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DORKS & DICE
Foggy Bog
The XYZ Affair
Peter J. Hagen
7/25/2010
Dark forces conspire to throw a band of adventurers into a series of betrayals and deaths.
Will the heroes discover the truth in time? Will they make life-long friends of the residents
of Foggy Bog or enemies? Will the heroes defeat their unknown nemesis, or die unwittingly?
Shadows of the Wyrmling
Moderate (XP: 275/350/450) (3 PCs/4 PCs/5 PCs)
SETUP
Festival Map
The characters are at the Fall Festival. Residents are frolicking. Mid-morning,
Algerotix makes an unwelcome visit.
Encounter:
 3+3+0 Frost Goblin Cutter
 1+0+0 White Dragon Wyrmling
 0+0+1 Goblin Acolyte of Maglubiyet
Players place their miniatures within circle of festival pavilions.
Read:
Cooked meats waft upon the breeze, water pouring from the ancient aqueduct.
Residents stand in the clearing between the earth tone pavilions, overlooked by a
single young color-bearer from a perch on the aqueduct. The residents stir nervously,
backing away toward the town, pointing to the aqueduct. Standing on the perch, claw
upon the boy’s shoulder, is
Algerotix.
The White Dragon Wyrmling
uses the surprise round for
bravado.
Skip ahead to next flavor-text
unless a player-character
speaks Draconic, read:
This town belongs to the
Mountains but I shall allow
your foul presence if your
sacrifices are worthy. Today
we choose the sacrifices!
2
Whether a player-character
can or cannot speak Draconic,
read:
Algerotix bellows: pushes the
boy off the perch. Goblins
appear in the foliage. The
residents flee in terror.
TACTICS
Algerotix immediately moves
to the ground. He will use his
breath weapon at the first
opportunity of two or more
enemies. Algerotix will not
change targets unless the
current target drops.
The goblins stay at the foliage line, throwing javelins. They keep their distance until
forced to draw their short
swords. They work in pairs.
The acolyte stays near
Algerotix, keeping the dragon
from being overwhelmed.
FEATURES


Boulders: Athletics
DC 10 and 4
movement or
Acrobatics DC 10 and
2 movement to end in
space: Athletics DC 15
or Acrobatics DC 15 to
pass through
Foliage: Concealment
and difficult terrain
3




Rock Outcropping: Athletics
DC 10 and two hundred
movement: no cost for flying
Pavilions: blocks line of sight
and line of effect
Aqueduct: Water cascading
provides concealment and
difficult terrain.
River: difficult terrain; normal
terrain Athletics DC 5 or
Acrobatics DC 5
FOLLOWING
COMBAT
Residents gather in the
clearing. Two nobles approach you:
one introduces himself as Lord
Rockton: thanks you. “Go to the River’s Mouth, the merchant’s store in town. Speak
with Kaylithia. Tell her to provide you what things we can. Know you what that foul
beast spoke?”
Skip if someone knows:
Mekah says, “The Wyrmling spoke of the mountains and of others.”
Read:
Rockton looks at you. “Will you go: I fear my men are not to the task?
Mekah, discover where the danger might lurk. Meet these adventurers at the River’s
Mouth afterwards.” Mekah runs to town. Rockton turns to you, “Will you hunt
adventure in my service?”
River’s Mouth & Trek
Mekah arrives at the River’s Mouth:
There is a ruin tower, less than a day’s march. Rumors and stories of
monsters; what kind, I know not. Lord Rockton fears another attack. He bids haste
and waits your return at the manor.
4
The Trek:





Level 1 Complexity 1: 4-success before 3-failures
Primary Skills: Endurance and Nature DC 5
Secondary Skills: any reasonably argued DC 10
Reward: none
Failure: -1 movement, extended rest negates
Arrival:
It is night, soon: the wind blows: cold air fills your lungs. Ahead is the ruin, a
grasping hand half-buried in the mountain.
The rotted floor reveals a cavern mouth. Descending unhampered: ascending is
Athletics DC 5.
Cold darkness prevails in the cavern: echoes of waves lapping against stone.
Descend + Perception DC 5:
Crushed bones are on the cavern floor, and tracks.
The Tower Beyond
Challenging (375/475/575)
SETUP
Tower Cavern Map
Encounter:



