Alaundo's Library

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The material on the page is the property of Jared Rascher and is used here at Candlekeep with permission. This article is to enable DMs to use the "Tensions Rising" Eberron adventure from Dungeon Magazine #136 in the Forgotten Realms.


"Tensions Rising"
(Conversions from Dungeon #136)

By Jared Rascher

Introductory Information

This adventure, when used in the Forgotten Realms, can be used in the Shining South region. Aerdane Tarhaskhal is a human Halruaan sky captain, who is flying his ship home toward Halruaa. During a particularly bad storm, he made a course correction, and his ship The Cloud Driver, was shot down.

The culprits were actually mercenaries, Servants of the Royal Egg from the lizardfolk nation of Kethid, who, with the help of a hired dwarven engineer, have shot down the Halruaan sky ship with the hopes of selling the item to their employers in Mulhorand.

The town of Dig's End should be replaced with the town of Hardcastle, detailed on page 173 of Shining South. Juffrey the Pale is an agent of Halruaa rather than House Lyrandar, as in the original adventure, but he acts the same. He seeks to hire adventurers to secure or rescue the sky ship before Halruaas rivals can recover it.

The ship crashed in the foothills of the Uthangol Mountains, located to the east of the town of Hardcastle.

 

Replacement Encounters

5. The Forgotten Goblin (EL 1)

X'xeet should be replaced by a goblin rogue, 1st level, to bring its CR up to a commensurate level with the dolgrim warrior in the original adventure. The goblins are slaves that are serving the duergar monk that is stalking the lizardfolk mercenaries in the caverns (see below).

Xharheet CR1
Male Goblin Rogue 1
NE Small Humanoid (Goblin)
Init 3 (+3 Dex); Senses darkvision 60 ft.; Listen -1, Spot -1
Languages Common, Goblin, Undercommon, Draconic

AC 17, touch 14, flat-footed 14
hp 7 (1HD)
Fort +4 Ref +6 Will -2

Speed 30 ft. (6 squares)
Melee mwk dagger +0 (1d3/19-20) and mwk dagger +0 (1d3+1/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -4
Special Atk sneak attack +1d6

Abilities Str 10, Dex 17, Con 13, Int 14, Wis 8, Cha 8
SQ darkvision 60 ft. and trapfinding
Feats Two-Weapon Fighting
Skills Appraise +6 (+4 ranks, +2 int), Disable Device +6 (+4 ranks, +2 int), Gather Information +3 (+4 ranks, -1 cha), Hide +15 (+4 ranks, +3 dex, +4 racial, +4 size), Jump +4 (+4 ranks), Move Silently +11 (+4 ranks, +3 dex, +4 racial), Open Lock +7 (+4 ranks, +3 dex), Ride +9 (+2 ranks, +3 dex, +4 racial), Search +6 (+4 ranks, +2 int), Sleight of Hand +7 (+4 ranks, +3 dex).
Possessions mwk leather, mwk dagger, mwk dagger, 17 gp, 12 sp, 14 cp.

Sneak Attack (Ex): Any time Xharheet's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 1d6 points of damage.

Trapfinding: Xharheet can use the Search skill to find traps with Search DCs higher than 20.

Beyond the different statistics, he behaves and serves the same function as the dolgrim in the original adventure.

 

7. Remnants of Battle

Replace the dolgrim warriors in this encounter with the following, more goblin slave servants of the duergar monk.

