Wednesday, May 31, 2017

Return of the Ranger

Ference Trensal has been shadowing the party's movements for some time now, picking up their trail somewhere.

A telling line, no? To be honest, I've been pulling info from the thread to remember who Ference was, and to figure out how I thought of using him. Unfortunately, it's late, and there are thunderstorms filling the evening, so I'm putting this aside for now and shutting down my computer. 

Tuesday, May 30, 2017

Frost Battle Axe of Rain Thana

Frost Battle Axe of Rain Thana
Battle Axe, very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Additional Attributes:

The heart of the white dragon within the axe grants advantage to the wielder against fire-based attacks. It also has the ability to cast two spells, Charm Person (level 2), and Sleet Storm (level 3). Unfortunately, the curse placed on the axe by its creators makes it vulnerable to dragon breath. If the wielder is caught in the breath weapon of a dragon, have them make a saving throw for the weapon (DC10). If the weapon fails their save, the weapon explodes in a icy burst of 3d8 cold damage.

Monday, May 29, 2017

The Legend, continued...

Once the towers were completed, and the walls strong, Rain Thana turned her attention to them. It didn’t take long to demonstrate that her abilities as a ruler and a warrior were on par with her instincts as a designer and unifier. With her united forces, she struck out after each of the four main clans opposed to her, the Dalkans, the Kirik, Ches Nakla, and the Baranik. Each of these held out against her invitations, and actively sought to thwart the production of Akar and the gathering of all clans under Rain Thana’s banner.
The Dalkans were an ancient clan of dwarves tied to a particular mountain, with extensive tunnels and complexes beneath it. They spoke often as the grandfather clan, using their ancient lineage to exert influence on the other clans. Rain Thana brought her army to the feet of Mount Dalka first. She planted her banner before its gates, and called on the elders of the clan to come join her… they refused. She called on them again to treat with her to discuss their differences… they refused. She called on them to surrender themselves to her judgement and stop opposing the unification of the dwarven clans… they refused. She returned to her troops, hosted a magnificent feast on the battlefield before the gates of her enemy, and promised them all the luxury of Dalkan halls for a greater feast on the morrow. She spoke of the energy of the gods raining down on the mountain, and the surety of their success.
In the morning, as Rain Thana meditated in isolation, storm clouds gathered over the peak and lightning peppered the upper cliffs, causing land slides and avalanches. Two hours after dawn, Rain Thana emerged from her private tent, called on the assembled forces to charge, and as the lightning cleared they crashed against the gates and pulled them down. They poured into the tunnels and crushed the Dalkan forces, overrunning the entire complex in a matter of hours, and capturing many non-combatants, who yielded willingly to the victor. Only a few of the attacking forces noticed how small the defenses against them were, realizing the Dalkan heritage was little more than just a reputation, and that they had dwindled to a small presence still bearing a big name.
Following her success with the Dalkans, Rain Thana turned to march on the combined forces of the Kirik and Ches Nakla, two allied clans that shared a river valley rich in the production of mithril. These two clans held a narrow valley high in the White Ridge Mountains at the limits of civilization. Unlike their aged cousins the Dalkans, the Kirik and Ches Nakla were still young and strong with many warriors, and prime weapons. Rain Thana again tried to approach the gates of the two clans, again getting rebuffed. Before she could deliver an ultimatum, they unleashed a secret weapon on her and her forces.
Located at the edge of the highest peaks, these two tribes enticed a white dragon to aid them in driving Rain Thana and her forces down off the mountain. The white dragon swept down over the armies and caused terrible destruction. At the end of the day, the army was still on the battlefield, but they were badly shaken. Rain Thana was livid. The two clans mocked her openly from their walls, asking where her predictive powers had gone. She responded by completely losing her temper and revealing her true powers as a high ranking wizard, bringing large portions of the mountain down on their gates and crushing many of those who laughed in the avalanche. In the morning, she met them at the gates in much calmer frame of mind. Terrified of her magical powers, and fearful of the destruction she could cause, they listened to her. She promised them she would remember their mockery, and swore that they would bow before her contrite. But first, she would travel alone with two companions into the higher peaks, seek out the white dragon they had drawn into the conflict and defeat it. Confident of the power of the dragon, they assured her they would willingly concede defeat if she returned with the dragon’s heart.
For three days, she was gone. The upper mountains trembled with the wrath of the destructive forces called into the battle. On the fourth day, silence returned, and all eyes looked to the pass leading up into the high peaks wondering who would emerge. Soon, Rain Thana strode out of the mists, with her two escorts behind carrying a large chest between them. They strode directly to the gates of the Kirik, and after opening the chest, crossed to the Ches Nakla to repeat the silent actions, then removed themselves to a high ledge between the two gates and waited. Within the hour, both gates opened, and the collected forces of both clans poured out to kneel before Rain Thana and the dragon’s heart.
She set out soon after for the home of the clan of the Baranik. The combined smiths of clans Kirik and Ches Nakla went to their forges, and weaving all of their skill together with the magic of the heart of the white dragon, created the Frost Battle Axe of Rain Thana as a symbol of their servitude and her right to supreme clan elder. The axe was imbued with great magical abilities, and according to some, a dark curse, meant to ensnare Rain Thana in her moment of triumph and ensure her demise.
The axe was presented to Rain Thana as she arrived before the valley of the Baranik. She accepted it with great humility, and proceeded to the gates only to find them in utter ruin! The Baranik, learning of the defeat of the Dalkans and the subjugation of the Kirik and Ches Nakla, chose to seal themselves off completely from the outside world, and brought their access tunnels and gates down around them. It was rumored long afterward that they delved into pockets of the underdark and gave themselves over to life within that twisted world, although others said they opened new tunnels to the light in the years following, and continued their opposition and defiance of Rain Thana and the city of Akar even into modern times.
Rain Thana returned in triumph to Akar, and lived many more years as ruler over the united clans of the dwarves, never needing to wield the axe given to her in its defense. After many generations, the dwarven city fell into decline, and the fractious clan divisions arose again, driving them apart, and most of them back underground to their mines. The city of Akar fell off many maps, and disappeared into legend with the axe of the legendary Rain Thana.