3+0+0 Frost Goblin
Cutter
3+1+0 Goblin
Blackblade
0+0+1 Goblin Acolyte
of Maglubiyet
Players place their miniatures
at the center of the map.
Acolyte and Cutters on west
5
end: Blackblades to the north and south ends. Players can retreat off the map only on
the eastern edge; return as they wish; resets after any extended rest.
TACTICS
Acolyte is concerned with enemies getting near; will not move unless necessary.
Cutters stay with Acolyte and target the closes enemy with javelins. Blackblades
work together focusing on one or two targets.
FEATURES






Stalagmites: blocks
line of sight and line of
effect
Ledge: 20 ft high
Athletics DC 10;
Perception DC 5
Draconic letter
Path to Ledge: normal
movement
Pool: waist deep;
Endurance DC 5;
Failure -1 to all rolls,
rest negates; Perception
DC 10 treasure
Stream: swift ankle deep
Whirlpool: 4-successes before 3-failures; Endurance DC 5; reward none;
Failure unconsciousness automatic extended rest; player is deposited at
fairgrounds by aqueduct
FOLLOWING COMBAT



Intimidate DC 5: quiet Hobgoblin delivered letter
Letter & Draconic: mundane business talk
Letter, Draconic & INT DC 5: conspiracy, traitor in town
6
Rockton’s Manor
Characters return to town.
Lord Rockton leans forward on his throne. “You have cleared out the tower,
good. Have you learned anything else?”
Skip, if conspiracy discovered:
“Two days before the festival, Mekah was approached to write a letter in
Draconic. I believe Algerotix is involved. The letter is actually a coded message
offering both threats and reward for the interruption of the festival”.
Read:
Mekah speaks, “A mundane letter with a glance. Three townspeople are
involved: Xanven, Yllakain, Zantiln. Xanven mentioned a travelling merchant needed
a letter translated to Draconic. Yllakain delivered the letter to me and Xanven picked
the letter up. Lord Rockton stands saying, “I fear this is not over. If willing, find these
three in town, learn what they know”. Mekah adds, “I know the whereabouts of all
three”.
XYZ Encounters
There is no set order for the Xanven, Yllakain, Zantiln encounters. Each encounter is
a skills challenge worth experience. Players can return to a failed skill challenge after
they have attempted one of the other two. After successfully completing two,
immediate interrupt 1 takes place, followed by immediate interrupt 2, which replaces
the uncompleted third encounter.
Immediate Interrupt 1
Immediately after two of the three are successfully completed
You make your way to the third person, an idea occurs to you. You might
discover the truth of what is going on, if you can piece together the clues.



Skill Challenge: Level 1 Complexity 4: 10 successes before 3 failures
Primary Skills (Attribute Replacement): Intelligence or Wisdom DC 5
Secondary Skills: Any skill a player reasonably argues pertains to the
discovery of the truth; DC 10
7


Success: Read: “You’re rooting out a specific person. Your nemesis has been
following you. Nothing happened with the other two: it must be the third and
your nemesis must know it. If you hurry, you might stop the evil plan”.
Failure: Third encounter proceeds normally with immediate interrupt 2.
Immediate Interrupt 2
Challenging (XP: 400/500/600)
SETUP
Feast Hall Map
Encounter:

4+1+1 Human Soldier
Players place their miniatures
near the middle hearth.
Read:
You are in the Frog’s Gullet,
where a townsperson told you
to look for your quarry. You
eye the patrons looking for a
familiar face, near the back of
the feast-hall, a rush of
movement.
If truth discovered, read:
One of you yells out a
warning. You see a blur, a blade that misses its target: a glimpse of a terrifying
visage directed at you and the assassin vanishes. You turn to the doors. Soldiers block
the exit.
If truth not discovered, read:
You see a blade thrust into flesh: a glimpse of a terrifying visage directed at you and
the assassin vanishes. You turn to the doors. Soldiers block the exit.
8
TACTICS
The soldiers focus to block the exit. At least three form a shield wall, the other two
standing behind their allies firing crossbows. They hold their ground for three rounds
and then charge into battle.
Options:




Fight
Bribe: Diplomacy DC 15, 100 gold and assurance of free passage
Intimidate: DC 20 after 3 rounds and assurance of free passage
Bluff: DC 30 immediate exit for party and full XP
FEATURES




Floor: difficult terrain,
prone patrons
Fire: 1d6 damage, 2
ongoing, save ends
Hearth: blocks line of
sight and line of effect,
provides cover
Timber Walls
FOLLOWING COMBAT
Outside, no sign of the assassin: inside, you stare at the assassin’s target, eyes
glazed. “Thank you,” says a young woman, “for trying to catch that wretch. My
parents have been fleeing him for some time. I am tired of running. Please take this: it
is all we have left, from when we informed for the guild. They are nothing but thieves
and cutthroats”. She hands you a tied bundle. “If you can kill him, then do so and end
our misery. We want only a simple life again, what is left of it. I can offer you one
suggestion: he always seeks a high place to watch the entries to town and will not
leave until he is sure of the kill. Take these things as reward for what you have done
already and for what you can do”.


