RSS

Tag Archives: Far Realm

The Thing in The Pit

This encounter is intended for 3-5 characters of 2nd level and makes use of current playtest/5th Edition data as of July 6th 2014


This one is a quickie: a room I designed for a one-shot dungeon crawl that unfortunately got passed over. Some of the party will be forced to fend off the slapping appendages of an abhorrent otherworldly creature, while the rest of the team attempts to breach the entrance to the dungeon before the lot of them are crushed. Make certain to have a player character on hand who can pick locks – or else this encounter is far from being fair.

Map

                                

Features of the Area

    Terrain: Each large block of dungeon floor is 10 feet by 10 feet. Any 5 foot squares marked with a star are considered difficult terrain

   The Pit: This yawning chasm reaches far down into the Underdark, where a massive, amorphous beast from the Far Realm is trapped. The drop is 20 feet where tight cracks and crevices leech deeper into the ground. The elastic tentacles have wormed their way up through these openings. Because the uneven walls of the pit provide good handholds, no check is necessary to climb back up (the writhing tentacles may pose their own challenges, however)

   Treasures: The locations of the two treasure caches are indicated by gold sunbursts on the map (see “Rewards” below)

   Exit Door: This sturdy steel door is a half-foot thick and incredibly heavy. It is shut up tight by three identical locks. Passage to and through the door is blocked by a toppled over column (see below).

      •Each lock requires a DEX DC 10 check to open, and some appropriate lock-pick must be used (a set of Thief Tools would suffice, and Proficiency in such tools grants advantage as normal). 

   Broken Columns: One of these collapsed columns has fallen in front of the locked exit door. With the stone ruins blocking the way, it will be impossible to unlock the door.

      •The column is very heavy, and another party member will be needed to lift it, if not completely move it out of the way. A STR DC 10 check is sufficient to lift the column up, allowing access to the lock. This same character can keep the column elevated for several rounds without having to make another check, but must use their action on their turn to do so. A STR DC 15 check will allow the character to shove the column aside and out of the way for good.

Monsters

The otherworldly abomination is far too massive and durable to be killed by a few paltry, low-level heroes. Fortunately for them, the beast cannot drag its squamous bulk through the caverns below to reach them. Instead, it has extended several of its slimy, mouth-covered tentacles to probe for prey. Though each individual tentacle can be destroyed with some ease, more will take their place, and the creature itself will take little damage. Is the monster regenerating these tentacles, or does it just have a near inexhaustible number on its body? That’s a question bets left unanswered.

•x(# of PCs) Tentacles (40 EXP each)

__________________________________________

     Beast Tentacle (Medium Aberration – Limb)

AC 12 (Vulnerable: Slashing)

HP 8

   Available Actions:

Slam  (Within 15 feet of any part of the pit; one creature) +3 to hit (1d6+3 bludgeoning damage); automatic hit and +1d6 bludgeoning damage if target is already restrained

Trip  (Within 15 feet of any part of the pit; up to two creatures) DEX save DC 12 or target(s) are knocked prone

Ensnare (Within 15 feet of any part of the pit; one creature) +4 vs. STR or DEX (target’s choice); on hit target is restrained and may attempt the check again to escape as an action. A tentacle that has ensnared a target in this way may deal it 1d6+3 piercing damage as an action

   Traits:

•Each time a beast tentacle is destroyed, roll 1d4-1 (minimum of 1) – a new tentacle replaces it after that number of rounds has passed.

____________________________________________

Tactics

The tentacles have supernatural blindsight, and the best has enough intelligence to try and interrupt any character attempting to escape. Otherwise, they try to kill and eat every PC (like you do, when you are an amorphous beast)

Rewards

In the nook in the north part of the room, the skeleton of an unfortunate explorer (wounded by the beast and unable to escape) is crumpled against the wall. Amid the ragged ruin of bones and torn clothes are x1 Healing Potion, a silver ring worth 10 gp, and three raw, uncut gems worth a total of 100 gp

One of the water basins in the eastern section of the dungeon is home to the formation of some uncut precious stones. A STR DC 10 check (advantage if a dagger, prybar, or other tool is used) will free the gems, which can be sold for 50 gp

Advertisements
 

Tags: , , , , , , , , , , , ,

[X1 Isle of Dread] Cyclopean Towers of the Kopru – Part 1

These encounters are intended for any number of players venturing through “X1 The Isle of Dread” using the August release of the D&D Next Playtest (Levels 3-7)

     Despite my love of wilderness adventuring, no gaming group I was with did anything with hex crawls until recently. I discovered that they were really up my ally, allowing the players to greater agency in controlling the action and to create drama with a random set of tools that functioned better under the usual wear and tear of player insight. The obvious Skyrim analogies are all extremely helpful in understanding their appeal. 

