Expedition to Fort 25 and the Ashen Plains

This is a recap from my home-brew campaign the Fallen World. It is an exploration focused campaign, with plenty of dungeons and dragons. Seven characters have been chosen to go to the first colony on a newly discovered continent. Their homeland and allies have been in a protracted war with the Hrran Hegemony for 30 years, and both sides of the conflict are heavily strained. The Kingdom of Aquilar hopes the adventurers sent to the new world can find riches and powerful artefacts that can turn the tides of war in their favour.

This recap covers session 31-33. Characters are around 9th level. 

My players decided to try and find Fort 25, which they had heard about in their exploration of Fort 27. They travel northwest through the thick forest for a few days and eventually arrive at the edge of another plain of ashes.

At this point they don’t know what created the plains, they are simply aware that these locations have a thin barrier to the Elemental Plane of Fire and that magic can be erratic there. So, they resolutely begin exploring it.

For the plains I had created a list of encounters that were more substantial than monsters, but weren’t so elaborate that I would hate to not use them. The core monsters were ashen zombies and wights. The zombies I had already used previously in a similar area, so the characters had an idea of what they were getting into.

Azer_-_Sam_Wood
Azers a dwarf-like elemental creatures from the plane of fire. 

Their first encounter turned out to be a roleplaying encounter. They find a mining operation being undertaken by a group of Azers. As they only speak Ignan, and the characters don’t the druid summons a fire mephit, which he can use for translation. I found that quite inventive and fun to role-play. They agree to buy a magical shield, as the Azers are looking for gold (which I reasoned was hard to find at the elemental plane of fire, due to the temperature…). And they agreed the Azers  would craft a magical weapon for them paid with substantial amount of gold – for an upfront payment of half – and promised to return to trade for it.

The following encounter was a ruined elven town half buried in the ashes. They found an ancient shrine, where a prayer boosted Korrick (20 temporary hit points) and they were attacked by Ashen Wights and Zombies (inspired by Skyrim). It was foreshadowing for a ‘boss encounter’ at the fort.

They also located a tunnel leading into the hill, where they find a sealed door. Behind it the elves buried murderers, and they have turned to wraiths. A tough fight ensues, but the group manages to win and recover a Dagger of Venom and a Periapt of Proof against Poisons (which turns out to be quite handy later in the campaign).

Arrival at the Fort

After a long rest, they continue towards the middle of the plains. From afar they see what looks like a big tower of iron girders atop a hill. It turns out that the fort is on the hill, and that the iron tower looks like the remains of a giant immovable trebuchet, and the group has a hard time figuring its purpose, as it cannot really be aimed.

The fort, like the previous one they encounters, has an underground component, but when they try to get in, they are attacked by more Ashen Wights. The wights are nasty, as they all have the equivalent of a fireshield, and one of them is a sorcerer with a fire elemental and the commander is a powerful melee combatant.

For some reason, despite all the hints, only the druid has some kind of fire protection, but they manage to defeat the wights. Particular the Abjurers use of counterspell has a deciding effect on the battle, as he keeps the sorcerer from dishing out a lot of fire damage. They recover a scimitar +2 that does an extra D6 damage against abominations among a couple of other items.

Inside the fort they find a number things: They find the covered corpses of dozens of elves which they – wisely – let rest in peace.

They find a war-room with a sand table, where they can see the miniatures used by the generals that represents skeletons, elves and abominations (beholders and mindflayers), and it is clear that the elves and skeletons were allied against the abominations.

At the end of a large chamber there is a door, and the entire end of the room is covered in a mystical lattice-web that turns out to be an intelligent ward.

The Intelligent Ward

Computer network security connection technology
I don’t know if I succeeded in getting across how intelligent the ward was, and how it tried to counter their moves…

This encounter is set as a skill challenge, and I inform the players, that they will automatically get the door open, but how well they perform against the ward will determined how hard, what happens on the other side, is. And that if they fail 3 checks, it will be pretty bad…

I use the Matt Coleville version of the skill challenge, where players can try any skill they can explain, but only use the same skill once.