Skill Challenge: 6 successes before 3 failures
Primary Skills: Perception, Insight, Streetwise DC 5
9



Secondary Skills: Any reasonably argued pertains to the discovery of possible
location DC 10
Success: Read: “Four places: the tower in the cemetery, the rock
outcroppings, part of the aqueducts, and the large oak tree”.
Failure: “Rockton might know”.
If the party visits Rockton, read:
“Well done, you are worthy adventurers. I fear still, for you. Your nemesis might seek
to kill you individually. I suggest you search him out and kill him instead. In the
meantime, feel free to rest here and eat”.
If they ask about potential hideouts, read:
“I know of four places that fit that description: the holy tower outside of town in the
cemetery, the rock outcroppings to the south of town, the great oak to the north of
town, and a section of the aqueduct before it goes deeper into the forest”.
Xanven (1 of 3)
Moderate (XP: 300/400/500)
The warm fragrance of fresh bread fills the bakery shop. Xanven eyes you cautiously.
“Bold adventurers in need of provisions,” he asks.





Skill Challenge: 12 successes before 3 failures
Primary Skills: Diplomacy, Insight, Intimidate DC 5
Secondary Skills: Arcana, Bluff, History, Perception DC 10
Success: “Yes, a long time ago I was a lord’s baker. A curse fell upon his
manor and his family died horribly. I have put it behind me: him and the evil
he brought to my world with his sorcery”.
Failure: “You had better leave and forget such foolishness”.
Yllakain (2 of 3)
Moderate (XP: 300/400/500)
The butcher, Yllakain, smiles broadly, as you enter his shop. “What can I do for such
a hearty band as you folks,” he asks.

Skill Challenge: 12 successes before 3 failures
10




Primary Skills: Diplomacy, Insight, Intimidate DC 5
Secondary Skills: Nature, Bluff, History, Perception DC 10
Success: “Before I came here, I had a stint with some highway brigands. They
held my family for ransom. I managed to rescue them; in the process, I killed
some of them, including the son of that witch. My family and I have been on
the run ever since”.
Failure: “Buy something and go, or just go. I don’t have time for this”.
Zantiln (3 of 3)
Moderate (XP: 300/400/500)
Candles of every conceivable color fill this store. Zantiln approaches, “Welcome,
how many would like?”





Skill Challenge: 12 successes before 3 failures
Primary Skills: Diplomacy, Insight, Intimidate DC 5
Secondary Skills: Religion, Bluff, History, Perception DC 10
Success: “I was in the priesthood at one time, but my mentor was corrupted. I
doubt my own wisdom: she taught me all I knew. In the dead of night, I fled;
and have never looked back”.
Failure: “It is better if you leave, good day”.
Four Encounters
There is no order to these four encounters. Epiphany happens immediately after
players have attempted all four encounters.
Tower (1 of 4)
Moderately Easy (XP: 200/300/400)
SETUP
Crypt Map
Encounter:
11

2+1+1 Skeleton
Trooper
Read:
An acolyte rushes up to you
and says, “Bless you for
coming. Yesterday, we placed
strange fellows in the crypt
below with the other bodies,
until the ground thaws in
spring. Now, ominous sounds
emanate from within, a
foreboding evil”.
Players place their miniatures in the room at the bottom of the stairs. Place acolyte in
same room between player miniatures.
Read:
The crypt is cool, musty and dark. You hear the skittering of rats and metal scraping
against stone.
TACTICS
The Skeletons are at the back of the crypt. They ready an action to charge the first
character that comes into view. The skeletons will press their advantage by moving to
maximize their opportunity attacks. They comprehend no other tactics.
The acolyte (Minion, AC: 10) is too terrified to take any actions. Adjacent players can
use a minor action to slide the
acolyte 1 space.
FEATURES



Stone Wall
Stairs
Stone Coffin: provides
cover
12


Bloody Bundles: adjacent spaces difficult terrain, slick
Oak Door
FOLLOWING COMBAT
Read:
Several clergy approach you, carrying gifts. “Thank you for your assistance, may
these things help you cleanse the world of all evil”.
Outcropping (2 of 4)
Challenging (XP: 400/500/600)
SETUP
Outcropping Map
Encounter

