisoned dart traps (Core Rulebook, p420) in the living room. The door traps can be bypassed normally, or a player can elect to climb over the walls into the rooms. This requires a Climb DC 14 that provokes an attack of opportunity.
Creatures: Svent and Skyxa have been scouring this floor for nearly two days in search of any kind of arcane secrets or power. If the duo are alerted in any way (by the sounds of fighting or the alarm trap in A3), Svent is hiding in one of the Western rooms, while Skyxa is hiding in the master bedroom to the East. If they are caught unawares, then they are both in the back West room studying moldy tomes. Also, because of the height of the trees, the two kobolds don't suffer from their light sensitivity due to the open roof.
Skyxa CR 1
(page 3)
Svent CR 1
(page 4)
Treasure: With a DC 18 Perception check, the players discover a loose stone in the floor of the main bedroom containing a steel lock box (DC20 Disable Device). Inside are as follows:
Tier 1-2: bracers of armor (+1), wand of magic missle (CL 1; 25 charges)
Tier 3-5: scroll of fireball (CL 5), potion of invisibility (CL 5)
I have no idea about appropriate gold amount; one of the things I need help figuring out.
Skyxa CR 1
Female Kobold Sorceror (Red Dragon Bloodline) 3
LE Small Humanoid (Reptilian)
Init+2; Senses Darkvision (60 feet), Perception +9
DEFENSE
AC 22, touch 16, flat-footed 19 (+ 4 armor, +2 Dex, +1 size, +2 natural, +1 dodge, +2 deflection)
HP 15 (3d6)
Fort +1 | Ref +3 | Will +4
Resist Fire 5
Weakness Light Sensitivity
OFFENSE
Speed 30 ft.
Melee Dagger +1 (1d3-1)
Special Attacks Claws +1 (1d3-1)
Sorcerer Spells Known (CL 3, +1 melee touch, +4 ranged touch):
1 (6/day) Mage Armor, Burning Hands (DC 12), Magic Missile, Sleep
0 (at will) Read Magic, Detect Magic, Acid Splash, Flare (DC 11), Resistance
TACTICS
Before Combat If she hears the alarm or sounds of fighting, Skyxa drinks her potion of shield of faith and casts mage armor on herself (both factored into her stats), then makes a Stealth check to hide under the bed in the master bedroom.
During Combat Skyxa tries to cause as much pain to the players as possible, using burning hands on grouped players, while casting sleep at obvious fighters, and magic missile on casters. She cackles in delight whenever she deals fire damage to a player. She drinks her potion of cure light wounds when below 5 hit points.
Morale Despite her sadistic nature Skyxa, like most kobolds, is a wretched coward. She fights until she is either out of 1st level spells for the day, or reduced to 3 or less hit points after drinking her potion of cure light wounds. In either case she does everything in her power to flee, including abandoning her mate Svent.
STATISTICS
Str 8 | DEx 14 | Con 10 | Int 14 | Wis 12 | Cha 12
Base Atk +1; CMB -2; CMD 11
Feats Brew Potion, Dodge, Eschew Materials
Skills Bluff +6, Craft (alchemy) +7, Fly +4, Knowledge: Arcana +8, Perception +9, Sense Motive +3, Spellcraft +8, Stealth +6
Languages Common, Draconic, Gnome
SQDraconic Bloodline: Red Dragon
Combat Geat Dagger; Other Gear potion of cure light wounds (CL 1), potion of shield of faith (+2)[/i] (CL 1)
SPECIAL QUALITIES
Claws (4 rounds/day) (Ex) 2 Claw atacks deal 1d3 damage
Draconic Bloodline: Red Dragon (Fire) +1 damage per die for [Fire] spells.
Dragon Resistances (Ex) Gain Fire resistance 5 and +1 natural armor
Svent CR 1
Male Kobold Rogue 3
LN Small Humanoid (Reptilian)
Init +7; Senses Darkvision (60 feet), Perception +9
DEFENSE
AC 20, touch 16, flat-footed 17 (+3 armor, +3 Dex, +1 Size, +1 natural, +2 deflection)
HP 24 (3d8 + 3)
Fort +1 | Ref +6 | Will +2
Weakness Light Sensitivity
OFFENSE
Speed30 ft.
Meleeshort sword +6 (1d4-1), Range light crossbow +6 (1d6)
Special Attacks Sneak Attack +2d6
TACTICS
Before Combat If alerted to the presence of intruders, Svent drinks his potion of shield of faithg (factored into his stats) then makes a Stealth check to hide in one of the Western rooms. He waits for the door trap to trigger before attacking.
During Combat Svent tries for a sneak attack on the first round with his crossbow, then uses his Acrobatics to outmaneuver the players. If in a fix (below 10 hit points or flanked), he will use his Cunning Trigger to trip one of the poison dart traps in the main room then retreat to drink his potion of cure light wounds. He'll also use this tactic to hide himself so that he may use his sneak attack.
Morale Svent fights until reduced to 5 hit points, at which point he attempts to flee, using another poison dart trap as a distraction. If Skyxa is killed before this happens, Svent fight to the death. If Skyxa successfully flees combat then Svent drops his weapons and surrenders, despondent over being abandoned by his mate.
STATISTICS
Str 8 | Dex 16 | Con[/b[ 10 | [b]Int 14 | Wis 12 | Cha 10
Base Atk +2; CMB +0; CMD 14
Feats Weapon Finesse, Improved Initiative
Skills Acrobatics +9, Climb +5, Craft (traps) + 10, Disable Device +9, Escape Artist +9, Knowledge (dungeoneering) +8, Perception +9, Profession (miner) +9, Stealth +10, Use Magic Device +6
Languages Common, Draconic, Gnome
SQ Trapfinding, Trap Sense (+1), Evasion, Rogue Talent (Cunning Trigger)
Combat Gear short sword, studded leather ; Other Gear potion of cure light wounds (CL 1), potion of shield of faith (+2)[/i] (CL 1)
SPECIAL QUALITIES
Trapfinding Adds ½ class level to Perception to locate traps and Disable Device to to disarm traps. Can disarm magical traps.
Evasion (Ex) Takes no damage on a successful Reflex save.
Trap Sense (Ex) Add s +1 to AC and Reflex saves to avoid the effects of traps.
Cunning Trigger (Ex) Can trigger any trap he has constructed within 30 feet as a swift action.
Well, this is everything that I have on this particular adventure. I hope to hear some feed back, as I plan on submitting this within the next couple of days after I can find some one to playtest this with.
Thanks for your time!
| Pirate Rob |
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Note that PFS is not normally tier 1-4 but is instead tier 1-5 with the subtiers being 1-2 and 4-5.
Additionally adventures are assumed to be for 6 players and typically feature an adjustment for 4 players.
You appear to have 3 encounters, also I don't see any level adjustment for the final encounter, although it might be hiding in there somewhere.
As for treasure PFS quests feature no treasure.
Also you may want to look at http://paizo.com/products/btpy8ttq?Pathfinder-Society-Quest-Ambush-in-Absal om to get a better idea regarding the formatting expectations.
Hope this helps.