They begin engaging with the ward, and fail the first roll, which results in a power surge from the ward (lightning bolt), the second roll succeeds, but the third roll also fails (which sends a ray of radiant power at the player), and finally Arak the War Cleric decides to brute force the door, which succeeds. Which means they have 2 success and 2 failures. The consequence is that they face 3 stone golems on the other side, instead of the potential 4.

I’ve modified the golems by giving them ranged spells, lightning bolts and sunbeam with a recharge, to make things more interesting and give them some tactical flexibility. The house rule is also that they need enchanted adamantine to penetrate their damage resistance.

The group fights quite smart, and the wizard use Bigby’s Hand to contain one golem at range. But the other two engage in melee and casts Slow, which the melee characters find very annoying.

The stone golem damage output is quite intense, but I don’t roll above average. A crit deals 52 damage to the War Cleric, which commands respect.

Ultimately, they defeat the golems, but it was clear that one additional golem would have been too much for them to handle. It was a good encounter, because it balanced on the edge, and they could see the consequences of previous actions and their spell abilities added some unpredictability for my experienced players.

NO_to_trillion__on_Nuclear_Weaponsiamge
Orb of Sundering in action.

After defeating the golems they don’t find any significant treasure, but instead a large insulated box with another box suspended within that once contained a sphere around 2 feet in diameter. Alongside the box there are instructions for this device, which is an Orb of Sundering (basically a nuke) and orders for the general of the army to deploy it. The implication is that the elves and their allies had to use desperate measures in their attempt to survive.

As the homeland of the characters are in a big war, such a weapon has military potential, along with moral issues, if they could locate a Orb of Sundering.

 

A Side Note: 

The wizard is finally able to cast Legend Lore, which begin to reveal things about their items, and potential quests, including an item, which was part of the wizard’s backstory.

One of the more important items is a silver rod, found with the first Sister of Sorrow that turns out to be a key.

“Created by High Mage Izenova as one of four keys to defend the Towers of the Stars. The silver key unlocks the second ring. Illuminated under Mur’s eye, in one of her sacred sites, you may bond yourself to its purpose.“

 

 

 

The Deserted Wizard – a D&D adventure – part 2

The group is searching for a wizard in a ruined city. He deserted from their settlement several months ago, and has already learned that there are both fiends and mind flayers inside the ruins. You can read the beginning here.

In the third installment I will also make the adventure itself available.

The body of Corbian

The group enters the big ancient guildhall of elven craftsmen and find a huge lump of blue resin-like substance with a robe clad elf inside on the second floor. Next to it lies the body of the wizard Corbian, who they were sent to find, along with his spell book, which contains a ritual – which Corbian created – that can release the elf.  There are no signs of his men. Abbott – the warlock – finds the mind of the imprisoned wizard (he thinks), and communicates with him.

They decide to release the wizard, with the ritual that takes an hour. While the wizard casts the ritual the rest of the team watch the surroundings. They are of course aware that something will happen. Unfortunately, as the ritual finishes, the gnome rogue watching the entrance has become lost in thoughts and fail to notice the attackers arriving, and an epic fight begins.

Gauth-5e
A gauth. Its rays are less dangerous than a beholder’s, and its central eye is paralyzing instead of anti magic (which works really well combined with mindflayers…)

A mind flayer and a gauth (beholder-kin from the new Volo’s Guide to monsters) burst through a large window at the end of a hallway, and via the staircase goblins attack from below with another mind flayer and another gauth. With liberal use of fireballs, wall of thorns and other spells, the group manages to defeat the attackers. Jarn, the paladin/ranger is stunned by a mind blast, and has difficulty making his save.

The Ilithor
At the end of the third round the resin bursts and reveals another 10 foot tall armored mindflayer – an Ilithor – an illithid war leader – of my own creation (you can find the stats here). It attempts to eat the dwarf in front of it, but he makes his saving throw, and the round after use a prismatic spray – and then the paladin, who was stunned for half the fight, has done an enormous amount of damage with Smites, and it falls. And after looting, we end the session.