4+1+1 Spiretop Drake
Read:
As you reach the wide ledge of
the outcropping, you see a
rainbow of glinting colors up
the cliff wall in a bird nest.
The birds, good-sized, see you
and begin to squawk, circling
over your heads. One suddenly
dives at you, claws extended.
Players place their miniatures
on middle elevation. Drakes
begin on highest elevation.
TACTICS
One drake readies an action
for whenever a character pulls
13
out a small non-martial item:
immediately attempts to snatch
the item. Remaining drakes
attack. If someone begins to
climb the cliff to the highest
elevation, then all drakes
attack to defend the nest.
Climbing characters must
make an Athletics DC 5 for
each hit. Climbing characters
who wish to fight back must
make Acrobatics DC 5 to not
fall. The last remaining drake abandons the nest and flies off.
FEATURES

Cliff: +30 feet
elevation intervals
Tree (3 of 4)
Pocket Challenge
Moderate (XP: 300/400/500)
Constant: XP & DC never
changes
Read:
An unthreatening old man,
canaries about him, steps out
from behind the tree as you
approach. A rusted-out shield
leans against the tree. He
laughs and wanders off,
vanishing. As you look at the
shield, your name appears
above other writing on it.
Allow one attempt per day.
Each person whose name
14
originally appears must participate to earn XP. Character death removes the name. No
one else’s name will ever appear on it.





Skill Challenge: 12 successes before 3 failures
Primary Skills: Insight, INT DC 5
Secondary Skills: History, Arcana, Nature, Religion DC 10
Success: It is a message showing a means for traveling other planes.
Failure: Maybe tomorrow
Aqueduct (4 of 4)
Challenging (XP: 400/500/600)
SETUP
Festival Map

4+1+1 Dire Rat
Read:
You see the carcass of the dead Wyrmling, guts eaten out. Something has dragged the
dead goblins into the foliage. Medium-sized rats appear earnestly closing on their
next meal, you.
Players place their miniatures in clearing at center of map. Place rats around
characters.
TACTICS
Rats move to attack closes enemy. Rat will change target to attack most threatening
person within two spaces.
Epiphany
Looking at Foggy Bog, you realize one more obvious place, the covered patio rooftop
of Rockton’s Manor.
15
A Manor of Killing
Very Challenging (500/600/700)
SETUP
Manor Map


1+1-2 Traps
2+0+1 Bog Assassin
Read:
Entering the manor interior
garden, you see a handful of
cloaked figures. “My gratitude
for the aid you have given
me,” says one of them. “I
needed to know exactly which
of the three was marked for
death. Unfortunately, your
usefulness has expired. Kill
them all”.
Players place their miniatures
within two spaces of the
southern wall. If necessary,
place Rockton and Mekah
against the northern wall to
designate the traps. Players
have ten rounds to disable the
traps before they automatically
kill their victims. Place
assassins within four spaces of
the northern wall.
TACTICS
Assassins move forward to attack, if not within melee they use misty step. They work
together to take out a single enemy. When 10 hit points down, the assassin uses tear
16
the vein. They ignore anyone on a trap until no one else remains. On the second
round, every assassin uses an action point.
Imminent death potentially threatens Rockton and possibly Mekah. Any trap not
disabled by the end of the tenth round automatically kills its victim. Any number of
characters can help disable the trap. Thievery DC 25 to notice trap is not lethal.




Skill Challenge: 4 successes before 3 failures
Primary Skills: Thievery DC 5
Success: You have freed the person, who runs to safety.
Failure: The person
slumps into your arms.
Heal DC 10 to notice the
person is not dead, but in
a deep slumber with
shallow breathing.
FEATURES



Pillar: provides cover,
loggia
Foliage: provides cover
and concealment, difficult
terrain, raised 3 feet
Pool: difficult terrain,
raised 6 inches
FOLLOWING
COMBAT
After several hours, word spreads through town that Lord Rockton and Mekah both
survived the ordeal with the assassins. Lord Rockton summons you and all of the
townsfolk of Foggy Bog to the steps of his manor. Even Kaylithia, who never leaves
the River’s Mouth, is present, on the bottom steps with Mekah. Lord Rockton sings
your praises and rewards each of you who have survived with both treasure and gold.
The townsfolk cheer: a large festival erupts in your honor, congratulations and job
well done.
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