Sunday, October 4, 2009

Chaos at Tanner's Bridge

If the party took more than five rounds to wrap up the fight at the gate, consider having the giants here already lugging around a sack or two of prisoners. For some added dramatic tension, have one of the dire bears menacing a villager up against the wall of a building as the PCs arrive.

The stone giants do their best to work in tandem with the bears, flanking PCs whenever possible to boost the bears' poor attack bonus. They try their best to mark targets the bears have grabbed so that they can make use of their Hardened Threat power when the hero shifts after escaping the grab. I suggest the following encounter for a party of five adventurers:

  • 2 Stone Giants
  • 2 Dire Bears
Total: 4,400 xp (Level 13 Encounter)

PC Objectives

  • Slain Masters: If the stone giants are reduced to 0 or fewer hit points before either of the bears is defeated, the bears retreat if they are left alone. Each PC regains the use of an expended daily power and may spend a healing surge.
  • Efficiency: If the encounter is completed before the end of the seventh round of combat, each PC regains the use of all encounter powers with the Healing keyword.
  • Thankful Townsfolk: When the encounter is completed, each PC regains the use of up to two expended encounter powers of their choice, and may spend a healing surge (even if unconscious).
At the conclusion of this encounter, the PCs should start noticing signs of Longtooth's appearance: fires, cries of "Dragon!" and even the beast himself diving towards the garrison or cathedral.

Tangent: Fortress of the Stone Giants Bestiary

Fortress of the Stone Giants contains the Deathweb, Redcap, Hound of Tindalos, Taiga Giant, Scanderig, Shining Child of Thassilon and the Runeslave template. I am also including additional giants to round out some of the early encounters. Stat blocks will be posted as they are used in the conversion.

Stone Giant Scout:


Stone Giant Strongarm:


Deathweb:


Spriggan Dunter:


Spriggan Redcap:

The Northgate Siege

The guards positioned here are caught off-guard by the attack, and some have already been injured or killed by the time the party arrives. I suggest the following encounter for a party of five adventurers:

Total: 2,900 xp (Level 11 Encounter)

PC Objectives

PCs who complete one of the following objectives during this encounter gain the listed benefit.

  • Squad Leader: When the Stone Giant (not the Strongarms or Scout) is reduced to 0 hit points or fewer, each PC regains the use of an expended encounter power. In addition, the PC who dealt the final damage regains the use of a second expended encounter power.
  • No Distractions: If the encounter is completed before the end of the fifth round of combat, each PC regains the use of all encounter powers with the Healing keyword.
  • The Guards' Cheers: When the encounter is completed, each PC regains the use of up to two expended encounter powers of their choice, and may spend a healing surge (even if unconscious).
By the time the fight concludes, the party begins hearing sounds of stone giant mayhem coming from Tanner's Bridge. Their next encounter lies there.

The Raid Begins

This series of encounters challenges one of the basic assumptions of 4th Edition adventure design: the short rest. With the entire raid originally designed to take place in the space of three minutes (the conversion won't hold itself to so rigid a timetable), there is no time for the party to spend catching their breath between combat encounters. They still need a way to recover their encounter powers and heal up after a fight, though. The DMG2 actually makes a number of suggestions for dealing with this situation.

Each encounter during the raid will include a number of PC objectives. Accomplishing one of these objectives will impart a benefit to the party as a whole. These boons will help the party deal with the attrition of this rapid-fire series of encounters. They will range from the relatively minor, such as regaining a single encounter power, to rewards comparable to a free short rest.

During these encounters, make extensive use of the map of Sandpoint provided in Burnt Offerings and the Rise of the Runelords Player's Guide when setting up the encounters. Each of them occurs in a different area of town, but there's no set precise location where the PCs must fight each group of raiders. The map will help a great deal with helping you visualize the terrain.