The Legend of Rain Thana

Deep in the high peaks of White Ridge Mountains rising to the east of Aron's Bowl, a race of dwarves emerged from their ancestral homes in the heart of the mountains and created a remarkable city called Akar. The leader of the clan was a powerful warrior named Rain Thana. She was known for being touched, and gifted with a foresight that led her to many victories.
Tired of the millennia underground, her second sight showed her towering spires of white marble laced with gold filigree. She understood the timing was right for her people to emerge from their mines, build a glorious city to the gods, and draw all the clans of the high peaks together into one nation. Over many long years, her clan-folk toiled, attracting many to join them until the stronghold, temple and walled court were completed. As the years passed, her ranks swelled with other clans joining the movement.
Unfortunately, many equally strong clans held to their traditional beliefs and isolation, resisting all urging to join Rain Thana at Akar.

Sunday, May 28, 2017

In the Night

During the night, one of the party (whichever the GM feels is the most connected with Everett), is visited in their sleep by Everett. Anastasia has used the Dream spell to project him into their dreams. The spell allows Everett to enter a trance-like state, and be projected into the other character's dream. Inside the dream, they are able to communicate freely as long as the character remains asleep.

Warm air rises in rippling waves across an expanse of barren rock and pooling streams of lava. The air feels cracked and hazy. The silence of the setting is overwhelmed by a pulsating pressure that carries the weight of danger and a grim threat through the very air itself.
Yet, standing in the midst of all this, you feel no actual threat, instead the anticipation of waiting. Turning to take in your whole surroundings, you sense you are inside a large cavern which seems to have no walls and no ceiling above you, not even sky. Across the room a figure solidifies out of the haze, approaching you in an oddly smooth way, almost as though gliding through the murk. As he appears before you, you recognize him as Everett, the ranger you rescued from the ruin of the watchtower in the first encounter of your adventure. He approaches with purpose, and a wry grin upon his face. He greets you warmly by name, reminding you of who he is and assuring you he has returned to you with critical information for your benefit.
He will respond to the character's questions if they have any, and allow them to interrogate him if they prefer. He intends to provide the details he has uncovered, which are sparse, but may be helpful. He can relate the details of his journey to Anastasia, and their studies, as well as their experience with the dragon cult deep in the mountains.
The most critical information he has to impart is that the cultists are more widespread than initially thought, and the small shrine you cleared out to recover the necklace was only the latest in a series of shrines, not the first. During their captivity, they learned of a major shrine located in the mountains near the volcano that was directing the activities of the cult as a whole. They have started a network of shrines running through the mountains, and begun a process of searching for and recovering artifacts of power or threat against the dragon.
The necklace is a powerful artifact created by the dragon's magic with the help of the original cult. It was a gift to allow them to spread through the world subjugating others to the will of the dragon and the cult. There was an effort in the last century to hunt down the cult and destroy it, and it was successful. The necklace disappeared from knowledge, and only in the last decade with the resurgence of the cult has it been discovered.
Everett will also reveal the details of the magic item's abilities as described in a separate entry. Unfortunately, he doesn't know much about the dragon's actual lair, other than its location within the volcano. He also couldn't find the location of the primary cultist shrine, but believes it is probable that it is within the volcano, or very close by.

Thursday, May 25, 2017

What's Going On Here?

This is a weird part of this experiment since I've completely fallen out of linear plotting. It is grating on me, but this is the final third of the adventure (or the final quarter, depending on how the acts fall in your mind), and it feels critical to know what has happened, and to be clear about how this last stage develops. I've been trying to review what I've done, and see what loose ends and plot holes I can tie up or fill in before moving forward.
But I've struggled with that element, and continued to put pieces forward. That puts me here, backtracking and resetting the story. Specifically, the interview with the githzerai monk needs to come after the dream, so the characters have information bubbling in their head that they want answers to. Then, they can approach the otherworldly monk for divination that will probably leave their heads bubbling more with less clarity than ever. The point there is to foreshadow elements of the dragon lair in a way that won't make sense until they are in the lair itself.
But without the backstory info, they won't be able to ask enough questions to create the cryptic picture. I also think the other backstory element of the battle axe also needs to be fleshed out and included before the encounter with the monk for the same reason.
Against all of this, I'm trying to jump start a stalled Roll20 game, and play in another table game. Balancing all of these is a challenge. I watched a YouTube video recently that mentioned that one aspect of being a GM is always thinking of the games... this is definitely the case, but it isn't any easy mix when all of them are at a particularly demanding stage. Focus is the missing element, and it can be tricky to find.
We've had a lot of physical movement interfering, but that it past now, so all that remains is to stabilize a routine and begin producing content again. The danger in putting so much of this campaign off until later (the characters are first level, the dragon isn't... I'll wait until they're closer to check the encounter levels..., there's a magic item, but we'll decide what it can do later..., maybe there are two, but..., and so on), is that later has become now, and I don't remember what I had in mind. Also, instead of one issue to figure out, I have five... that all need to be figured out at the same time... that time is now... So everything goes on hold until I can know where the story actually is.
I've gotten a lot accomplished in terms of figuring out where I am, now its filling out the details of what I have with me there, and letting it inform the story ahead.
I need the backstory for the axe. Then, I need to develop the dream narrative and the encounter with the ranger chasing the axe. Then, the encounter with the githzerai monk takes place. Four points before the progress forward starts again. I challenge myself to hit those four points in quick succession.

