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Elrond Half Elven
Learned Scribe

United Kingdom
322 Posts

Posted - 17 Feb 2003 :  22:03:44  Show Profile  Visit Elrond Half Elven's Homepage Send Elrond Half Elven a Private Message  Reply with Quote  Delete Topic
Ok finally I found a forum where I can tap into other DM's experience that my Players don't know about!
I have been playing for about 4 years now, all the time been playing 2nd Edition, and I don’t think I'm going to change. The campaign that I am running is the longest one I have run so far. Its lasted about a year and the players are all around the 10,000XP margin. LoL This is high level for us lv 4-5!!!
I have found that at the beginning of my DM Career I needed very little advice on what monsters would be required to give my players a chance. But now I’m into new ground breaking stuff and I am stuck. For a group of 5-7 level: 4-5 Characters is two ogres and a Hill Giant a challenge? I don't really want to send them up against easy kills.
I am in the middle of running the Sword of the Dales campaign, well the later of these two any way. I started off with several web adventures include the Thieves Guild, Return of the Doppelganger, and Castle Grimstead... Not in that order. I also converted my House on Harrowhill adventure from the introduction to full rules, and place several small sub quests from the book of lairs. We are now where we are today half way through the third and final adventure in the Sword of the Dales trilogy.
After this I am thinking of running a small adventure in which the players must scout out a Hobgoblin bass and assassinate the leader, along with a Zhent wizard whom is staying with him. Then I am going to run the Adventure that you get in the Menzoberranzan Campaign. As the players flee for the Drow city they will be transported to Ravenloft and the A light in the belfry adventure. After this however I think they may well return home.
Any advice would be appreciated.
Hanx

Once upon a midnight dreary, while i pondered, weak and weary,
Over many a quaint and curious volume of forgotten lore-
While i nodded, nearly napping, suddenly there came a tapping,
As of some one gently rapping, rapping at my chamber door.
-The Raven by Edgar Allan Poe

Ranaghar Tsaran
Learned Scribe

Poland
133 Posts

Posted - 18 Feb 2003 :  13:54:29  Show Profile  Visit Ranaghar Tsaran's Homepage Send Ranaghar Tsaran a Private Message  Reply with Quote
quote:
Originally posted by Elrond Half Elven

After this I am thinking of running a small adventure in which the players must scout out a Hobgoblin bass and assassinate the leader, along with a Zhent wizard whom is staying with him. Then I am going to run the Adventure that you get in the Menzoberranzan Campaign. As the players flee for the Drow city they will be transported to Ravenloft and the A light in the belfry adventure. After this however I think they may well return home.



Well, well, well...nice scenario. Maybe you'll tell us something more precisely?

About monsters...If you ever played a cRPG, you had seen, in which order they are placed. In the beginning you have to place the weakest creatures and gradually change them into more powerfull.

"Do not be afraid of greatness. Some achieve greatness, some are born great, and some have greatness thrust upon them..."
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Elrond Half Elven
Learned Scribe

United Kingdom
322 Posts

Posted - 18 Feb 2003 :  14:13:06  Show Profile  Visit Elrond Half Elven's Homepage Send Elrond Half Elven a Private Message  Reply with Quote
Hail!
Ok here is a very basic (And terrible) bones of the Advenutre that i was talking about, i wrote it on saturday. I had so many wee ideas running around in my head, but im not really able to write it just yet thanks to my Higher Prelims! Well here it is, and plzz not that it has so referances to the Characters playing in it. N.B. Do not know all of the characters who will be playing this because i will hopefully have 3 new people joining the group, i might even be able to get rid of the NPC.
It starts as this:
"Introduction
After The parties ‘months off’ Randal Morn will ask them to investigate to the west of Daggerdale, in the Desertmouth Mountians. Several scouting companies had went to search the area, making sure the Hobgoblins Mercenaries where retreating. For the first few months they where found to be, however soon the scouts stopped returning, and Randal fears that he must send suitable adventurers to assess the Hobgoblin’s numbers. When they get to the mountains they will find well-worn tracks leading up to the hobgoblin lair. Not only this but they will also find several other tracks leading into the mountains. Each of these will lead to a different sub quest.
One of these sub quests is hastily adapted from the Forgotten Realms Book of Lairs- ‘Phantom’ Adventure. The players receive this sub quest from the curator of the Teshford Arms. This is played out exactly like it is shown in the Lairs book, with one addition upon ending the quest the Players receive 1000xp each, however they don’t receive any reward for their deed.
The other sub quest is about a merchant whom was ambushed by several ‘Large Creatures’. The merchant did not realise that these creatures where a group of three ogres, part of a 5 strong bandit company, lead by a hill giant. The Hobgoblins have set up a little deal with these bandits, the mercenaries will trade whatever goods they find for food and ale. No doubt the Hobgoblins make a great deal of profit from this arrangement. To complete this sub quest the PC’s must defeat the Ogres and Giants and return the merchants unspoilt goods back to him. For this they receive 1000xp each and 500gp each.