It's possible (perhaps even likely) for the raid to end without the PCs engaging in every encounter. The raid is called off if Teraktinus and Longtooth are defeated, or after Teraktinus completes his mission by retrieving a stone from the Old Light. If the PCs successfully force the giants to retreat, they receive experience for all the encounters in the raid. If the PCs are defeated or are unable to deal with all the threats before the giants pillage the town, do not reward them experience for missed encounters until they are able to track Teraktinus or Longtooth down later.

Saturday, October 3, 2009

Tangent: Dungeon Master's Guide 2 and this Project

The DMG2 is out, and I picked it up this weekend. After reading through it, I'm going to be making a number of revisions to the first few adventures (and adopting these changes going forward as well) based on new rules and advice offered in the book. Here is what I'm planning:

  • Companion Characters: Shalelu, from The Hook Mountain Massacre, will be changed from an NPC into an optional companion character. She will be able to fill the role of an extra party member, if needed. I will include information on how to increase her level as the adventure progresses; she can reasonably be included in the party through the entirety of the module. The surviving Black Arrows (Jakardros, Vale, and Kaven) will remain NPCs. For information on what companion characters are, see the official excerpt on the Wizards website.
  • Terrain: I will be making additional notations on terrain in encounters in the conversion write-ups. Some terrain features (and possibly some hazards or traps) will instead become terrain powers. For information on the role terrain powers fill, see the official excerpt on the Wizards website.
  • Traps & Hazards: As mentioned above, certain traps may become terrain powers, as appropriate. Others may see slight revision to fit better with some of the trap standards included in the DMG2.
  • Skill Challenges: Some skill challenges may be revised, though I have been making revisions to skill challenges as I learn more about good design. Hopefully few such revisions will be needed. Samples of the skill challenge advice offered in the DMG2 can be found in the official excerpt on the Wizards website.
  • Monsters: There will only be a handful of changes to monsters I've designed. Off the top of my head, I'm considering applying the Goblin Allies monster theme to some of the non-goblin creatures found in Burnt Offerings.
Expect to see these changes implemented in the next published version of each adventure conversion.

On a related note, I very strongly recommend purchasing a copy of the DMG2. It is one of the strongest tools a DM - new or experienced - can have to draw upon. I guarantee that you will find something in the book that will improve your game.

Saturday, September 19, 2009

Stones Over Sandpoint

To begin the adventure, the PCs need to return to Sandpoint - probably after being called back by Shalelu. She makes use of the Animal Messenger ritual to contact the party if they're not easily reached. The message she sends is one of urgency: giants may be headed for Sandpoint, they could arrive at any time, and the town is likely doomed without the PCs' intervention.

When the PCs return to the town, give them a short while to effect preparations before springing the raid on them. If they want to be cautious and engage in a little strategic planning, let them. There is no way for them to know that the true target is an unassuming bit of rubble from the Old Light.

Provide the PCs with a level 13 major quest to defend Sandpoint from attack.

Fortress of the Stone Giants

The fourth adventure in the Rise of the Runelords campaign centers almost entirely around a single, fantastical location: the fortress of Jorgenfist and the library that lies beneath it. Not only is this the adventure where the PCs will begin to encounter things truly beyond the ken of mortals, but it's where the overarching plot of the adventure path is revealed, along with the personal introduction of its main villain.

In terms of conversion details, I will design the encounters to bring the party to 16th level by its conclusion. In addition to the normal bestiary conversion, I'll also be creating a few new giant stat blocks to help flesh out what would otherwise be some fairly repetitive encounters. These will appear in the bestiary conversion.

Wednesday, August 19, 2009

The Hook Mountain Massacre Conversion PDF v0.1

And finally to go along with today's rather enormous update, the compiled conversion document for The Hook Mountain Massacre. I'm going to try to release the PDF version at the same time I finish the adventure conversion from now on. We'll see if that continues to work out.

Note that the file linked to is a zip archive containing a PDF of the conversion document and individual PDFs for each quest card. This is the format that will be used from now on.

Enjoy!

The Hook Mountain Massacre Conversion v0.1

Tuesday, August 18, 2009

Secret Chamber

When the tremor subsides, a new passageway is quickly discovered behind the collapsed north wall of the keep's prison. It leads to a stairway descending downward into darkness.