Wednesday, May 24, 2017

Back in the Cabin

We left the party in the company of a Githzerai monk. A man of few words, he is still manages to convey a sense of welcome to each character without isolating them in any way. There is a clear sense about him that he expects to be questioned, and intends to answer, but at no time does he volunteer to do so. He is content to wait for the characters to proffer their own inquiries.
As mentioned in the original post, his responses, when they come, are often vague and mysterious, occasionally sideways to the intent of the question as asked. In his mind, there is a connection, and he has chosen to answer in the most relevant fashion to what he feels he heard, to what he believes they thought to ask. Below are some sample responses to possible topics.
The Swamp: "It is a murky road that leads to nowhere." The swamp is a barrier to reaching the volcano and the dragon lair, but the path into it that the party is following leads to the Slaad village, not the lair. Once they reach the village, they will need to find their own way out of the swamp to the lair.
The Dragon: "I hear the wind howling in fury, but the way is clouded... smoke covers my eyes."
The Necklace: "A touch can be deadly, beware the snapping jaws."
The Axe: "In the night a tree falls, in daylight the stars shine."
(I'll try to add some more soon)

Tuesday, May 23, 2017

Backstory, part one

After the party first discovered the abandoned guard post, they rescued an injured guard named Everett. He guided them to the location of a dragon cult and shrine, where they recovered a rare magic item revered by the kobold cultists as a talisman to summon and empower the adult red dragon, Antaraxes Glavenis. Concerned about what powers the necklace contained, as well as why the cultists desired it so greatly, he suggested consulting a wizard named Anastasia living high in the mountains nearby to research the necklace and find some answers. The party opted to continue their journey upriver, so Everett made his way on his own to the wizard, with a promise to deliver any information he could discern, somehow.
Everett’s plan was to visit the wizard, gather the information, then cross the mountains directly to Aron’s Bowl in order to reconnect. Unfortunately, the information the wizard needed to recover was more difficult to attain than expected, and involved a separate journey of their own to gather. They found information that suggested the existence of an earlier cult devoted to the dragon that had a shrine deep in the mountains. The necklace was mentioned in connection with this shrine, but the shrine itself was targeted and the cult destroyed over 150 years ago, slipping into legend as a lost location. Everett and Anastasia went in search of the forgotten shrine, and found it - reconstructed! They were careless in their approach, and taken captive. After weeks of captivity, Anastasia finally managed to escape her captives and recover her spell book, free Everett, and slip away. She had used her time and limited magic to interrogate the cultists about their plans, and after discovering the location of several key histories and artifacts revered by the group, made sure to grab them with Everett’s help on the way out. They disappeared into the hills, found a secure location to hide in while they learned what they could and to allow the searching for them to subside.
After another week, they managed to make their way cautiously back to Anastasia’s tower, but with so many trials and so much elapsed time, the original plan of crossing to Aron’s Bowl was out the window. Anastasia suggested the use of a Dream spell to send Everett to visit one of the party in their dreams in order to communicate the information they had discovered.

Monday, May 22, 2017

Lost in the Woods

The last week of these posts have been rather scattershot. Partly, I've been concerned with tying up loose ends, looking back over what I've put out to find as many loose threads as I can and pull the ones with any relevance back into the weaving of the adventure narrative. Some of that I've started, but I'm still unsure of the details I want to bring in.
My thought at this point (in adventure terms) is for the party to make their way across, and up through the swampy volcanic ooze deadening this face of the volcano. By doing so, they avoid the obvious defensive triggers that the dragon has guarding approach to his lair. It was always something I intended, but kept putting off by thinking "it's so far down the line I don't need to think about it yet." Except that, now, it is not so far down the line.
A red dragon would protect its lair, making it difficult for anyone to approach without alerting the dragon to their presence. I wanted to create a situation where the lair effects could be felt and have to be dealt with that would be separate from a direct encounter with the dragon (only as a means of putting that off and exploring the idea of lair effects). I also wanted to have a lair of kobolds serving the dragon, with the party reaching the dragon lair through them.
A part of this is straight Hobbit, in that they are going in through a back door, but it was also key to shift that up. I didn't want the back door to be an obvious route, or an undefended one. To me, that meant an approach across difficult terrain and through an inhabited cave system. The path through the kobold warren could be a straight-ahead slaughter, or the party may decide to use stealth measures to slip past. Either could be fun to play. Given that the party is greater than 8th level entering the warren, it should be easier for them to put the kobolds all to sleep rather than have to kill them.
The swamp seemed like an interesting area. I envision a hillside with poisonous pools and fumes, streams of heated sludge, and an odd mixture of water, mud, and lava oozing down out of the mountain like a seeping wound. This, along with the regional lair effects of the dragon, would make this a challenging area to cross, independent of any creatures.
Later, I thought about using some kind of creature, and settled on the slaad. They can be a nasty creature, and the variety of colors offer a tiered challenge threat. The green slaad stone found in the giant stronghold is a late addition, so I don't know how I want to use it yet.
This just brings me back to the opening of this entry, and the fact that I don't know what the end game is yet. I think I still need to work on some of the backstory in order to improve motivations for going through such hostile terrain to face a dragon. It was a nice goal to dangle to keep saying "go forward" for much of the journey, but now, it is more than a dangling carrot, it is the adventure. And a dragon quest deserves to be done well.

