Its been a long time… Almost too long.
According to the adventure plan, scene 2 pits the PCs, traveling to Hope’s Point, against a generic adventuring party traveling the other way to their dungeon.
After the playtest at Draconis (where I skipped this scene for time reasons), I realized just how stale that scene felt, compared to Scene 1 and 3. It brought nothing more to the adventure than a tribute to Keep on the Shadowfell that many players would possibly not “get”.
That’s when I had a series of ideas to makes the scene better:
- Maintain the reverse Ambush model as planned
- Make this scene into a tribute to the old school level 1 party by making all adventurers into minions!
- Provide plot exposition to the PCs
- Provide PCs with props to use as disguises to sneak into the city.
- Make the scene last no more than 15-20 minutes unless players enjoy it enough to stretch it.
So without further ado:
Scene 2: Introduction
The City of Hope’s Point is 2 full days of traveling southwest through forested hills and open grasslands (abandoned farmlands). After one day of trekking the PCs reach the region’s main road which snakes through semi-forested lands toward the city. This is a natural resting point with plenty of nooks and crannies for safety-concerned kobolds.
This road is seldom traveled anymore, the city’s commerce passing through the much safer King’s Highway further south. However a group of eager (and very inexperienced) adventurers, calling themselves the Order of the Blackcloaks, are traveling up to the dungeon and making a lot of noise.
This encounter is not meant to be a challenge to the player, quite the contrary. Its meant to showcase the relative power of the PCs against a bunch of low level adventurers.
If the players require it, they can setup snares and traps as they did in scene 1. Feel free to make this into a foraging Skill Challenge to obtain the material and build the traps: 4 Successes/3 Failures, Main Skills: Dungeoneering, Thievery, Nature, DC 17. The players must explain how they make traps out of common elements found in nature.
Give out one trap power (As describe here), minus one per failure, to be distributed among the PCs.
The descriptive paragraph below assumes the PCs have setup camp near the trail and the Road meet. Adjust it if the players decide otherwise.
You have traveled about halfway from your Subterranean home to the city, following a sinuous trail leading to a disused road. According to the Oracle, the City lies southwest at the end of this road. You have made camp to rest for the day. After a few hours, your rest is rudely interrupted by voices in that ghastly noise that surface dwellers call ‘Common”, several yammering creatures are coming your way. They seem to be all wearing black cloaks and are heavily armed.
If PCs remain hidden, they catch bits and pieces of Common speech about a Quest and about the Caves of Doom. They will know that the adventurers are headed for their home!
If the PCs are spotted, the adventurers scream ‘Ambush!’ and attack.
Chatty’s Note: I plan to have the PCs spotted by the Halfling Rogue (See below) leaving his group to relieve himself away from the road.
Map: Any Roadside Map will do, Wizards’ King’s Road is a good one.
The Opposition:
Dwarf Fighter, Medium Natural Humanoid, level 5 Minion
Initiative: 2 Exp: 50
HP: 1; a missed attack never damages a minion.
AC: 20 Fortitude: 17 Reflex: 15 Will: 15
M Battle Axe: +10, 5 Damage
| Str: 17 (+5) |
Dex: 10 (+2) |
Wis: 9 (+1) |
| Con: 16 (+5) |
Int: 11 (+2) |
Cha: 8 (+1) |
Equipment: Scale Mail, Large Shield, Battle Axe, black cloak, Standard Adventurer’s Kit
Fluff Quote: Pfaa Kobolds, always easy to kill!
Human Fighter, Medium Natural Humanoid, level 5 Minion
Initiative: 3 Exp: 50
HP: 1; a missed attack never damages a minion.
AC: 20 Fortitude: 17 Reflex: 16 Will: 15
M Longsword : +10, 5 Damage
| Str: 16 (+5) |
Dex: 12 (+3) |
Wis: 10 (+2) |
| Con: 16 (+5) |
Int: 10 (+2) |
Cha: 14 (+3) |
Equipment: Chain Mail, Large Shield, Longsword, black cloak, Standard Adventurer’s Kit, Quest Scrolls
Fluff Quote: Slay them! We need the Experience!
Elven Wizard, Medium Natural Humanoid, Level 5 Minion
Initiative: 5 Exp: 50
HP: 1; a missed attack never damages a minion.
AC: 19 Fortitude: 17 Reflex: 17 Will: 15
R Hand Crossbow: +9, 3 Damage Range: 5/10
Burning Hands: Encounter, Close Blast 3, +11 vs Ref. 5 fire damage
| Str: 10 (+2) |
Dex: 10 (+2) |
Wis: 10 (+2) |
| Con: 14 (+4) |
Int: 16(+5) |
Cha: 10 (+2) |
Equipment: Robes, Wand, Hand Crossbow, 20 bolts, Spellbook (Ritual: Comprehend Languages), black cloak, Standard Adventurer’s Kit
Fluff Quote: Don’t worry! They’re minions, I’ll deal with them!
Halfing Rogue, Small Natural Humanoid, Level 5 Minion
Initiative: 7 Exp: 50
HP: 1; a missed attack never damages a minion.
AC: 19 Fortitude: 17 Reflex: 18 Will: 14
M Dagger: +10, 5 (8 with Combat Advantage)
| Str: 10 (+2) |
Dex: 16 (+5) |
Wis: 8 (+1) |
| Con: 14 (+4) |
Int: 10 (+2) |
Cha: 10 (+2) |
Equipment: Leather Armour, Dagger, black cloak, Fresh Rations, Standard Adventurer’s Kit
Fluff Quote: Ambush! Wait a minute, these kobolds are bigger than me!
Human Cleric, Medium Natural Humanoid, Level 5 minion
Initiative: 2 Exp: 50
HP: 1; a missed attack never damages a minion.
AC: 19 Fortitude: 16 Reflex: 15 Will: 17
M Mace: +10, 5 damage
Cure Light Wounds: At Will, Standard, Heals a Fallen Ally by 1 hp.
| Str: 12 (+3) |
Dex: 10 (+2) |
Wis: 16 (+5) |
| Con: 12 (+3) |
Int: 10 (+2) |
Cha: 16 (+5) |
Equipment: Scale Mail, Large Shield, Mace, Silver Holy Symbol (25 gp), black cloak, Scroll of Gentle Repose, Standard Adventurer’s Kit, 2X Healing Potion
Fluff Quote: Don’t you guys die on me!
Tactics: Somewhat unused to working together, the fighters will engage the strongest looking characters while the rogue will try to flank one to sneak attack. The Wizard will try to catch the most kobolds with his Burning Hands spell. The Cleric will stay behind, ready to heal fallen companions.
After the (hopefully short) fight, if the PCs search the adventurer’s possession they’ll find a pair of scrolls kept by the Human Fighter. The first on, written in Common reads:
Go forth in the nearby Caves of Doom and find an old Kobold Crone possibly living with a small band of kobolds and give her this scroll. Kill everything else!
The second Scroll, written in an ancient dialect of Draconic the Crone taught the PCs:
Respected Oracle, I hear rumors that you have been harboring my creatures for many years. They are MINE and I ask that you return them NOW! Otherwise, I’ll keep sending these idiotic adventurers to kill your beloved kobolds time and time again. Send them into Hope’s Point to the Heroes’ Rest inn. I’m convinced they’ll manage to find me.
Chatty’s Note: Oh, now that’s an interesting twist, I just thought of. Has the crone truly gotten a prophecy or did she get an earlier copy of this message and decided to send the PCs to their fate to stop the attacks?
As always, I’m open to your feedback.