In this conversion, a hidden portal to one of Karzoug's many vaults lies beneath the keep. None of the Black Arrows were aware of its existence, but the quake has revealed its entrance. Now the undead charged with protecting the vault wait for anyone brave enough to test the runelord's defenses.

This short side trek draws heavily upon Dungeon #169's Hall of the Snake God for inspiration. The maps provided there are great for these two encounters, with a bit of alteration. The first map's entrance should be a staircase leading down, not an entrance from the outside, and the snake trap should be removed from the pit in the lower chamber (though the pit is still present, courtesy of the quake that reopened these chambers).

These encounters also make use of some of the monsters found in the published adventure's bestiary, converted to 4th Edition. They are both fairly straightforward.

For the upper chamber, I suggest the following encounter for a party of five adventurers:

Total: 3,250 xp (Level 12 Encounter)

For the lower chamber, I suggest the following encounter for a party of five adventurers:

Total: 3,550 xp (Level 12 Encounter)

Neither of these chambers contains any treasure, but at the rear of the lower chamber is a glowing yellow portal surrounded on the ground by two alternating sets of blue and green runes. A Perception check (DC 25) notes that some of the green runes are sitting above small cracks in the ground, likely caused by the tremor. An Arcana check (DC 25) determines that the portal's condition is tenuous; by the time the PCs can examine it, only two minutes remain before the portal collapses completely. Looking through the portal, the party can see a room beyond filled with treasure but without doors or windows of any sort. Within the vault on the other side of the portal is a massive pile of Thassilonian coin worth 8,500 gold pieces, as well as a shining gold breastplate bearing runic markings - purely ceremonial, worth 6,500 gold pieces (these are treasure parcels 5 and 7 from level 11 and parcel 6 from level 12). The vault also contains treasure parcels 3 and 4 from level 12, sitting neatly in the room's corners.

The party does not have long to retrieve everything, and may need to employ some quick thinking to move nearly 200 pounds of coinage out of the vault in two minutes. When the portal collapses, the vault's contents are lost and anyone still on the other side is trapped with no clear exit. The green set of runes on the ground fades and disappears, but the blue set remains. This is actually a permanent teleportation circle, and allows a party with access to the Linked Portal ritual to memorize the rune set in order to return to Fort Rannick's basement whenever they wish.

If the party successfully explores the secret chambers, they receive three victory points.

Who You Gonna Run Screaming to for Help?

If the PCs dealt with the crypt (B15) in the secret caverns behind the keep during the retaking of Fort Rannick, this event does not take place; the PCs receive three victory points automatically. Otherwise, a servant or member of the staff who wandered back into the caves bursts into the main hall of the keep shouting about ghosts. This should lead the PCs to investigate the crypt in earnest.

Run the encounter in area B15. If the PCs successfully defeat the specters, they receive three victory points.

Earthbreaker

Allow this event to play out naturally over the course of a few in-game weeks as described in the original adventure. Continue to allow the steward of the fort to roll checks for weekly events. The PCs will eventually want to get rid of the local hero. They have any number of options to accomplish this (deception, pleading, threatening, etc.) but, as with the snake oil salesman event, as long as he leaves Fort Rannick the PCs receive a victory point.

Silas Tor and His Wondrous Trinkets

This event should play out as described in the original adventure. Using the Arcana skill to sense the presence of magic (DC 25) reveals the dwarf's trinkets as frauds, and Insight checks (DC 27) uncover the deception as well. You can allow the PCs to try and calm the crowd down and disperse them before driving Silas away, but as long as the dwarf leaves before causing too much trouble the PCs earn a victory point.

Stalking Monsters

Reports of marauding humanoid monsters on the roads demand that the Lord or Lady of the fort act, lest they be cut off from the rest of the world. The monsters are not difficult to find - they are, after all, attacking travelers on the road. The culprits are a band of lycanthropes - werewolves - and their worg pets. They attack the PCs on sight, sending the worgs in first and following close behind. I suggest the following encounter for a party of five adventurers:

  • Werewolf Lord
  • 3 Werewolves
  • 4 Worgs
Total: 4,250 xp (Level 13 Encounter)

Their banditry has netted them 3,000 gold pieces worth of loot, which can be found on their bodies (treasure parcel 8 from level 11).