Sunday, May 21, 2017

Interlude

Somewhere along here, I think, would be a good time to revisit an idea from earlier, specifically, the Githzerai monk. I don't know exactly what I want to do, but it feels like a good encounter. While crossing the ridge, the characters gradually become aware of an unnatural calm. The birds have become silent, and the wind seems to have stilled. Roll perception checks, with DC15 to realize the source of the effect seems to be coming from up a narrow defile to the left of the trail.
If the party is successful on their perception rolls, not only do they notice the effect mentioned, they become aware of a faint trail leading up the defile that didn't seem to be there previously. Anyone who fails the perception check doesn't notice the trail, and fails to understand what people are telling them if they insist it is there. They can still move up the trail along with the others, but they won't perceive it as any different terrain.
The trail leads up into the hill for a little over a mile, ducking around and behind ridges and outcroppings that conceal it from anyone traveling along the side of the hill. Its magic also prevents its discovery by passersby. The monk has a small cabin nestled against the cliffs at the back of the defile, and can be found sitting on his porch smoking a pipe, calm and serene, when the characters arrive. He sensed them passing, and allowed them to notice the serenity of his vale and find the trail to his door. He will wait patiently for them to address him before speaking, and while he has a sense of their journey and information to pass along, he prefers to be patient and careful in what he reveals. He also likes to be cryptic, though whether that is his style or level of knowledge, he keeps to himself.

Antaraxes' Necklace of Spell Storing

Antaraxes' Necklace of Spell Storing
Wondrous Item, Artifact (requires attunement)

This necklace is ornately made, with a fine gold chain supporting a brooch of gold in the shape of a coiled dragon, with a multi-faceted ruby set in the center of the brooch. There are dragon runes inscribed on the reverse of the brooch. These reference the special powers of the item, and must be brushed to activate the power while speaking the command word (dragon rune).

The necklace can store spells cast into it, holding them until the attuned wearer uses them. Unlike the ring of similar name, the necklace can store up to five spells at one time, rather than five levels of spell, to a maximum of 15 spell levels total. The dragon magic allows it to contain the extra energy. When discovered, the necklace may contain 1d4-1 spells of level two or lower.

Any creature can cast a spell into the necklace by touching the ruby when the spell is cast. The spell has no effect, other than to be stored in the necklace. If the necklace is unable to hold the spell, it is expended without effect. The level of the slot used in casting the spell determines how much space it takes in the necklace.

While wearing the necklace, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the necklace is no longer stored in it, freeing up whatever space it had occupied.

Minor Beneficial Property: Fly, as the spell, once per day
Minor Beneficial Property: Resistance to Charm or Fear

Minor Detrimental Property: Vulnerability to Fire
Minor Detrimental Property: Extinguishes non-magical flames within 30’ when attuned

Major Detrimental Property: Attracts fire-based creatures

Major Beneficial Property: Once per day, while attuned to the item, the holder can attempt to use the power of the necklace to capture a spell cast at its wearer. If the wearer uses this power against a targeted spell, the wearer makes a saving throw against the spell DC of the caster. If successful, the spell is stored in the necklace as any other spell, taking up space in the same way as mentioned above. If they fail on the saving throw, they take double the effect of the spell. If the spell requires a saving throw as cast, the wearer makes their saving throw to capture the spell with advantage, taking no damage on a success as they store the spell in the necklace, or double the effect of the spell on a failure. The necklace can only store one captured spell at a time, and the wearer must use the captured spell prior to attempting to capture another.

Destroying the Necklace: The necklace can be destroyed by the touch of its creator, Antaraxes Glavenis, the adult red dragon, while in its lair at Scarred Peak.

Saturday, May 20, 2017

In the Forest

Continuing from yesterday's abrupt ending, the shuffling sound becomes more defined as the party moves closer, with tearing and gnashing noises mixed in. The opposed Stealth-Perception checks made at the edge of the clearing show two manticores feasting on the fresh kill of a huge bear. They are absorbed in their feeding frenzy as you approach, and don't notice the party unless they are very poor at stealth.
If the party wishes to avoid an encounter with the manticores, they can slip back away with successful stealth checks. If not, the manticores will turn and come after them. I almost think it better to allow the party to get away. I think the monsters will content themselves with their kill until they are sated, then hours later, they will be interested in going on the hunt again, and will discover the scent of the party from earlier in the day. They will track the party along the trail, before taking to the air once they know their direction, and stalk them from above.
This way, the party can know of them and their danger, but the attack can come later in the day as they make camp for the night. It also allows the opportunity to draw in additional creatures... perhaps a hill giant, or a band of orcs, that hunt with the manticores.
I think this makes for a good, brief encounter.

Thursday, May 18, 2017

Dreams

Everett will make his reappearance with information on the dragon, dragon cult and magic items via the 3rd level illusion spell, Dream. Unfortunately, I haven't begun to think what that information is yet...
Once everyone is rested and prepared with their new abilities and so on, the party can leave the stronghold heading back downriver along a hint of a path. After a little over a mile, the path peters out to nothing, but Imogene can spend a few minutes studying the area and determine that someone has recently passed across a stretch of exposed ledge away to the west. She scouts ahead for a few minutes and returns to assure you that there is a proper trail on the far side of the ledge that visibly widens as it makes its way down the slope and away toward the west.
Crossing the ledge is easy and the trail picks up on the far side. It is still a rough path for another two miles, but it is also clear that it is used frequently, and is not concealed in any special way. The trail cuts across the side of the ridge along a shallow depression, and uses the lay of the land to conceal its passage. After two miles, the trail enters the outskirts of a sparse forest. Imogene leads you forward for several miles in rapid fashion, before halting suddenly with a raised hand around noon. Looking up you see she has a stern expression upon her face, listening intently.
Anyone interested can roll a Perception check (DC14) to understand what she is concerned about. A successful roll will reveal shuffling through the underbrush ahead of you and off the trail to the left. There is nothing in sight, and the sound seems to be localized, rather than moving toward you. You can leave the trail and quickly find some cover in order to advance through the underbrush toward the noise to investigate.
After several minutes, have everyone roll a stealth check against a passive perception for the creatures in order to determine whether you are able to approach them without alerting them of your presence.
Again, I'm not sure what they see...