     My group of intrepid D&D Next playtesters is about to embark on X1 – The Isle of Dread and as I gear up to run the adventure, I find myself a little disappointed by the placement of some of the encounters. Looking at the map, I feel like a lot of the action will take place on the main landmass; yet a lot of the location based encounters are on the periphery. While that lets random encounters (which I love!) to bear the brunt, part of the appeal of a big hexcrawl to me is finding places that can be revisited later. That Dire Bear warren you cleared? Great place to bed down for the night and sit out this storm.

     In this vein, I decided to spend the next few entries writing up additional, map keyed encounters for use with Isle of Dread. While stated for and intended for use with D&D Next, I think a lot of this content will be fairly useable for any addition of D&D running the adventure.

     I’ve included snapshots of the island map to help you identify which hex these encounter areas take place in.

A Note to My Players

Hey guys, thanks for reading my blog! You are all real champs. That said, I’m about to share secrets from our game with the internet at large for their possible use and modification in there own games. But that means you could read ahead, cheat, and ruin some of the fun and surprises for yourselves. Don’t do that. I’ll know if you do – and that’s the quickest way to get 2d6 mindflayers dropped into an encounter on a whim. 

You wouldn’t want that. So just navigate away, and trust that you’ll be seeing all of this very soon.

Go on.

Are they gone?

Ok, cool. Now the adults can talk.

The Kopru as Villains

     The encounters detailed below emphasize the Kopru presence on the island as a primary antagonist. In brief, the Kopru are serving as a vanguard for invasion from the Far Realm (themselves a derivative offshoot of Mindflayer and now the shock troopers of an Illithid invasion force). While the island’s isolation allows them to enter the material plane without fear of reprisal, the native’s success in escaping the Kopru’s imperial designs has prevented them from expanding. However the arrival of mainland pirates, traders, the PCs, and other foreign interests has given them the opportunity to take thralls, plant suggestions in sleeper agents, and even stow away aboard escaping ships. The Kopru have been waiting in secret for their chance to leave the island and expand their nefarious plans, and that time is now.

     Across the face of the island, the vile outsiders have erected eldritch standing stones. These obsidian coral obelisks glow with strange green runes, and give off an uneasy psychic energy that causes fitful dreams and eerie whisperings in the minds of sane mortals who wander too close. The corrupting influence of these monoliths has lead to the prevalence of carnivorous primates on the island.

     The positioning of the stones is determined by mystical ley lines that criss-cross the island.  The stones gather magical energy from natural pathways in the earth, allowing the Kopru to maintain portals to the Far Realm with minimal difficulty. What specific purpose these standing stones and the ley lines they influence has is up to you as the DM. In large part they are merely another mysterious site on the island and an objective for the Kopru to guard or reclaim as need be. You may wish to consider adjusting random encounter charts when the PCs are exploring near these standing stones to reflect the presence of alien beings from the Far Realm creeping through portals onto the island.

Standing Stone 1 (SS1) – The Champion’s Harem [4th Level Party, difficult]

                                       

          A strange obelisk, made of some shiny ebony stone and patterned as though it were comprised of a an adamant coral stands a good fifty feet high, jutting from the vegetation. Green runes of inexplicable origin glow brightly even in daylight at irregular intervals and asymmetric angles along the length of the structure. 
     Surrounding the eerie monolith are four colorful pavilions stand in a clearing surrounded by jungle vegetation. Movement is easily discernible in the encampment. Amid the bright rugs and silken tents are five women, and two men, mostly island natives though two of the women are blonde and fair of skin. All are scantily clad in silken garments, and adored with necklaces, earrings, decorative sandals and other wardrobe embellishments. They seem to be serving a heavily muscled native man covered in the skins of dangerous jungle beasts who sits under the central pavilion on a throne lashed together of saber-toothed tiger hides and long, broad-headed spears. Delicious looking island fruits, fresh cooked meats, and jugs of some kind of libation seem in no short supply amongst this odd yet inviting encampment. 

     The Kopru guarding this stone is a practiced mage, and has opted to lure travelers into a false sense of security using illusion magic. It attempts to mentally dominate one of each group it encounters, and enslaves the others to be sent to the central plateau to serve its masters – either as labor force, or food for mindflayers. The creature has cast a Disguise Self spell to appear as a genial and intimidating native warrior. Nearly all of the others are thralls, captured from the villages or among the pirates of the island. One of the non-native women is in fact a witch who abandoned her former allies and has sworn willing service to the Kopru in order to learn powerful dark magic from them. Though she dresses and acts like the other magically stupefied women, she is completely lucid and an ally to the monstrous sentinel of this place.