Gm thoughts

It was a very intense and fun encounter.Partly because of the many different attacks and enemies the characters had to fight – magical effects from the eye rays, gauths that explode on death and the danger of the mind flayer’s mind blasts and subsequent brain extraction. And partly because of the large battlefield, with several different features, which were used for cover and tactical maneuvers. The party used spells creatively and spent a ton of resources – which will become important.

I would have liked the Ilithor to last one more round to really highlight how dangerous it was, but it was still very epic, and Korrick the dwarf was just one save away from having his brain eaten.

71002b
I bought two packs of these minis. I had the wrong glue though, so had to wait until part III of the adventure to use them. 

Ilithor

Illithor (large)

Description: a three meters tall armor clad ilithid with only four tentacles. It is more bulky and squat compared with the regular mind flayers and wields a mind-blade great sword. The Ilithor is created by the Elder Brain to function as commanders of the ilithid armies.

Armor Class: 18, Hit Points: 168 (16d10+80) , Speed: 40 ft.

STR DEX CON INT WIS CHA
20 13 20 17 19 17
+5 +1 +5 +3 +4 +3

Saving Throws: Int +6, Wis +7, Cha +7 (advantage from psi carapace)

Skills: Insight +7, Perception +7, Deception +6
Damage Immunities: Psychic
Condition Immunities: Frightened, Charmed
Senses: darkvision 120 ft., passive perception 17
Languages: undercommon, telepathy 120 ft.
Challenge: 10
Special:
Magic Resistance. The ilithor has advance on saving throws against spells and other magical effects.
Innate spellcasting (psionics): The ilithor’s innate spellcasting ability is intelligence (spell save DC 15). At will: detect thoughts, levitate, 1/day dominate monster, prismatic spray
Actions:
Multi-attack. The ilithor can make two attacks with its great sword.

Mind blast. The ilithor emits psychic energy in a 60 ft. cone. Each creature in that area must make succeed in a DC 15 Int Save or take 4d8+3 pyschic damage, and be stunned for 1 minute.
Great sword.  Melee weapon attack, 10 ft. reach, +9, 2d8 slashing +2d6 psychic damage.
Tentacles. Melee weapon attack: +9, 5 ft. reach, 2d10+4 psychic damage + grappled (escape DC 17), Int save 15,or be stunned until grapple ends.
Extract brain. Attack+9 One incapacitated humanoid grappled by the ilithor. Hit, the target takes 10d10 piercing damage. If this damage reduces the target to 0 hit points, the ilithor kills the target by extracting and devouring its brain.
Equipment/Treasure: psi carapace, mind blade greatsword

The Deserted Wizard – a D&D adventure

This is the first part of a three part recap of a D&D adventure. I also include some thoughts on design. 

The group decided – in the previous session – they wanted to explore the large ruined city that lies half a day’s march from their settlement. It is the first time they enter the ruins, and I wanted it to be memorable and give the players and characters a good sense of the danger and conflicts going on inside the ruins. The ruined city is also a centerpiece for the campaign – an almost irresistible adventuring fun-land – but it is de facto optional for the characters.

Design choices

The ruins is my own combination version of Myth Drannor and Parlainth, two city-ruin box sets that I have always enjoyed, and that I know tickles the imagination of players.

parlainth myth drannor
Two ruined city mega dungeons, but designed very differently. I don’t think I’ve used any RPG box set more than Parlainth. 

Like in the Parlainth box set (from Earthdawn) I’ve divided the ruins into a number of districts, and added a few key locations and a faction or two to each. By making a ‘purpose’ and framework for each district, it become easier to improvise, created random encounters and to describe each district in a distinctive way.

The characters already knew from a celestial they met in the Warrens, that he was unable to enter the ruins, and they know of a fey queen trapped inside, and the power of the ranger has told them that there are plenty of demons inside too.  So clearly, not everyone can move freely in and out, for some reason.