Wednesday, May 17, 2017

Setting the Stage

Rumors, suspicions, rippling waves of fear, all drawing aspiring adventurers from their comfortable homes in search of glory, treasure and renown. The reports are running up and down the seacoast, winged terrors dropping down out of the Iron Teeth, sweeping across towns, fields, even ships at sea. On the coast north of the mountains, there haven’t been many encounters with the dragon, only stories from the mountains and sea travelers. This makes the tales taller, and the threat more fantastic, but almost belittles the actual danger. Many leave on the dragon quest, but few get further than the wooded hillsides of the lower mountains.
Our party struck out up the river, chancing upon a kobold raid looking for a special spell-storing necklace of symbolic interest to their cult. This brought an encounter with Everett and the kobold cultists. The party recovered the necklace, but really didn’t understand its significance. Everett suggested they visit a nearby wizard for more information, then promptly disappeared. The party continued upriver, eventually meeting Ference Trensal. Ference is a ranger with a deep understanding of ancient dwarven history, seeking a legendary weapon, the frost battle axe of Rain Thana. With his help, they managed to recover the axe, but shortly after got waylaid by kobolds. Ference was gone when the party awoke as prisoners, but they kept the axe, unaware of its true properties.
They continued on their journey, drawn by their resolve to locate the dragon, to ferret it out and destroy it. They hold two pieces of a much larger puzzle in their hands, and have had very little luck uncovering any further information on either one. Now, poised to cross the volcanic morass separating them from the dragon’s lair in the volcano of Scarred Peak, the party is about to be revisited by old acquaintances, each with information important to their mission, but with very different motivations.
Ference has been trailing the party, looking for his moment to attempt to recover the Frost Battle Axe of Rain Thana. For now, he is still content to shadow them, but for how long… As for Everett, yup, as for Everett… where is he coming from? How does he reenter the story?

Tuesday, May 16, 2017

Assessment

After the attack on the stronghold by the red dragon, the party retreats to the safety of the stronghold for shelter and a last night of recovery before striking out in the morning. Once they are out of sight, the dragon takes off up the river, bringing as much of it down in its wake as it can. After agonizing minutes, even the falling rocks fall silent, broken soon after by the force of the river reopening the channel. Within the halls of the giant stronghold, Imogene and the party take stock of their situation, and make plans.
Your session is interrupted by sounds outside. Looking out, you notice three cyclops making their way across the river from the far side. They pause to investigate the sprung trap on the near side, and the bodies of the orcs before moving toward the tower. They have decided that the giants have been defeated, and intend to loot the premises, and possibly make it their own den, if it meets with their approval. You have plenty of time to meet them at whatever point you choose to battle them, and can prepare your defenses before engaging them directly.
Once they have been defeated or driven off, the party should be eighth level. They can take time to update their characters as they prepare to continue on their way. While they recover and settle in, Imogene spends some time going through the rooms of the stronghold again, pausing to read scraps of paper and books she finds lying around, finally settling down by the fire to study the roll of parchment you uncovered earlier.
After checking the map, Imogene is convinced the volcanic swamp is passable, and thinks it offers the best option for approaching the dragon lair. She sees difficulty in the journey, and is worried about some of the indications present on the map, but believes they can be handled when met. She is curious about where you intend to go, and why you are drawn to the dragon?
I wonder the same things...

Monday, May 15, 2017

Temporal Pause

This is a good time for reflection. I'm worried that as this adventure gets close to its main focus, too many suggested thoughts and themes along the way have drifted aside without getting resolved. Of course, I only have vague recollections of them at this point, so that may require looking back over what I've done in order to pull this together.
The other aspect of this is that as the campaign runs towards its conclusion, it becomes necessary to actually realize the end point and so on. I need to create and build the actual dragon character, design its lair, and start populating its lair and effects out from the core. It won't be long before these characters start pushing against the effects of the dragon's lair.
I also think I've been pushing off the actual story element of this confrontation, counting on it developing as the whole campaign unfolded, but with the serial delivery of so much of this content, that got lost. Now I need to pull some of it together and make sense out of it.
Some basic ideas I recall straight off are the necklace of spell storing found at the first kobold lair that had artifact characteristics, the battle axe found around the toll booth that I meant to play a greater role, and some inversion of the use, that the dragon wants one for one purpose, and your challenge is to use it against the dragon.
It's also reaching the point where I need to get a better grasp on levels and encounter balance. I need to figure out how many levels can be gained to this point, and then get a feel for where a dragon should be (CR), and what that level party can reasonably handle.

Saturday, May 13, 2017

Gentle Persuasion

The giant stronghold provides a good location for a long rest, even if the players decide to stay for a couple of days in order to fully recharge any expended hit dice. The doors can be barred, and most rooms inside barricaded against intrusion. If they stay too long, or if you want to give them something to deal with while they recover, have a war party of orcs arrive during the night. They approach the towers, and will pause on the near edge of the bridge to await the challenge from the orcs guarding the doors. When they hear nothing, two of them will approach to investigate, and they will try to work their way through the tower to ferret out any intruders.
Setting a watch at the top of the tower will give the party a heads up (perception DC18 to notice their approach, an opposed stealth-perception check if they don't to notice them investigating). The party would have 5 orcs and 2 captains. More or less is fine, the point is  to keep the action alive during a down period, not as much to really challenge them.
At some point, they will need to get back on their journey. To that end, a flyby with the dragon might be in order. Sensing a disturbance in the balance around its mountains, it comes over to see what is afoot. After taking a couple of passes, it will descend to breathe fire at the courtyard and any exposed therein. Then it will take to the sky flying up the river, beating at the sides of the hills to bring avalanches of rocks down into the gorge, destroying trees, trails, and temporarily blocking the river. The force of it at this point will quickly open a channel back up, but it could be enough to cause a flash flood and destroy the bridge.
The point here is to get the party moving again, and to encourage them to follow the path across the swamp. Imogene can see the value in the approach shown on the map. While it doesn't lead directly to the dragon's lair, it does appear to show a safe passage through the bulk of the quagmire. The trail leads to what looks like a village near the far side of the swamp, against the eastern wall of the volcano. With that as your destination, she thinks that the map offers a good means of approach. It will take you through a difficult terrain and bring you within reach of the dragon's lair in about a week's time, saving at least a few days off trying to follow the river to its source.
Imogene doesn't know what lives in the swamp, only that it is full of terrible abominations. She is also concerned that it was in the fire giant's possession and seems to direct you to a village. It will require caution to use the map, and may cause further trouble at the far side of the swamp as you try to negotiate the final escape from the far side of the swamp.