Playing the Adventure
Randal has been returned to power once again, and Dagger Falls is being rebuilt. The Players have been helping out in what ever way they can, mining, tracking, et etc. There is also the wizard who has spent some time studying under Elminster Back in Shadowdale. This adventure begins on the Eve of Dawon’s return.
Kelwyn has been busy helping Randal Plan. Randal has found the Kara-Turian’s help and suggestions to his liking. The Dwarf has been mining in the north, supplying Daggerfalls with enough stone to rebuild the half-destroyed wall. The Harper friends are busy with their contacts, and arranging for the merchant to be brought to the Town, which will take a short amount of time. Any other PC’s may well be learning Carpentry and receiving a free Carpentry NWP.
The eve before Dawon returns the rest of the party get to meet up for the first time in several months. They all have talk of the deeds they have been doing, when suddenly ~Play sub quest 1~ the phantom walks in. Once there has been the dramatic display the Patron asks the PC’s for help, explaining to them what has just happened.
The players cannot, well should not make a start until the morning. Kelwyn and the Harper friends return to their quarters in the Freedom fighters bass, while the others return to the inn.

Morning
Dawon is due around midday, on the road however he should meet Amilis Brekhan, the merchant who was robbed. Amilis Explains to Dawon what has happened. Saying that his fine wines from the desert have been stolen by huge creatures as he was passing over the mountains.
As Dawon enters Dagger Falls there is a small guard for him plus any PC’s that are waiting. Amilis goes his separate way, before the players can talk to Dawon they get shuffled off to an important meeting.

The Meeting
This is an important meeting in which the PC’s are present, among many of the higher-ranking Freedom Fighters. In this meeting Randal and the Freedom fighters argue, and the PC’s are told of Randal’s plight. It seems that Kelwyn was already aware of the situation and has already offered the services of the players, for free of course. The players are told that they are to leave tomorrow; they now have the rest of the day to make preparations.

Leaving
The Players make the journey in about 4 hours, rolling once for a random encounter. When they reach the mountains they must face a small group of hobgoblins that act as guards. If the hobgoblins are not disposed of with in 6 rounds, they flee to tell their leader about the players. If they manage to do this then the players will have a hard job later assessing and also gaining entrance to the mercenary’s camp.
There is a path that leads up the mountain, about 100 feet up this dusty road there is a small venture of the left. If the Players have the merchant’s description they can follow this path up to where they meet the Ogres. The Ogres are not expecting an attack.
If the players follow the path, rather than go left, they find the ground beginning to get lower. This is the path to the Hobgoblin lair. About two miles from the turn in the road, and one mile from the hobgoblin bass its self, there is a curious red mark on the stone. This is an indication to climb this cliff face to get to the Skeleton lair. The Climbing requires either a strength or Dexterity check, with should be modified appropriately for precautions.

The Ogres Lair
The lair of the ogres is three rooms. The first is a guardroom; at all times three ogres will be in here. The next room is a storeroom, where half of the wine is stored. The third room is where sleeping 2 Ogres and the Hill Giant are. The other half of the wine is stored here among other items.

The Skeletons Lair
The skeletons lair holds 30 skeletons and 30 zombies like the book of lairs suggests, it is made up of four caverns. Three of these are very large and hold 10 skeletons and 10 zombies in each. The forth holds their prisoner. If the fighting in the first cavern lasts longer that 10 rounds, the skeletons from the next cavern come shambling in, If the fighting lasts 15 rounds, then the zombies come shambling in, this continues until the players have defeated the Undead and entered a new cavern.

Approaching Hobgoblin Camp
All together there are about 100 hobgoblins here. That is far too much for the Players to handle. If the players approach the camp stealthily, they will see Mortin a Zhent necromancer and his 4 guards entering it. This should give the players an idea that the Zhentarian are planning something. If they don’t approach the camp stealthily or the guards got away from them, or if24 hours has passed since the guards where killed, there are some surprise parties waiting in the under growth for the, the first is comprising of 8 hobgoblins armed with long swords, they make enough noise of the other larger party to get into position. The larger party consists of 12 hobgoblins armed with bows and long swords, 3 with bastard swords, and an elite guard.