From a design perspective, the feature that some things can’t get out, means that there is a contained, mid to high level adventuring zone, close to their home base. The fact that it is contained means that the characters don’t feel forced to remove this danger close to their settlement immediately. On the other hand, it adds tension that they have to fear messing with whatever contains the monsters inside the ruins, as that would be a potential disaster for the entire region.

Inside the leaders of the various factions can be powerful allies and sources of information, particularly of the ancient history of the land. They can also be major plot movers, but they don’t have to be. Which is why it is optional. If the players chose to engage with one or more of them, the appropriate plots they are involved in can be affected.

Session 27 – setting the stage

I introduced an actual quest set out by the governor, which gave them an objective. The first wizard that came with the settlement, a diviner named Corbian de Juxa, had deserted from the settlement and went into the ruins with a group of soldiers, whom he had convinced to follow him. He believed someone important was trapped inside.

The group – which for this session only had four characters present – went to the ruins, and outside the walls encountered the elves, who guard against creatures coming out. They were warned by them, not to let anything dangerous out, but were also shown to the point where Corbian and his men entered the ruin – one of the broken towers in the wall surrounding the city.

Mezzoloth-5e
Mezzoloths are the regular soldiers of the Yugloth armies.

From the inside of the tower they can see a building that matches the description Corbian gave to the governor before he deserted, and they head for it.

In a ruined road, in what was a residential area with many 3 and 4 storied buildings, they are attacked, and the attackers open with a Cloud Kill. The attackers turn out to be three Mezoloths supported by a pack of armored hounds led by two hell hounds. They fight fiercely, but the fiends don’t fight to the death. All three Mezoloths teleport away when they go low on hit points, and the group manages to defeat the hounds.

However, they spent quite a lot of resources to do it. They therefore decided to have a short rest. At that point they get a second random encounter, which are two mind flayers with a pack of goblin slaves. They don’t see the hidden players, but the player on guard sees them searching the place where they fought the yugloths.

The mezzoloths were a fixed encounter, as I need them to set up a meeting in before they exit the ruins. The mind flayers were a random encounter, but worked well as foreshadowing. 

At the end of the session they reach the building they were heading for and try to enter through a balcony door, but the fighter, Arak, is hit with a disintegrate when he tampers with the door and barely survives.

Fiends, cloud kill spells and disintegrate traps and the rightly feared mind flayers sets the stage for the ruins, shows them that they’ve move up into a ‘new league’ and it foreshadows future encounters.

More on that in the next installment…

Planar travel for dummies – session 21

In this session, my players wander into the planes for the first time, and therefore I will write something on how I see the planes in D&D and how I’ve changed it for my home brew world, in addition to the normal session recap.

A couple of the issues I have with the planes in D&D are that there are so many of them, that the facts concerning the planes are ‘true’ and that most of them are infinite.

The problem with the fact that there are so many is that most characters – and thus players – will so rarely visit the same ones that they never gain any familiarity with them. The planes fail to become an integral part of the game world. In a typical campaign you will maybe visit one plane, so unless a campaign is centered around one of them – invasion by the City of Brass or the intrigues of the unseelie courts – they don’t play a big role.

sigil
Sigil is probably the most interesting city Wizards or TSR ever made, and it doesn’t exist in the prime material plane. 

But on the other hand, the planes are infinite. They must therefore have many more interesting places and beings than the prime world, which annoys me, because the prime world should be the most interesting (Sigil is in many ways a more interesting place than Greyhawk or Waterdeep). And there are known ‘facts’ about them (you can look them up in the DMG), which makes them less mysterious.

 

The prime world is more complex and finite and therefore more manageable and interesting to explore (as it should be), but the actual interaction with these far planes should be part of the adventurer’s lives and understanding.

My approach
To improve on this (in my opinion), I’ve made some changes to my multi-verse. The key ones are below. Others I will not write here, as my players are unaware of them, and I like to keep it that way.

earthdawn3
In Earthdawn powerful monstrosities lurk in the Astral plane, and some even exists in both planes at once.
  • First of all, I’ve combined the Feywild, Shadowfell and the Etheral plane into one and called them the Warrens (inspired by Steven Erikson), and that plane mirrors the prime plane, like the astral plane in Earthdawn and the umbra in Werewolf the Apocalypse.