Thursday, May 11, 2017

Giant Spoils

The stronghold is a cluttered mess throughout most of it, the discarded remains of the original holders scattered throughout. The main room has been swept clean of most of the detritus, and used by the fire giants as their living area. The courtyard is overgrown with weeds and small scrub brush, mostly burnt and dug up by the hell hounds.
Among the wreck of human habitation, careful search will reveal a few items of interest. This includes a staff of swarming insects, an onyx dog, and a ring of spell storing. Searching the tower as well, the characters will recover 6 gems worth 100 gp each. These have been squirreled away by the orcs among their possessions.
There is also some correspondence among the orcs' belongings detailing payment for the raid on Garrett's Junction. There is nothing else of interest among their belongings. There is a pantry of sorts in the tower, with a week's supply of rations recoverable.
Concealed inside the main room of the stronghold, where the fire giants were living, is a locked chest. It is beneath a false floor, and can be found by someone actively searching the room on a perception DC20. Inside the small cupboard is the locked chest, a folded parchment, and a coin purse with 350 gp. The chest is locked (DC18 to pick), and contains a bright green gem in a gold setting. There is nothing to indicate its value or function. If someone makes an arcana check (DC16), they will detect an aura of control from the stone, but nothing more specific. The gem is a controlling stone from a green slaad.
The parchment can be unfolded to reveal a map with a trail marked across it. Imogene recognizes the map as referencing the oozing quagmire flowing down from the volcano toward Aron's Bowl. Otherwise, a survival (DC18) check could reveal the same. If anyone speaks giant, they can transcribe the notations on the scroll as directions revealing safe passage through the morass of the swamp. A survival roll of 20 or more could infer the same.
The parchment is a map of the safe trail through the swamp to the slaadi village. The green gem is the controlling gem for the green slaad in the village. There are a number of red and blue slaadi that can be encountered in the wild, with a dozen in the village, led by a green slaad. While slaadi are not generally very organized, these have a working allegiance with the dragon to restrict and dissuade passage to the volcano through the swamp. For this reason, access to the volcano from this area is possible without alerting the dragon. The party has a chance of dealing with the slaadi and reaching the limits of the dragon's lair without directly alerting it to their approach.

Wednesday, May 10, 2017

Giant Stronghold

Once past the traps, the two orcs charge forward to attack. They are reckless and feel powerful as doorwards for the giants. This is their undoing, as the party will likely make short work of them. Once they are defeated, only the yawning door of the tower awaits... and whatever lies beyond.
What lies beyond are two fire giants, a trio of hell hounds, 5 magma mephits, and 3 more orcs. The giants wait above, oblivious to anything taking place at the base of the cliff. The first floor of the tower has two mephits, which will attack when the party enters the room. The stairs lead up to a second floor, with three smaller rooms off a short hall. Two of these open onto barrack type rooms used by the orcs. The third holds two more mephits.
At the end of the hall, a door opens into the outer wall of the stronghold lining the cliff. There are three chambers here, with a mephit and two hell hounds roaming the halls. A courtyard opens off the outer wall, with the main keep beyond. The last remaining hell hound is in the courtyard, and will be joined by one of the fire giants. After a few rounds of battle, the remaining giant will emerge to watch initially, but will join in the fight if it decides the party are a sufficient challenge to the fire giant and hell hound.
If the party is able to overcome the giants, they can search the remainder of the keep for treasure and information. After a challenge like this, they are likely to find something significant inside. I'll need to give that some thought...

Tuesday, May 9, 2017

Tracking giants

Leaving the orc lair, following any directions they may have gathered there (either from coercion or searching the lair), the party begins their trek across country toward a fire giant stronghold. The giant stronghold is deeper in the mountains, on the far side of the river, overlooking the fetid reek of the volcanic swamp.
The way there is difficult, although Imogene is able to locate a usable trail leading toward the stronghold. Travel is slow, but by the middle of the next day, you can reach the river. Towering over the cliff on the far side is an old keep, crumbling in places. You have the advantage of a sheltered view, and can see that the trail leads down to a shaky rope and wooden bridge stretching across the river. The river is narrow and quick here, and the bridge looks like it has not been used regularly in ages, although there are recent, rough repairs (survival DC12 suggest the orcs use the bridge, but the fire giants can leap the gap).
Access to the stronghold from this point is for the orcs' use. The giants don't bother with any watch or guards, not really fearing anything attacking them. The orcs use this trail, the bridge, and a trail on the far side winding up to the base of a small tower at one corner of the keep. The keep is a small box keep at the top of a sharp drop, with a tower on one corner running a floor higher than the keep, and built down the cliff two stories. There is a light coming from the door at the base of the tower, and two orcs stationed there. They are not paying the least attention to anything going on.
There are three traps set up in this run. The first is a trip wire on the near side of the bridge, which causes a loosely braced pile of rocks to clatter down. The trap can be noticed with a passive perception of 15, or when actively sought on a DC12. There is no need to disarm it if noticed, it can be avoided. Setting off the trap causes the rocks to cascade down. Characters need to make a Dex ST at DC15, or take 2d4 damage. This will alert the two guards, who begin paying attention, though they remain at the gate.
The second trap is on the bridge itself (perception DC18 to notice), which has several places where hasty repairs have been made. One of these is for show, and will cause part of the bridge to collapse under the character. Have them make a DC16 ST using athletics or acrobatics, or slip through the bridge. If someone fails by greater than 5 on their roll, they fall through the bridge onto the rocks below for 2d10 damage. Someone catching themselves on the bridge can be helped out. Players can climb up from the canyon below at half speed. This trap brings the two orc guards out along the trail toward the bridge to investigate. They will come far enough to see the characters, but will stop short of the third trap, watching and taunting as the players draw closer, trying to draw them into the trap.
The third trap is located a third of the way from the bridge to the tower, with another trip wire concealed near a small gap in the rock walls. There is a log drawn back that will slam into anyone tripping the line. The trip wire is noticeable on DC15 perception, and the ram slams the character for 1d10 bludgeoning damage on a failed DC18 Dex ST.
After this is set off, the two orcs charge.