     The Kopru under his native guise is friendly and inviting to the PCs, offering food, drink, a place to rest, and even a few healing potions or offers of healing. The servants are pleasant and flirtatious, offering any lustful dalliance the PCs wish with the hearty approval of the presiding warrior. [If this all sounds like some cheesecake, Sword and Sandal Frank Frazetta painting, it is exactly that, and should be described as such].

     This seeming native warrior explains that he was a soldier in service to the leaders of Tanaroa, but grew tired of village life and struck out on his own for the excitement of the jungles. There he rescue the people of the encampment who work as his willing servants and concubines. He is quick to assert that they are no bandits, taking what they need from the wilderness, or claiming salvage from pirates and outcasts when possible. He claims to know nothing of the obelisk but acknowledges that it is unsettling. His choice to camp there was to investigate and see who or what might show up. 

     The scheme is to get the PCs to sleep without posting a guard.The food and drink is laced with a mild sedative in order to facilitate this (PCs attempting to stay awake must make a CON DC 10 Save with Disadvantage). Belligerent or suspicious PCs are bound and disarmed while they sleep. One of the PCs (your choice) is instead subjected to the Kopru’s Dominate Person ability (Disadvantage on the save while they are asleep). If successful, the Kopru uses this PC to encourage the others to acquiesce, to go with the Kopru’s allies, and to hear them out. If the whole party is captured, in 1d6 days, a patrol from the central plateau arrives to take the captives there, forcing them into slavery or feeding some or all of the party to a mindflayer. Opportunities for the PCs to escape may depend on fortunate random encounters (the patrol is subject to attack by the wild denizens of the island too!) or their own ingenuity.

     The Kopru never drops its Disguise Self illusion unless attacked., recasting the spell in secret for as long as the PCs remain awake. Should it run out of available spells, the Kopru under its guise explains that it must leave to go hunting, and waits until the PCs are incapacitated to return.

     Loot: Among the finery in the pavilions are 6d20 gp worth of assorted gems, and an additional 3d20 gp in coins. The Kopru and Witch each carry a spellbook which contains the spells they know. There are also two healer’s kits, and six healing potions, as well as ample food and wine to resupply an adventuring party.

   Standing Stone Effect: Creatures dominated by a Kopru for a full 24 hours while within 2 hexes of this standing stone must make a WIS DC 13 Save with Disadvantage. If they succeed, they are free of the Kopru’s control. Upon failure, they are permanently charmed by the Kopru (but subject to another save under the normal conditions for its “Dominate Person” ability). If the effect becomes permanent, the Kopru is freed to use Dominate Person again without losing control of this thrall.

     Similarly, mind effecting and Illusion spells like Charm Person, and Disguise Self are strengthened by the field effect, imposing Disadvantage on any creature making a save against them (This effects the players as well).

   Creatures: x1 Kopru (pg. 61) [w/ x4 Level 1 Spells: Disguise Self, Charm Person, Magic Missile, – x2 Level 2 Spells: Scorching Ray, Suggestion

     x1 Human Witch-Doctor (pg. 58) 

     x6 Servants (You can use the stats for Human Commoners to represent the servants, though they flee rather than opt to fight.)

Standing Stone 2 (SS2) – The Thing Beyond the Gate [3rd Level Party, Average]

                                   

     The towering 50 foot tall obsidian pinnacle jutting up from the dry basin below you is even more bizarre when set against the red rocks and grit. It’s coral-like texture is strange to witness this far from the ocean and in this cracked, nearly lifeless corner of the island. Covering the monolith are glowing runes of green, and cruder sets of glyphs interspersing them that flicker in blue. Hacked into the dirt and rock around the obelisk are magic circles, roughly 10 feet long and gleaming with an eerie and malevolent green shimmer. Sitting beside the stone is a waist satchel that seems to have been violently torn from its wearer – judging by the shredded leather and greenish blood staining it.

     The Kopru that lurked near this obelisk had grander designs than those of his superiors. He sought to open another portal to the Far Realm and draw out an opposing faction of Mindflayers and aberrant creatures to claim the island. But his inexperience and lack of proper materials made for several failed rifts between worlds, until his experimenting succeeded – with uncontrollable results. The small pathways to the Far Realm that he did manage to open allowed the tendrils of a vast, squamous, Lovecraftian horror from beyond the veil to reach through, grabbing the Kopru and crushing it to death. The creature waits by the tear in worlds eagerly to snap up prey form the material plane.