 

  • Secondly , I’ve changed several spells to fit this, so when you detect or divine you see through the Warrens and when you teleport or misty step or whatever, you actually walk through the Warrens, where time and distance works differently. As the Warrens are a mirror to the prime world, it also means you can’t teleport across an ocean, you need a vessel inside the Warrens, which would enable you to cross the ocean faster. There are also beings inside the Warrens, many of them powerful, so you have to tread carefully.
  • Thirdly, there is not one, but several explanations to what they are and how they work – just like we can discuss the nature of the divine. The two my players have heard are: Some say the Warrens are a failed version of the prime world that the first gods discarded. Others that the presence of magical essence in all things naturally creates a mirror state.

These changes have the effect that the Warrens are relevant in basically every session and that the players slowly learn more about them.

It also underscores the main theme of my campaign: exploration. The Warrens is a place you explore and it is part of exploring the prime plane.

Also, instead of simply teleporting from one place to the other they have to travel everywhere, and have to consider if the advantage of going somewhere quickly outweighs the risk of meeting something very dangerous. This also underlines the theme of the campaign.

The session:
When the characters stepped through the portal (only 3 out of 7 players were present) they were immediately set upon by vengeful animal spirits, which they relatively easily defeated but they damaged them. The portal was located inside the Warren’s version of the hollowed tree.

They then began investigating the tortured elf who was crucified nearby and concluded that he had lost his soul. Then the Horned Devil and its two henchmen (bearded devils) were summoned and another fight ensued. It appeared that it had been promised their souls.

devilhorned
5th edition Horned Devil. A CR 11 monster taken out by 3 level 6 characters. Maybe I was easy on them?

To explain the presence of more characters and make they fight more appropriate, I ruled that the non-present player’s characters engage the two bearded devils. The three remaining characters then sniped away from a Fog Cloud and managed to banish the devil.

Outside of the tree, the woods of the Warrens were eerily quiet and unnatural, with no sun and with the great trees casting long shadows. Two paths had been marked through the Warrens, and they knew that to navigate the Warrens away from the path would require a stern focus (successful INT or WIS checks). One path was marked with skulls another with small crystals. They chose the crystal path north, which should lead to the middle sister.

After a few hours journeying through the Warrens they spot a corpse of an elf by an altar holding a staff with gems. They move away from the path to investigate, and when they get closer suddenly the path has disappeared, as has their four companions, and the elf turns out to be a skeleton holding nothing. At that point they are set upon by shadow bats and a weird sylvan creature with the legs of a hind and razor sharp teeth that sucks blood. They defeat them after a fierce battle and search the area as they can’t see the path anyway. In some ruins nearby they find her lair and a cloak woven from living plants and shadows and decide to rest.

They steel themselves and locate the path again, but they can’t see their companions anywhere. As the move on, they come upon a fight between a big dark skinned man wielding a beautiful great sword fighting a pack of very cunning regenerating wolves next to a mysterious dark well. They enter the battle on his side and finally slay all the wolves, which coalesce into one rangy man wearing wolf-skin.

malazen
Very complex fantasy series, highly influenced by Black Company, and grew out of an RPG campaign. One of my favorites. 

The man, who is named Xarzon, thanks them and they talk. It turns out the man was hunting him on behalf of a former employer, whom he has a disagreement with. He was a dangerous Dissembler – a shape shifter that can turn into multiple beasts (also stolen from Eriksons novels). He also tells them that the well has a spirit in it which serves as an oracle, if appeased correctly. He also tells them a few things about the Warrens: that they are strange beyond the vast space of the north, that the land is under some kind of curse and that the eldest of the Sisters of Sorrow dominates the trolls in her area and has made a pact with one of the Lords of the Nine Hells.

He also gives them a ring of protection as thank you, and with the loot of the Dissembler, it was a rewarding session.