Monday, May 8, 2017

Orc Lair

Crossing the canyon floor to reach the cave entrance is fairly easy (contested Stealth check vs orc passive perception 10). There are three orcs patrolling outside the cave on the ridges above town. If the stealth checks are successful, the party reaches the opening unseen. If they are detected, the orcs rush toward you yelling, but it is still possible to enter the cave before they arrive, although they will be there soon.
Once inside, the first area you find is an entry area with discarded junk scattered around, as well as two guards sitting against the right-hand wall sharing a tin of food, with their weapons on the ground at their side. This gives the party a surprise round.
Rooms 2 through 7 on the map have small groups of orcs, two fighters and 3-5 juveniles. The larger rooms 8 and 9 have larger groups with 6 orcs, 2 war chiefs and 8-10 juveniles in each room. Room 10 houses 4 Eyes of Gruumsh, with room 11 serving as a shrine area. There is one Eye of Gruumsh and two orcs in the room.
Room 12 is the central meeting room, with a large fire pit in the center and room for the entire tribe to crowd in for war councils. At most times, there are 3-5 orcs and an orc war chief present. The party can move quickly through the dark chambers, but if they were noticed coming into the cave, the word will spread within a couple of rounds, and the fighters will close on your location while the juveniles retreat through the tunnels away from you.
If the party moves quickly to the central war room, they can kill or capture the war chief leader, and be able to demand an audience with the remaining chiefs. They will agree, since they are all in line for the leader role, and eager to strengthen their case in any way possible. By doing this, they can negotiate their escape without fighting the entire clan (children included). The orcs will offer directions to the fire giant stronghold in exchange for their pardon, and will promise anything to be left to their own devices.
They will let you go, but plan in their own minds to follow late at night, and ambush you in the open. They will also send a pair of riders ahead to warn the fire giants that they are being stalked.

Sunday, May 7, 2017

Tracking Orcs

South of Garrett’s Junction, the river cuts through a marshy, swampy area for about 20 miles before starting to rise up into the hills.
This swamp is nasty and foul smelling. It is the eastern most reach of an oozing decay leaching out of the side of the volcano housing the dragon. The reek is palpable, and uncomfortably warm, fed by toxic thermal fumes.
Imogene leads you east along the edge of the swamp, trying to skirt the worst of it. Fortunately, the trail you are following seems to have skirted the edge as well. After about 15 miles, the swamp recedes to the south, but the trail you are on continues east up into the hills. Soon, the going is slowed as the hills become more rocky and steep.
Imogene is concerned that the daylight is fading, and urges you to start looking for a good location to make camp for the night. As this is happening, she suddenly stops, and hisses at everyone to get down out of sight. After a few minutes, she points to a high bluff rising ahead. You have reached a broad, flat area surrounded by a high ridge on three sides. As you follow her indication, you just notice a figure moving back from the edge of the ridge. When the figure is out of sight, Imogene cautions you all to stay quiet and hidden. She says there were two orcs on the ridge when she told you to get down, and that there were probably more nearby. She tells you to stay put while she scouts ahead.
After about 10 minutes, she returns to say there is a well hidden cave entrance back to the left from where you are, and a patrol of 4-6 orcs moving around the ridges. She believes that a stealthy approach could gain the entrance undetected. Her concern is that it will be dark in another two hours, and the orcs will be coming out to hunt or do their mischief. From where you are, she doesn’t think you’ll be able to get far enough away to outrun their pursuit, and that once they leave the cave, they will quickly sniff you out.
Her suggestion is to slip in quickly and quietly, and take them by surprise. It’s possible they can be taken unprepared, and overcome in the ensuing confusion.

Mountain Path

This is a quick attempt to organize my thoughts. I think I'll do what I suggested yesterday and develop two separate paths. The first will be the mountain route. The basic difference between the two options is that following the river up into the mountains means a journey of nearly 450 miles, while cutting through the fens means a journey closer to 300 miles. Time-wise, they could work out the same, since trudging through mud is more time-consuming, not to mention navigating the terrain.
For this post, the important consideration is that the longer route means at least one additional big encounter. I think the first option coming out of Garrett's Junction will be to track down the orcs' lair and clear it out. This can point the way to a larger stronghold in the higher mountains where several fire giants are holed up. They are controlling the area in a lot of ways, and certainly bullying the orcs into doing their will is one of them. This could be a large encounter, with multiple levels to the stronghold.
Once they party are past these two, the biggest challenge they will face is likely to be that of the dragon's lair effects. I need to review those to see what their range is, as well as what effects can be felt.
There doesn't need to be a lot of material between these major encounters. Perhaps a few skirmishes to help point the way for them, and one or two added "natural" moments for color and effect. I have to admit I'm a little reluctant to build an orc or fire giant lair... that level of encounter building is very difficult for me to settle on. But it is time to learn...