Goblin Rogues (4)
Male Goblin Rogue 1
NE Small Humanoid (Goblin)
Init 3 (+3 Dex); Senses darkvision 60 ft.; Listen +3, Spot +3
Languages Common, Goblin, Gnoll, Giant

AC 17, touch 14, flat-footed 14
hp 7 (1HD)
Fort +4 Ref +6 Will -2

Speed 30 ft. (6 squares)
Melee mwk dagger +0 (1d3/19-20) and mwk dagger +0 (1d3+1/19-20)
Ranged light crossbow +4 (1d6/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -4
Special Atk sneak attack +1d6

Abilities Str 10, Dex 17, Con 13, Int 14, Wis 8, Cha 8
SQ darkvision 60 ft. and trapfinding
Feats Two-Weapon Fighting
Skills Balance +7 (+4 ranks, +3 dex), Forgery +6 (+4 ranks, +2 int), Hide +15 (+4 ranks, +3 dex, +4 racial, +4 size), Listen +3 (+4 ranks, -1 wis), Move Silently +11 (+4 ranks, +3 dex, +4 racial), Ride +9 (+2 ranks, +3 dex, +4 racial), Sleight of Hand +7 (+4 ranks, +3 dex), Spot +3 (+4 ranks, -1 wis), Tumble +7 (+4 ranks, +3 dex), Use Magic Device +3 (+4 ranks, -1 cha).
Possessions mwk leather, mwk dagger, mwk dagger, light crossbow with 22 bolts, 17 gp, 4 sp, 16 cp.

Sneak Attack (Ex): Any time Goblin Rogues (4)'s opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 1d6 points of damage.

Trapfinding: Goblin Rogues (4) can use the Search skill to find traps with Search DCs higher than 20.

10. Archer Post (EL 5)

Lizardfolk Archers (4) CR2
Male Lizardfolk Warrior 2
NE Medium Humanoid (Reptilian)
Init 2 (+2 Dex); Senses Listen +0, Spot +0
Languages Common, Draconic

AC 23, touch 12, flat-footed 21
hp 29 (4HD)
Fort +8 Ref +5 Will +0

Speed 20 ft. (4 squares)
Melee mwk battleaxe +9 (1d8+4/x3) and bite +3 (1d6+2) or 2 claws +8 (1d4+4) and bite +3 (1d6+2) or mwk battleaxe +9 (1d8+4/x3)
Ranged mwk composite longbow +7 (1d8/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +8

Abilities Str 19, Dex 14, Con 16, Int 10, Wis 10, Cha 8
SQ hold breath
Feats Great Fortitude, Power Attack
Skills Balance +9 (+5 ranks, +2 dex, +4 racial, -2 acp), Intimidate +2 (+3 ranks, -1 cha), Jump +9 (+3 ranks, +4 str, +4 racial, -2 acp), Swim +7 (+3 ranks, +4 str, +4 racial, -4 acp).
Possessions +1 hide, +1 light wooden shield, mwk battleaxe, mwk composite longbow with 25 arrows, 17 gp, 14 sp, 14 cp.

Personal Info: Background: 2, Ht: 6' 2", Wt: 213, Scales: Green, Eyes: Dark Brown, Age: 21.

Hold Breath (Ex): Lizardfolk Archers (4) can hold his breath for 64 rounds before he risks drowning.

This encounter otherwise runs the same as the original archer encounter.

 

11. Mercenary Camp (EL 6)

Nef'haz CR7
Male Lizardfolk Sorcerer 6
NE Medium Humanoid (Reptilian)
Init 0; Senses Listen +4, Spot +1
Languages Common, Draconic, Goblin

AC 16, touch 10, flat-footed 16
hp 55 (8HD)
Fort +5 Ref +5 Will +8

Speed 20 ft. (4 squares)
Melee +1 club +7 (1d6+2) and bite +1 (1d6) or 2 claws +6 (1d4+1) and bite +1 (1d6) or +1 club +7 (1d6+2)
Ranged +1 light crossbow with bolt +6 (1d8+1/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +6
Sorcerer Spells learned (CL 6, +6 melee touch, +5 ranged touch)
3rd (4/day)--fireball (DC 16)
2nd (6/day)--pyrotechnics (DC 15), scorching ray
1st (7/day)--charm person (DC 14/W), floating disk, ray of enfeeblement, magic missle
0 (6/day)--dancing lights, daze (DC 13/W), detect poison, flare (DC 13/F), light, message, prestidigitation (DC 13)