The Hobgoblin Camp
There is a poorly constructed wooden wall built about the base, there are areas that this doesn’t offer cover however. It is these places in which the party can enter the camp. The party cannot and should no take on all of the hobgoblins. However they should be encouraged to find the wizard.
The wizard is located at the back of the camp, in a cave with the Hobgoblin leader Grishnak. Even if the players enter stealthily the two leaders will detect their presence. Mortin immediately calls for his guards, which appear behind him in a puff of smoke and get ready to do battle. (Their armour spell is already cast upon themselves. They will use magic missile and then their long bows to do damage to the players). Grishnak calls for his elite bodyguard who arrive behind the players.
In this room is a list of the mercenaries; on the roster it says that there is about 150 of them. In addition to this there is 1000gp, in the chest *$More treasure to be Added&*" I you wait a few mins ill post the NPCS both Mortin and Grishnak (LOTR COPYRIGHT?? lol )
Hanx
Elrond

Once upon a midnight dreary, while i pondered, weak and weary,
Over many a quaint and curious volume of forgotten lore-
While i nodded, nearly napping, suddenly there came a tapping,
As of some one gently rapping, rapping at my chamber door.
-The Raven by Edgar Allan Poe
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Elrond Half Elven
Learned Scribe

United Kingdom
322 Posts

Posted - 18 Feb 2003 :  14:24:51  Show Profile  Visit Elrond Half Elven's Homepage Send Elrond Half Elven a Private Message  Reply with Quote
Ok Here is the First NPC- I have created the Zhent wizard as an npc because i think it is easier.

Personal Information
Name: Morten Player:
Race: Human Gender: Male Height: 5'10" Weight: 132 lbs
Class: Necromancer Level: 5 Alignment: Lawful Good
XP: 20,000 Next Level: 40,000
Kit: None


Ability Scores
Str: 8 Weight Allowance: 35 lbs Bend Bars/Lift Gates: 1%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 9 Missile Adjustment: +0 Pick Pockets: -15% Open Locks: -10%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: -20% Climb Walls: -10%
Con: 9 System Shock: 65% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 70%
Int: 16 Max. Spell Level: 8th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 5 Chance to Learn New Spell: 70%
Wis: 16 Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 13 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +1


Saving Throws
Paralyzation: 14 Poison: 14 Death Magic: 14 Petrification: 13 Polymorph: 13
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 12


Combat
Hit Points: 10
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 19

Armor
Natural armor class 10
FINAL: 10

Weapon Proficiencies
Dart

Non-Weapon Proficiencies
Anatomy - PO:S&M 15
Ancient Languages 16
Astronomy 16
Omen Reading - PO:S&M 14
Reading/Writing 17
Spellcraft 15
Native Languages
Regional


Weapons
Dart +1
Dart 19


Inventory

Items Carried
Dart x10
Dart +1 x4
Wand of Wonder
Items Readied
Dart +1
Items Stored
Spellbook
Dragon Fall (4)
Pain Touch - CWH3 (5)
Star Sapphire (4000 gp)


Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Necromancer 5 3 2


Spells Memorized
Necromancer
1st Level
Animate Dead Animals
Armor
Larloch's Minor Drain x3
2nd Level
Darkness, 15' Radius
Ghoul Touch
Melf's Acid Arrow
3rd Level
Ghost Armor
Undead Summoning I

Spells Known
1st Level
Animate Dead Animals
Armor
Chill Touch
Larloch's Minor Drain
2nd Level
Darkness, 15' Radius
Ghoul Touch
Melf's Acid Arrow
3rd Level
Ghost Armor 3
Undead Summoning I


I am thinkinh of turining him into lv 6 or 7

Once upon a midnight dreary, while i pondered, weak and weary,
Over many a quaint and curious volume of forgotten lore-
While i nodded, nearly napping, suddenly there came a tapping,
As of some one gently rapping, rapping at my chamber door.
-The Raven by Edgar Allan Poe
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Elrond Half Elven
Learned Scribe

United Kingdom
322 Posts

Posted - 18 Feb 2003 :  14:27:19  Show Profile  Visit Elrond Half Elven's Homepage Send Elrond Half Elven a Private Message  Reply with Quote
Name: Grishnak Player:
Race: Hobgoblin-CBHU Gender: Male Height: 6'9" Weight: 213 lbs
Class: Fighter Level: 5 Alignment: Lawful Evil
XP: 16,000 Next Level: 32,000
Kit: Outlaw


Ability Scores
Str: 18/40 Weight Allowance: 135 lbs Bend Bars/Lift Gates: 20%
Attack Adj.: +1 Damage Adj.: +3 Max. Press: 280 lbs Open Doors: 12
Dex: 13 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: +0% Climb Walls: +0%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 60%
Wis: 10 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 15%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 7 Loyalty Base: -2 Maximum Number of Henchmen: 3
Initial Reaction Adjustment: -1


Saving Throws
Paralyzation: 11 Poison: 11 Death Magic: 11 Petrification: 12 Polymorph: 12
Rod: 13 Staff: 13 Wand: 13 Breath Weapon: 13 Spell: 14


Combat
Hit Points: 44
Base THAC0: 16
Melee THAC0: 15
Missile THAC0: 16

Armor
Natural armor class 10
Full armor, plate mail -7
FINAL: 3

Weapon Proficiencies
Long bow
Polearm, halberd
Sword, bastard
Sword, two-handed (Specialist)

Non-Weapon Proficiencies
Blind Fighting 10
Running 11
Trail Hiding 15
Quickness - PO:C&T 13
Leadership - PO:C&T 6
Dirty Fighting - PO:C&T 14


Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, two-handed 14 3/2 10 1d10+5 3d6+5 S L
Sword, bastard 15 1 6 1d8+3 1d12+3 S M


Racial Abilities
Detect new construction 40% - The character has natural skills for mining, and can spot new or unusual construction with the given percentage score.
Detect sliding or shifting walls 40% - The character can detect walls that move or shift with the percentage score noted.
Detect sloping passages 40% - The character can note subtle grades or slopes in underground passageways and chambers with the percentage noted.
Infravision - The character has infravision to 60 feet.



Inventory

Items Carried
Potion of Speed
Sword, bastard
Items Readied
Sword, two-handed
Items Stored
Star Rose Quartz (45 gp)
Tourmaline (200 gp)
Items Worn
Full armor, plate mail
Helmet, great helm (AC 1)


Again i am thinking of bringing him up in levels to mabye 6-8. I dunno
I also realise that neither of the characters have that many magic items, i may consider changing that, i am not certian.

Once upon a midnight dreary, while i pondered, weak and weary,
Over many a quaint and curious volume of forgotten lore-
While i nodded, nearly napping, suddenly there came a tapping,
As of some one gently rapping, rapping at my chamber door.
-The Raven by Edgar Allan Poe
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Elrond Half Elven
Learned Scribe

United Kingdom
322 Posts

Posted - 18 Feb 2003 :  15:01:31  Show Profile  Visit Elrond Half Elven's Homepage Send Elrond Half Elven a Private Message  Reply with Quote
Ahh plenty of mistakes lol, morten=mortin and his alignment is also lawful evil

Once upon a midnight dreary, while i pondered, weak and weary,
Over many a quaint and curious volume of forgotten lore-
While i nodded, nearly napping, suddenly there came a tapping,
As of some one gently rapping, rapping at my chamber door.
-The Raven by Edgar Allan Poe
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Ranaghar Tsaran
Learned Scribe

Poland
133 Posts

Posted - 18 Feb 2003 :  19:29:18  Show Profile  Visit Ranaghar Tsaran's Homepage Send Ranaghar Tsaran a Private Message  Reply with Quote
Hah...I'm impressed. That's a very good scenario...
And you're characters are interesting too

"Do not be afraid of greatness. Some achieve greatness, some are born great, and some have greatness thrust upon them..."
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Elrond Half Elven
Learned Scribe

United Kingdom
322 Posts

Posted - 18 Feb 2003 :  20:04:39  Show Profile  Visit Elrond Half Elven's Homepage Send Elrond Half Elven a Private Message  Reply with Quote
Thank you My friend

Once upon a midnight dreary, while i pondered, weak and weary,
Over many a quaint and curious volume of forgotten lore-
While i nodded, nearly napping, suddenly there came a tapping,
As of some one gently rapping, rapping at my chamber door.
-The Raven by Edgar Allan Poe
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Jerock
Acolyte

USA
8 Posts

Posted - 19 Feb 2003 :  03:51:56  Show Profile  Visit Jerock's Homepage Send Jerock a Private Message  Reply with Quote

Well met and good day


I must say that after reading your adventure it is good to see DMs tacking the time to do the npc justice so many times have i heard of 3rd lv pcs bringing down a orc or goblin clan..All i have to say it's not that easy ......


Jerock(Wildmage of Goldenrock)
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Elrond Half Elven
Learned Scribe

United Kingdom
322 Posts

Posted - 19 Feb 2003 :  10:06:51  Show Profile  Visit Elrond Half Elven's Homepage Send Elrond Half Elven a Private Message  Reply with Quote
Well meet indeed, Jerock.
Thank you for your advice it is most sagely. I will remember that a group lv3 can take down a whole orc clan! Might I also say that the purpose of this adventure is to stealthily enter the camp and assassinate the leaders. If the players attempt to take on the whole camp I will kill them off, for such stupidity.
I am not a harsh DM, I have never killed of a PC before but if the players honestly think they can walk into a camp and start randomly killing they're in for a surprise! N.B. if they find a stealthy way of killing of so Hobgoblins I will give them an XP bonus (But don't tell them that I said that )!!
Any advice on the treasure and the XP to dish out would be most useful.
Hanx

Once upon a midnight dreary, while i pondered, weak and weary,
Over many a quaint and curious volume of forgotten lore-
While i nodded, nearly napping, suddenly there came a tapping,
As of some one gently rapping, rapping at my chamber door.
-The Raven by Edgar Allan Poe
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