Saturday, May 6, 2017

Interlude

I'm at a crossroads in terms of where to go next. I think having the option of going into the mountains along the river or cutting through the fens is a good way to go. The choice is on them, one way or the other. My thought for the game, at least in terms of the story I was writing originally, was that they would cut through the fens and try to sneak up on the dragon by coming to its lair through the back door. It feels too much like I'm the one deciding, though, and if the party wishes to chase the orcs and fire giants, why not let them?
The dilemma at this time is working out how to build the adventure... if I develop orc and giant encounters in the mountains, that will feel like the route the adventure is taking, and I'll skip or short-change the other. If I develop the fens, the reverse will hold true. I almost need to start here and write up two encounters independent of each other, and present them both.
I guess that's what I'll have to do... I also need to check my map and work up some of the numbers from the adventure throughout stage two so that I know roughly where the party is in terms of level. I'm going to need to understand how close the adventure is to the final confrontation with the dragon. I think they might still be a little low for tackling the dragon, but they must be close enough to dare the encounter.

Thursday, May 4, 2017

Another Opportunity

In time, the ruffians are all routed, rounded up, or run through, and the town is free to begin its recovery. If the party was able to take care of all of the villains, they are lauded as heroes, and given a banquet when the reinforcements arrive from Aron's Bowl. If they are struggling to defeat them, have some of the reinforcements show up in time to drive the rest of them away.
Once the main force from Aron's Bowl arrives, the leaders will ask you to join them in the town hall. Arriving, you see two or three familiar faces from among the prisoners you rescued. They are the mayor, silo manager, and dock master. Together with the ward bosses they wish to meet with you to discuss the attack, your relief of the town, and the remaining threats it faces.
After the usual pleasantries of welcome and gratitude, they say the orcs have gotten too bold, and still have a lair in the mountains from which they can strike again. In fact, with their defeat, they are likely to strike again soon and with greater numbers. Given your success in liberating Garrett's Junction, they feel you are best suited to locate and follow the trail left by the orcs who invaded back to their lair in the mountains. Dockmaster Jackson raises a concern that this band was led by a fire giant, and that they may be sending you after a giant stronghold and not a lair.
The leaders will make an offer, but will listen to your concerns and be willing to negotiate a better price that will convince you to take it. They will introduce you to Imogene as a guide to help you locate the orcs' trail. If they already met Imogene, fine, otherwise, this is a good chance to introduce her with her story.
She is able to locate the orc trail and begin leading you up into the hills chasing the lead back to the source. Along the way, she will relate her story in full. While on the trail, the party may get buzzed by the red dragon, prompting Imogene to grumble that the only way to really do anything about dangers pouring out of the hills is to put the dragon out of its misery. She goes on to point out that the direction they are heading in runs straight into the dragon's territory and strengths. She insists the only way to put a stop to it would be to cut straight across the fens and overwhelm it.

Wednesday, May 3, 2017

Two Stories

Among the prisoners being held in the town hall of Garrett's Junction are Imogene and Spence. Imogene is a grizzled veteran of these wild parts, a former miner and currently a free-ranging guide. She helps guide and escort supply wagons into the eastern hills to the mines. She is also a frequent traveler in the upper peaks to the south and west, often on clandestine missions for various individuals. Sometimes they hire her to scout mine locations, sometimes to track the threat level of any monsters in the region.
She was on her way back to Garrett's Junction with news of a band of stirring fire giants near Kern's Spire. She was overtaken by the hostile "army," and taken prisoner.
Among the townspeople grabbed during the orcs' capture of the town was Spence Blackarm. Spence is an honored elder in the town, as he is nearly 80. He is also very willing to speak his mind. He claims that all this upheaval and destruction - orcs, fire giants, etc. - is the result of the dragon being awakened. He insists that there is no hope of improvement as long as the dragon is still alive, and will urge you to strike out and battle it.
Between the two of them, Imogene and Spence, they suggest a route more or less directly southwest. This route crosses beautiful, springy pastureland to the edge of the rocky slopes, then climbs up into the grey, fuming pits of the wastelands southwest of Aron's Bowl. Spence insists it is the only route to take, and that he himself wandered aimlessly through much of the swamp as a young man seeking for adventure. He doesn't remember any problems, or special concerns.
Imogene has traveled into these brackish fens before as well, and will offer to guide the party through its paths if desired. She knows there is a brooding darkness that haunts the fens, but has never had any issues with any individual creatures.

Tuesday, May 2, 2017

Garrett's Junction

The party can make their way to within a mile of the town and still be able to remain out of sight. They approach west of the road along a ridge overlooking the town and the river.
Once they are there, they can get an overview of the layout of the town, and decide how they wish to approach. From their vantage point, they notice two large ettins, one on either side of the river. There is also an oversized wagon in the town center on the near side of the river (a second is on the far side of the river, blocked from view by the town hall).
There does seem to be activity in the building at the northern edge of town and the large one to the west. Occasionally, an orc or two can be seen moving around outside near them. There is also noise coming from town hall, and the appearance of movement near the bridge. It is too well screened to determine what it is.
Every hour, a pair of orcs can be seen moving north of the buildings to check movement on the river, and scan the road and ridge north for movement, before swinging around the village to the west. They make a full sweep of the town, ending on the bridge with a meeting. An orc from each side of the river confer, then go their separate ways.
It is possible to sneak around the town (stealth DC12) to investigate or target areas. If the party can burst in on one of the houses containing orcs and engage them within, they can fight an isolated encounter. If it spills into the streets, the next nearest band will hear the commotion and move to join, taking two rounds to arrive. The ettins wander around on their own, smashing things and pillaging as they go. They can roll perception checks against the party's stealth rolls, and will attack on sight.
If the group in the building next to the bridge engages, they will attempt to release the Tanarruk from its wagon.
Once the battle reaches the bridge, the ettins and 3 orcs from across the river will investigate. The fire giant will leave the prisoners to meet a challenge if the players cross the river.
The party can observe, sneak around and investigate, or try to rescue the prisoners. If they choose to do the latter, they can overhear conversation to steer them toward the town hall. They may be able to recognize it as the obvious location given its size, or the giant could stretch its legs to reveal its location.