     The beast waits until the PCs draw as close to the portals as possible, (the satchel might serve as unintentional bait) using its otherworldly organs to “sense” beyond the portals. Once the party has slain # of PCs x2 tentacles, the beast recoils away from the portals for a time until it can regenerate its appendages. Though technically part of the same enormous beast, treat the tendrils as individual monsters. Only one tentacle can emerge from a portal at a time, meaning that the PC’s moments of victory can be quickly dashed when a lopped off tentacle is replaced by another writhing horror.

     Alternately, any spellcasting using Dispell Magic on a portal can easily close it, sealing off that route by which the beast can attack. Doing so earns the same EXP as defeating the tentacles in combat. Similarly, the PCs could merely move out of range of the tentacles, though doing so earns them no EXP outside of that gained for killing a tentacle.

     To increase the challenge level, change the number of tendrils to Party Members x3.

     Loot: The satchel contains x2 healing potions, x3 random scrolls containing level 2 Mage spells, and 75gp worth of magical components used in rituals.

    Standing Stone Effect: This obelisk distorts the veil between worlds, allowing for easy passage across dimensions. Any spell or magical effect that involves other planes is enhanced (Targets get Disadvantage on saves, die rolls are maximized, summoning durations are doubled, etc. This may involve some measure of DM fiat). The obelisk effects the hex it is in and all adjacent hexes on the map.

     Creatures: Eldritch Tentacles (see below)

  

Standing Stone 3 (SS3) – Cliffside Pteranodon Aerie [4th Level Party, Average]

 

     Standing tall on an outcropping of rock jutting out of the ocean not far from the mainland itself is a solid black coral obelisk. The sharp structure is ringed with green eldritch runes, glowing fiercely even in the light of day. Circling this fifty foot tall cyclopean juggernaut are three enormous winged lizards. The approach to this outcropping is made from a much lower elevation on the mainland. Several rickety rope bridges connect to bare stony platforms emerging from the waves. The spans angle upwards to the high elevations of each towering step-stone and are occasionally tossed about by rugged ocean breezes.

     This obelisk is perched on a precarious escarpment emerging near the costal cliffs of the island. The Kopru standing sentinel over it benefits from its isolation, but has still coerced a troupe of lizardfolk and their pteranodon mounts as his elite troopers. Two of the lizardfolk are stationed under the obelisk at all times. Three attend to their aerial mounts in a cliffside cave, high up on the mainland. The other two are out in the jungles hunting together for food to feed the entire troupe. The Kopru itself is busy seeking allies among the malevolent creatures of the ocean, and will not return for many days.

     When the PCs approach, any chance of parlay is for naught, the reptilian savages guarding this warped shrine have orders to kill on sight. The mounted lizardfolk will swoop in and attack with their blowguns while their beasts peck at the adventurers. Meanwhile, the two lizardfolk on the cliffs head down to the lowest bridge and attempt to hack it down, cutting off the PCs easy access to the obelisk (for ease of adjudication, it will take him three rounds of chopping to cut down any given bridge). The remaining lizardfolk arrive after the first round to attack from the rear.

     If your players are arriving at this challenge at a higher level, consider having the Kopru be on hand to defend its territory. In this case, the creature itself holds out above the action on the platform with the obelisk, attempting to dominate a PC with heavy melee attacks (or better yet, one who has crossed a bridge first and might be used to chop the bridge down with allies still upon it). Barring this, it uses its Wand of Magic Missiles to fire one missile per round, pelting the PCs with artillery until they draw close enough for its claws. If the Kopru is hard pressed or in danger, it uses the power of the standing stone to fly out of reach, opting to soar into the jungle and hide until the danger passes.

     Loot: Cut into the mainland cliffs and accessible via a rope ladder, the lizardfolk have occupied a small cave full of cookfire, gnawed bones, and simple, moldy cots. The Kopru itself rests in the back of the cave in a pit of mud dug for its comfort. The cave contains 3d20 gp in various stashes, and 1d6 precious gems, each worth 50 gp. If the Kopru is present, it carries 2 healing potions and its Wand of Magic Missiles.

     Standing Stone Effect: Creatures native to the Far Realm (such as the Kopru) gains a fly speed of 30 feet (Subject to restrictions as the Fly spell) at-will, while within the hex that the stone occupies.

     Creatures: x3 Pteranodons (pg. 31) 

x10 Lizardfolk (pg. 64) [3 mounted on pteranodons] 

—For increased challenge, x1 Kopru [Armed with a Wand of Magic Missiles (Magic Items pg. 15)]

 
Leave a comment

Posted by on September 10, 2013 in Combat Encounter, Not Playtested

 

Tags: , , , , , , , , ,

A Trade of Secrets

This encounter is intended for five players of varying heroic tier levels

You’ll notice this is the first “Story Challenge.” When I wrote the tag for Story Challenges I wasn’t sure what I meant. Skill and combat encounters are plain enough but I wanted something that incorporated player choice in a more ephemeral way – or at least challenges that influenced the story and direction of the game as much as/more than they influenced hit points. So let’s give it a shot.