Abilities Str 12, Dex 10, Con 16, Int 12, Wis 12, Cha 16
SQ hold breath and familiar
Feats Combat Casting, Iron Will, Spell Penetration
Skills Balance +5 (+3 ranks, +4 racial, -2 acp), Concentration +8 (+5 ranks, +3 con), Jump +7 (+4 ranks, +1 str, +4 racial, -2 acp), Listen +4 (+1 wis, +3 familiar), Spellcraft +4 (+3 ranks, +1 int), Swim +7 (+6 ranks, +1 str, +4 racial, -4 acp).
Possessions +1 club, +1 light crossbow with 28 bolts, potion of gaseous form, potion of protection from arrows, ring of feather falling

Nef'haz`s lizard familiar: hp 28

Hold Breath (Ex): Nef'haz can hold his breath for 64 rounds before he risks drowning.


Nef'haz has used up all of his 3rd level spell slots for the day.


The other possessions, including the contract, which in this case is tied to a Mulhorandi wizard, are on this version of Nef'haz.

Lizardfolk Warriors (4), as per Monster Manual

Lizardfolk Archers (4)(Armed with composite longbows, otherwise as per
Monster Manual)

Lizardfolk Champion CR5 (Replaces Ogre in the original encounter)
Male Lizardfolk Barbarian 4
NE Medium Humanoid (Reptilian)
Init 5 (+1 Dex, +4 Improved Initiative); Senses Listen +1, Spot +1
Languages Common, Draconic

AC 24, touch 11, flat-footed 23
hp 72 (6HD)(currently down to 16 hp due to injuries)
Fort +7 Ref +5 Will +2

Speed 30 ft. (6 squares)
Melee +1 trident +12/+7 (1d8+6) and bite +6 (1d6+2) or 2 claws +11 (1d4+5) and bite +6 (1d6+2) or +1 trident +12/+7 (1d8+6)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +11
Special Atk rage 2/day

Abilities Str 20, Dex 13, Con 16, Int 8, Wis 12, Cha 8
SQ hold breath, fast movement, uncanny dodge and trap sense +1
Feats Cleave, Improved Initiative, Power Attack
Skills Balance +6 (+4 ranks, +1 dex, +4 racial, -3 acp), Concentration +5 (+2 ranks, +3 con), Jump +13 (+3 ranks, +5 str, +4 racial, +4 speed, -3 acp), Swim +7 (+4 ranks, +5 str, +4 racial, -6 acp).
Possessions +1 breastplate, +1 light steel shield, +1 trident, 10 gp, 3 sp, 12 cp.

Personal Info: Background: 2, Ht: 6' 10", Wt: 323, Scales: Green, Eyes: Dark Brown, Age: 22.

Rage (Ex): The following changes are in effect as long as Lizardfolk Champion rages:
AC 22, touch 9, flat 21
hp 84 (6HD)
Fort +9 Will +4
Melee +1 trident +14/+9 (1d8+8) and Bite +8 (1d6+3) or 2 claws +13 (1d4+7) and Bite +8 (1d6+3) or +1 trident +14/+9 (1d8+8)
Base Atk +6 Grp +13
Abilities Str 24, Con 20
Skills Balance +6 (+4 ranks, +1 dex, +4 racial, -3 acp), Jump +15 (+3 ranks, +7 str, +4 racial, +4 speed, -3 acp), Swim +9 (+4 ranks, +7 str, +4 racial, -6 acp).
His fit of rage lasts for 8 rounds, though he may voluntarily end it prematurely. After raging, he is fatigued (-2 Strength, -2 Dexterity, can't charge or run) for the duration of that encounter. Lizardfolk Champion can fly into a rage only once per encounter and only two times per day. Entering a rage takes no time by itself, but Lizardfolk Champion can do it only during his action, not in response to someone else's action.

Uncanny Dodge (Ex): Lizardfolk Champion retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Trap Sense (Ex): Lizardfolk Champion has a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Hold Breath (Ex): Lizardfolk Champion can hold his breath for 64 rounds before he risks drowning.

Duergar Headquarters (EL 6)

Duergar Monk CR6
Male Duergar Monk 5
LE Medium Humanoid (Dwarf)
Init 1 (+1 Dex); Senses darkvision 120 ft.; Listen +8, Spot +9
Languages Common, Dwarven, Undercommon

AC 15, touch 15, flat-footed 14
hp 32 (5HD)
Immune to Paralysis, Phantasm, Poison and Non-magical disease
Fort +6 Ref +5 Will +7

Speed 30 ft. (6 squares)
Melee unarmed strike +5 (1d8+2)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5
Spell-Like Abilities (CL 10) 1/day - enlarge (self only), invisibility (self only).
Special Atk flurry of blows and spell-like abilities

Abilities Str 14, Dex 13, Con 14, Int 10, Wis 16, Cha 4
SQ darkvision 120 ft., immunity to paralysis, phantasm, poison and non-magical disease, dwarven traits, light sensitivity, armor class bonus +1, evasion, fast movement, still mind, slow fall +20, purity of body and ki strike
Feats Alertness, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike, Stunning Fist
Skills Appraise +3 (+5 weaponsmithing) (+3 ranks), Craft (Armorsmithing) +3 (+1 ranks, +2 racial), Craft (Blacksmithing) +6 (+4 ranks, +2 racial), Craft (Stonemasonry) +3 (+1 ranks, +2 racial), Craft (Weaponsmithing) +7 (+5 ranks, +2 racial), Knowledge (Architecture and Engineering) +2 (+2 ranks), Knowledge (Dungeoneering) +1 (+1 ranks), Listen +8 (+2 ranks, +3 wis, +1 racial, +2 alertness), Move Silently +9 (+4 ranks, +1 dex, +4 racial), Spot +9 (+3 ranks, +3 wis, +1 racial, +2 alertness).
Possessions ring of feather falling, 12 pp, 14 gp

Flurry of Blows (Ex): Duergar Monk can use the full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at his highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity Duergar Monk might make before his next action. When armed with his any monk special weapons, Duergar Monk makes the extra attack either with that weapon or unarmed. In any case, his damage bonus on the attack with his off hand is not reduced.

Dwarven Traits: Dwarves have stonecunning, which grants them a +2 racial bonus on search checks to notice unusual stonework. A dwarf who merely comes within 10 feet of it can make a search check as if actively searching.
When standing on ground, dwarves are exceptionally stable and have a +4 bonus on ability checks to resist bulls rush or tripped. They have a +1 racial bonus on attacks against orcs and goblinoids. Dwarves have a +4 racial bonus to Armor Class against giants.
Conditional Adjustments: Dwarves have a +2 racial Bonus on saving throws against spells and spell-like effects, +2 racial bonus on all appraisal checks stone and metal related.

Light Sensitivity: Duergar Monk is dazzled in bright sunlight or within the radius of a daylight spell.
Armor Class Bonus (Ex): Duergar Monk receives a bonus to Armor Class equal to +1 plus his Wisdom bonus if not wearing armor.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Duergar Monk takes no damage with a successful saving throw.
Still Mind (Ex): Duergar Monk has a +2 bonus on saving throws against spells and effects from the school of enchantment.
Slow Fall (Ex): Duergar Monk can use a wall within arm's reach to slow his descent. He takes damage as if the fall were +20 feet shorter than it actually Is.
Purity of Body (Ex): Duergar Monk is immune to all diseases except for supernatural and magical diseases.
Ki Strike (Su): Duergar Monk's unarmed attacks are empowered with ki. His unarmed attacks are treated as magic for the purpose of overcoming damage reduction.

Other than these stats, the encouter remains unchanged.

 

14. Rogue's Hideout

Nuxus the Quiet CR3
Male Lizardfolk Rogue 2
NE Medium Humanoid (Reptilian)
Init 2 (+2 Dex); Senses Listen -1, Spot -1
Languages Common, Draconic, Orc

AC 21, touch 12, flat-footed 19
hp 26 (4HD)
Fort +2 Ref +8 Will -1

Speed 20 ft. (4 squares)
Melee +1 club +7 (1d6+4) and bite +1 (1d6+1) or 2 claws +6 (1d4+3) and bite +1 (1d6+1) or +1 club +7 (1d6+4)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +6
Special Atk sneak attack +1d6

Abilities Str 16, Dex 15, Con 15, Int 13, Wis 8, Cha 10
SQ hold breath, trapfinding and evasion
Feats Run, Track
Skills Balance +11 (+7 ranks, +2 dex, +4 racial, -2 acp), Disguise +1 (+1 ranks), Escape Artist +7 (+7 ranks, +2 dex, -2 acp), Jump +12 (+7 ranks, +3 str, +4 racial, -2 acp), Survival +1 (+2 ranks, -1 wis), Swim +10 (+7 ranks, +3 str, +4 racial, -4 acp).
Possessions +1 hide, +1 club, 17 gp, 15 sp, 11 cp.

Sneak Attack (Ex): Any time Nuxus the Quiet's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 1d6 points of damage.

Trapfinding: Nuxus the Quiet can use the Search skill to find traps with Search DCs higher than 20.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Nuxus the Quiet takes no damage with a successful saving throw.

Hold Breath (Ex): Nuxus the Quiet can hold his breath for 60 rounds before he risks drowning.

 

16. Dying Goblins

Same as original encounter, but instead there are dying goblin rogues, and a stable, but badly wounded, goblin.

 

Crossbow Perch (EL 3)

Replace the dolgrims with the goblin rogues as detailed above.

 

Chasm Floor (EL Varies)

Replace Aerdane D'Lyrandar with Captain Aerdane Tarhaskhal, with the following statistics:

Aerdane Tarhaskhal CR5
Male Human Wizard 5/Aristocrat 1
LG Medium Humanoid
Init 1 (+1 Dex); Senses Listen +6, Spot +1
Languages Common, Undercommon, Orc, Celestial

AC 19, touch 11, flat-footed 18
hp 34 (6HD)
Fort +3 Ref +2 Will +7

Speed 30 ft. (6 squares)
Melee +1 rapier +3 (1d6+1/18-20)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +2
Wizard Spells Memorized (CL 5, +2 melee touch, +3 ranged touch)
3rd--lightning bolt (DC 15/R)
2nd--spider climb, false life
1st--chill touch (2) (DC 14), jump, sleep
0--acid splash, arcane mark, detect magic, read magic

Abilities Str 10, Dex 13, Con 14, Int 16, Wis 12, Cha 8
SQ familiar
Feats Combat Expertise, Enlarge Spell, Maximize Spell, Spell Focus (Abjuration), Widen Spell
Skills Concentration +10 (+8 ranks, +2 con), Jump +2 (+4 ranks, -2 acp), Knowledge (Arcana) +12 (+9 ranks, +3 int), Knowledge (Local) +12 (+9 ranks, +3 int), Listen +6 (+5 ranks, +1 wis), Move Silently +4 (+2 ranks, +1 dex, +3 familiar, -2 acp), Ride +7 (+6 ranks, +1 dex), Search +7 (+4 ranks, +3 int), Spellcraft +12 (+7 ranks, +3 int, +2 synergy).
Possessions +1 chain shirt, +1 heavy steel shield, +1 rapier, 13 gp, 13 sp, 7 cp.
Spellbook Wizard: spells prepared plus: 0--dancing lights, daze, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, resistance, touch of fatigue
1st--disguise self, endure elements, erase, jump, magic aura, sleep, unseen servant
2nd--continual flame, locate object, spider climb
Spell Book value: 2100 gp.

Aerdane Tarhaskhal`s cat familiar: hp 17

Concluding the Adventure

The rest of the adventure should run about the same once the above changes have been made to the adventure.


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