Dealing with the monster threat provides the PCs with two victory points.

Filth Fever Outbreak

If this event arises, the fouled water supply causes many of the keep's occupants to become sick. The party must build a new well at a cost of 75 gold pieces and a week's worth of work. If a new well is not built, no other construction projects are completed due to constant illness (and perhaps even a few deaths among the staff). Building the new well gives the party a victory point.

Fire in the Fort!

In the middle of the night, a fire breaks out in the fort's stable. Putting it out is a skill challenge, outlined below.

Skill Challenge: Fire Brigade

Setup: The PCs must organize a bucket brigade or come up with some other way to put out the fire before it destroys the affected structure and spreads to other buildings. In addition, they must attempt to rescue a groom trapped inside the burning stable before he dies of smoke inhalation.

Stat block:

Brigands Attack Fort Rannick

Rather than turning this event into a siege as described in the original adventure, a group of bandits takes advantage of the poorly-defended state of affairs at Fort Rannick to try and take it for themselves. They have hired a skilled alchemist to fashion an explosive device to breach one of the fort's curtain walls.

The bandits arrive without warning, setting the explosive device and waiting for it to go off. The PCs are alerted to their presence by the fort's staff, and must choose to either engage them on the other side of the wall in an effort to disarm the device before it explodes, or wait for it to blow a hole in the wall and fight them within the grounds.

The combat encounter is mostly identical regardless of where the fight takes place, except that if the PCs take the fight to the brigands they can engage in a skill challenge to disarm the explosive device. I suggest the following encounter for a party of five adventurers:

Total: 4,100 xp / 4,600 xp (Level 13 / 14 Encounter)

The bandits have a combined 2,000 gold pieces worth of assorted coin and valuables on them (treasure parcel 9 from level 11).

Successfully repelling the attack before the wall is breached awards two victory points to the party. No victory points are awarded if the wall is damaged.

Stat block:

Weekly Fortress Events

A number of events are possible over the course of the two months of the PCs' stay. The original adventure required Charisma checks each week to determine what happens during that period. This conversion uses similar checks, though with a different results table to account for the shifted math in how ability checks are made (and to adjust a few of the events themselves).

At the beginning of each of the PCs' first seven weeks at Fort Rannick during the winter, have the PC appointed Lord or Lady roll a Charisma check and compare it to the table below.

  • 1 - 7: Attack. The fort is attacked by brigands. See the section entitled Brigands Attack Fort Rannick for details on running this event.
  • 8 - 9: Fire. A structure within the fort catches fire. See the section entitled Fire in the Fort! for details on running this event.
  • 10: Fouled waters. The keep's old water source becomes contaminated. See the section entitled Filth Fever Outbreak for details on running this event.
  • 11 - 13: No event. Nothing noteworthy happens this week. The party receives an automatic victory point.
  • 14: Stalking monsters. Bloodthirsty humanoids threaten roads near Fort Rannick. See the section entitled Stalking Monsters for details on running this event.
  • 15: Snake oil salesman. A traveling con artist appears at the fort. See the section entitled Silas Tor and His Wondrous Trinkets for details on running this event.
  • 16 - 17: Hero problems. A local legend decides to grace Fort Rannick with his presence. See the section entitled Earthbreaker for details on running this event.
  • 18 - 20: Haunted crypt. One of the fort's staff discovers the ghost problem in the fort's caverns. See the section entitled Who You Gonna Run Screaming to for Help? for details on running this event.
  • 21 - 27: No event. Nothing noteworthy happens this week. The party receives an automatic victory point.
  • 28 - 30: Beneficial travelers. A group of merchants, performers, nobles or other helpful individuals arrives at the fort. The party receives two victory points.
  • 31+: No event. Nothing noteworthy happens this week. The party receives an automatic victory point.
If the same result is rolled more than once (note that each of the three "No event" results can be rolled once) move down the chart to the next highest result.

On the eighth (and final) week of the party's stay at the fort, a tremor uncovers a hidden passageway previously undiscovered beneath the keep. See the section entitled Secret Chamber for details on running this event.

Rebuilding the Keep

The first order of business ought to be the reconstruction of important areas of the fort. During the ogre assault, the occupation, and then the reclamation of Fort Rannick, many key defenses and buildings were damaged or destroyed. Mayor Shreed is happy to provide the fort's steward with 200 gold pieces worth of credit per month to go towards any reconstruction efforts (and appoints a clerk with overseeing the appropriate use of those funds). Use the following rules for dealing with such projects.

Two elements are necessary to complete any construction project within the fort: time and money. Time is measured in weeks, with most projects requiring one or two weeks to complete. The available pool of laborers and skilled craftsmen in the region is limited, and thus construction is limited to a single project at a time. Each project has an associated cost which represents the purchase of raw materials and the hiring of workers to complete the job. The party may use either credit provided by Turtleback Ferry for this purpose or their own funds, should they run out.

The following construction projects can be completed during the PCs' stay.

  • East Gate: The ogres all but demolished this gate during their attack on the fort. Restoring its hinges and replacing the door takes a week and costs 50 gold pieces.
  • Old Guard Tower: Regardless of whether it was knocked down during the reclamation of the fort, this tower is not fit for use and needs to be rebuilt. This takes two weeks and costs 100 gold pieces.
  • Cook House: Much of the equipment in here was destroyed by careless ogres, and the interior requires a lot of clean up. Restoring it takes a week and 40 gold pieces.
  • New Barracks: Even if it survived the reclamation, the barracks are too much of a hazard to see use. They need to be cleared and rebuilt. This takes two weeks and costs 125 gold pieces.
  • Keep Entrance: The door to the keep itself needs repair, and much of the keep's interior was damaged in ogre occupation. This work takes a week and costs 50 gold pieces.
Each completed construction project awards the party a victory point.

Keeping the Keep

Use this series of notes should the PCs decide to spend time at Fort Rannick following the conclusion of the events of The Hook Mountain Massacre.

The first order of business in taking up residence at the fort is to have a PC take up the mantle of Lord or Lady. Whoever is chosen for this position will be responsible for overseeing the fort's restoration and upkeep. Give the party a minor quest reflecting their charge, requiring them to leave the fort in a strong, defensible state before they depart.

This conversion makes use of the victory point system seen in a number of 4th Edition adventures. Consult the following table to determine the number of victory points the PCs accumulate during their stay at Fort Rannick:



The total accumulated victory points at the end of two months determines the outcome of the PCs' stay.

  • 0 - 10 Victory Points: Fort Rannick is in terrible shape by the time the PCs depart. They fail the minor quest to look after the fort, and their stewardship is stripped from them.
  • 11 - 17 Victory Points: Fort Rannick is restored to its former glory. The PCs have completed their minor quest to look after the fort.
  • 18+ Victory Points: Fort Rannick is in better shape than it has ever been. The PCs have completed their minor quest to look after the fort, and their reputation as stewards grants them a +2 bonus to Diplomacy checks made in Varisian settlements.

The End of The Hook Mountain Massacre

The threats to the region have been dealt with, for the time being. Fort Rannick is reclaimed, and no organized ogre tribe remains to challenge it. Turtleback Ferry stands, the plan to flood it and claim its villagers' souls unrealized. Myriana's undying wrath has been appeased. The PCs can settle down for the winter and enjoy a rest from the trials of an adventuring life.

The original adventure contained a chapter entitled "Keeping the Keep" in which a number of possible events are outlined that might occur during the PCs stay at Fort Rannick during the winter. A full conversion of that chapter follows.

Regardless of what happens during the intervening period, by the time winter eases up on Varisia, the PCs are made aware of the new danger to Sandpoint, and ultimately to all Varisian civilization. Fortress of the Stone Giants is up next.