“Secrets secrets are no fun, secrets are for everyone!”

Partially incorrect! Secret are fun but only for the keeping and unkeeping of them. Not every player intends their characters to have any deep and dark (or at least valuable) secrets – but they can be a great vehicle for adding party tension that doesn’t grind gameplay to a halt. This encounter is intended to force an information trade between the players – while still maintaining some measure of uncertainty as to who’s secrets are who’s.

Structure
The goal is to subject the characters to an accidental magical information trade. The players write about a secret their character has in a first person format. Later on the characters will encounter an unstable being of the Far Realm that on death, causes a psychic shockwave to jaunt uncomfortable memories randomly between the players. What they choose to do with that information will (hopefully) spice up your campaign with a new wrinkle, and get those players role-playing!

Player Homework
Have each of your players write a brief (2 – 5 paragraph) first person narrative for their character (It’s best to do this a few sessions before actually running this encounter). This narrative is a memory (and may be subject to some of the after-the-fact revisions that memory often is – though avoid outright lies). In particular, an unpleasant memory. Ideally this is a dark secret the character is concealing from their fellow companions but it may not need be that extreme – a “worse thing you ever did,” a childhood trauma, something the character surreptitiously witnessed, forbidden knowledge, damning personal opinions or political convictions – all would fit the bill. This has to be something that emotionally effects the character – or at least something that could make things complicated if it got out. The specifics don’t matter so long as there are stakes in the information.

When pitching the homework be concise about your specifications. Play this up as a “getting to know your character” exercise. Sell the deception. The players should NOT know that these essays will later be shared with other party members. It’s up to the player to decide if his/her narrative reveals any “tells” about the character – their name, their race, characters from their background yet to be mentioned, etc.

Ideally, get these typed up and print them off in some relatively uniform fashion (to avoid the player’s identifying who gets which memory when the time to swap comes). When it comes time to hand them out, remove the memory for the player you are handing to, shuffle the remaining memories, and foist one over (repeat this process until each player has another’s memory). You will hand these out in concurrence with the Unstable Abomination’s “Psychic Shockwave” power – a burst of psionic static that is emitted when the creature is killed.

The Unstable Abomination
The catalyst for this strange effect is an unstable, mutated monster from the Far Realm. It doesn’t have a goal of sewing discord among the players, (unless you want it to) the psychic shockwave that causes this jumble of memories is simply a side effect of its mutated and already alien biology. Apply the following template to a monster in the encounter:

Unstable Abomination
HP: +10 + level
Resist: +5 Psychic

Memory Drain (Recharge 5-6): Ranged 5; targets creatures: Wis vs. Will – 2d6 + level psychic damage and the target cannot use encounter powers until the end of its next turn.

Psychic Shockwave (Encounter – TRIGGER: when the Abomination reaches 0 hit points): Close burst 20; targets enemies: Wis vs. Will -HIT: 1d10 + level psychic damage. The target is stunned until the end of their next turn. MISS: the target is dazed. EFFECT: All targets succumb to chaotic psychic eruptions. A single memory from each target is transferred to another target. Creatures of the Far Realm are immune

NOTE: With a range of 20 squares you will likely effect all of your players. But if not, then leave out the memories of the character who is out of range and likewise, he receives no swapped memories from his friends.

Suggested Encounters
Below are some possible monster arrangements this encounter could take place with. In each case, the bearer of the Unstable Abomination template is indicated.

Level 1 Players
x1 Fell Taint Thought Eater – Unstable Abomination – (Monster Manual 2 pg. 105)
x1 Fell Taint pulsar – (Monster Manual 2 pg. 105)
x3 Fell Taint lasher – (Monster Manual 2 pg. 105)

Level 5 Players
x1 Ustilagor – Unstable Abomination – (Monster Manual 3 pg. 118)
x2 Ochre Jellies (Monster Vault pg. 220)
x1 Fell Taint Warp Wender (Monster Manual 2 pg. 105)

level 9 Players
x3 Foulspawn Berserker (Monster Manual pg. 112)
x1 Foulspawn Mockery – Unstable Abomination – (Monster Manual 3 pg. 89)
x2 Foulspawn Grue (Monster Manual pg. 112)

 
 

Tags: , , , , , ,

 
%d bloggers like this: