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Author Topic: Knowledge Is Power  (Read 295 times)
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Luiniel Blades
Avatar of the Witch Queen
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Spell Energy / Taint +3/-0
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Gender: Male
Posts: 1,321


"Inch towards daylight"


« on: April 27, 2017, 05:20:41 PM »

Edit: I now see the potential weakness in the words and how the stat blocks can come together and not fit when just Copy Pasting over from the original files. It's mostly good but there's some of if that won't transfer well. I'll keep looking for ways to improve the quality of how I do this.

Going to work on getting some screenshots of the various maps up. But don't expect too much from me in the next few weeks. It's finals soon and I have a good amount of studying, work, and not to mention other things going on.



Knowledge   is Power
by  Tony Manero
An introductory MIDNIGHT adventure for six 6th-level characters

 
Adventure Background
Disturbance . . . change. A spirit is trapped in an icy tomb. No. The spirit is the icy tomb. Blind to the world, it senses only warmth. It rejoices. But then it realizes that the blood is black.
The glacier trembles. The orcs pause in their violent revelry as the snow and ice around their camp begins to shudder. Their howls of horror and agony mix with the cracking of splintered ice, with the wet sound of flesh being crushed and pierced, of lives being swallowed.
An elemental spirit trapped by the sundering makes its home, and indeed its body, in an icy glacier of the Icewall Mountains. It has the ability to influence the weather near- by, to control the shape and flow of the glacier that is its body, and to extend its perception anywhere upon the glaci- er’s surface or within its depths. It perceives only cold (and its opposite) and magic.
A small tribe of orcs attempted to camp upon the domain of this trapped spirit. It detected both the warmth of their bod- ies and the dark magic that infused their creation. As abomi- nations to the natural order, it decided that they should be destroyed and, quick as thought, they were gone. The tribe was led by a powerful kurasatch udareen, however, who bore a valuable resource: an ancient and very knowledge- able lore pool. Over the last few months, her remains and gear have been frozen over into the floor of an ice tunnel, but the lore pool, which was stored in a sturdy, stone vessel, has remained intact within the pack still strapped to her  rigid corpse.
One important detail of its surroundings has eluded this trapped spirit, however. Many of the slain orcs have risen as Fell, who lumber and prowl throughout the spirit’s demesne yet radiate no heat. In a few cases, the corpses of a few of the undead suffered substantial bodily damage at the hands of the spirit’s wrath; these Fell do not so much prowl as lay in wait within sealed caverns for fresh meals to come to them. The spirit is blind to these malevolent creatures, so the undead share its domain unopposed.


Gen Con 2005: Midnight  Adventure
 
Enter the PCs. Unluckily for them, they have been discov- ered traveling through the coldest north by a large group of hobgoblins led by the legate Sčitheach, a Witch Taker and highly skilled tracker. The legate has pursued the party for days, and has finally caught up to them here, at the border  of the trapped spirit’s domain. Luckily for the PCs, the spirit is no friend to evil, and they may be able to enlist its aid.
Unluckily, the Fell are there to ruin everybody’s day.

Adventure Summary
The PCs are pursued by overwhelming enemy forces into an icy defile. A few of the lead orc scouts plow into the party and they are all separated from the rest of the forces. A brief melee ensues between the party and the few orcs that fell with them. After the characters dispatch their foes, they should make their way to the spirit’s chamber. Here, it initi- ates contact with the party, and tries to enlist their aid in retrieving the lore pool.
After parleying with the spirit, the characters are guided to where the remains of the kurasatch udareen lay, broken and frozen. Before they approach they are attacked by a group of wandering Fell, and after a vicious combat they discover the corpse of the orc shaman. As they reach her remains they will also hear the sound of desperate screams drifting down a nearby tunnel; should they investigate, they will emerge outside upon a ledge overlooking the last stand of the legate and his surviving orcs against hordes of Fell. The PCs may choose to engage any of the combatants here, or may be tempted to attempt to recover any equipment and valuables of the fallen humanoids, but to do so is to risk being overwhelmed by the ravaging undead.
Characters wishing to explore the ice tunnels will be court- ing disaster, as many Fell prowl the area, and nearly the entire population have been aroused by the presence of the beleaguered orcs. However, should PCs locate the circle of broken standing stones upon the southern rise, they can learn a valuable piece of information about the elemental.
Assuming the characters are able to return to the elemental with the lore pool, the trapped spirit is grateful, and after accepting the pool into itself, it offers the party an escape path and will ensure the destruction of their pursuers.

Introduction
Read the following to the players:
You don’t know how you were discovered in this barren, icy wilderness. You had been careful to hide your move- ments and activities here in the Northlands. Then again, you haven’t had time to sit and ponder what you missed. Dozens of orcs, goblin wolfriders, and at least one legate and his personal bodyguards have been tracking you. Last night they found you. You’ve been running ever since.
You are all exhausted, hungry, and parched with thirst, and the perpetual winter of this nightmare landscape con- tinues to sap your vitality every moment. Only the thick stand of pines you’ve fled into keeps the goblins from fill- ing you with arrows. The howls and taunts of your foes continue to hound you. The forest begins to clear ahead, which could mean disaster for you; you’ll have little chance against the enemies’ archers and wolfriders on open ground. As you leave the eaves of the pine woods, however, you spot salvation of a different sort. A huge plateau of ice and snow rises before you. Natural forming fissures stretch into ice canyons where the glacier meets the mountain’s stone a few hundreds yards below you on the slope; on the other hand, frantically glancing upward, you see what appear to be a few openings higher up on the glacier’s slopes. Either spot would give you a chance at holding off the superior numbers that dog your steps.
The characters are all fatigued (as per the DMG, page 301): characters can neither run nor charge, and take a –2 penalty to Strength and Dexterity. The DM should seek to set as fre- netic a pace here at the adventure’s beginning as possible.
Let the PCs ask as many questions as they like, but every 10 seconds or so of real time, have each of the PCs targeted by a stray arrow (only hitting/confirming on a natural 20 due to range modifiers), force all of them to make a Climb, Jump, or Balance check as they weave in and out of the mountain- ous terrain, and ask for Fortitude checks lest the PCs  become staggered and only able to make single moves each round.
If the PCs choose to climb upward toward the ice caves, they’ll be targeted by archers, and will have to endure 3 rounds of attacks by the goblins (at –4 due to range incre- ments). If the PCs make a dash down the slope for the ice
 
fissures, they’ll have the goblins’ wolves on their tails, and will need to figure out some way to delay them (rock slide, Small PCs shooting while the others carry them, dropping rations, etc.). If they cannot come up with anything, add three wolves (MM, pg. 283) to Encounter 1.
Players who may want to turn and fight should be made aware of the futility of such an action: to stop running would bring the whole of the orc force upon the party with- in a few rounds, and the characters would surely be over- whelmed. At most, the wildlander may sacrifice his animal companion to delay the enemy, but any more dramatic action would mean that the player would likely be removed from the adventure before it began!
The entire area both above and within the glacier itself is extremely cold, about 10 degrees Fahrenheit. Characters unprotected from cold would rapidly take nonlethal damage, but the PCs are adorned in the appropriate cold-weather gear.

Encounter   1: The   Pursuit
As they reach the caves or fissures and flee past the icy walls, the ground beneath them proves to be increasingly slippery, slowing their progress even further, and allowing the pursuing foes to gain ground. Feel free to give the PCs the idea that they are doomed, and that now is the time to turn and fight. Then, as the first of the goblin wolfriders plunge into the caves after them, something happens.
The fierce roars of the orcs and the cries of the goblins sound even closer than before. Somewhere behind them you can hear a pair of voices raised in unison: a legate, praising their dark god Izrador.
You turn and prepare your last stand as the snarling of the goblins’ wolf mountains reaches your ears. The first of the beasts, its small but malevolent rider seated atop it, lopes into the glacial passageway. The two share a feral grin. A grin that turns to open-mouthed amazement as the glacier trembles with sudden and shocking ferocity . . . and then all is white.
If the PCs chose the lower fissures, the glacial walls behind the goblins collapse, sealing the PCs and goblins in and the rest of the forces out. If the PCs chose the higher ice caves, the ground beneath them and the goblins collapses, dumping both groups into roughly the same spot they would have been had they chosen the lower fissures. In either case, the PCs trade a few bruises and the wind being knocked out of them for a much more manageable group of foes.

Ad lib the crumbling of the ice and the battering the PCs take, depending on which path they chose. In either case, all characters take 2d6 points of damage and begin the turn prone but with cover (+4 to AC due to the chunks of ice and snow atop them). PCs that succeed at DC 14 Reflex saves take half damage and begin the turn standing; the goblins and their wolves automatically begin the combat prone and their listed number of hit points accounts for the damage from the cave-in. Draw out an irregular chamber, approxi- mately 30 ft. long and 20 ft. wide, and scatter the tokens representing the PCs and their foes liberally throughout the chamber. The goblins always attack after their wolves dur- ing the round, hoping that their mounts will be able to trip the PCs and make them easier to hit.

Creatures   
Goblin hunters (4), mounted on wolves (below): Male goblin sniffer wildlander5: CR 4; Small Humanoid (gobli- noid); HD 5d8; hp 18; Init +6; Spd 30 ft; AC 16, touch 13,
flatfooted 13; Base Atk +2; Grp –2; Atk +5 melee (1d6/18–20/x2, small falchion) or +7 ranged (1d4, small shortbow); SA —; SQ darkvision 60 ft., wild empathy, ani- mal companion (rank 2 animal companion); AL NE; SV Fort +4, Ref +3, Will +1; Str 10, Dex 14, Con 10, Int 13,
Wis 10, Cha 8.
Skills: Hide +11, Knowledge (Northern Marches) +2, Knowledge (Northlands) +2, Listen +10, Move Silently +7,
Search +6, Spot +10, Use Rope +3, Survival +2.
Feats: Alertness, Improved Initiative.
Languages: Black Tongue (1), Erenlander (1), Trader’s Tongue (1).
Possessions: Small leather armor, small shortbow, 10 arrows, small falchion, 3 man-days of rations.

Wolf Animal Companions (4): CR —; Medium Animal; HD 4d8+8; hp 16; Init +3; Spd 40 ft; AC 17, touch 13, flat-
footed 14, Base Atk +3; Grp +5; Atk +5 melee (1d6+3, bite); SA trip attempt w. successful attack (+3 modifier, no chance to be tripped in return); SQ lowlight, scent; AL N; SV Fort +6, Ref +7, Will +1; Str 17, Dex 16, Con 15, Int 2,
Wis 12, Cha 6.

The ice tunnels are approximately 5 to 10 feet high and vary from 3 feet wide to 30 feet wide. The ice of the walls,  floors, and ceilings is incredibly thick and strong as stone, with hardness 8 and 15 hit points per inch of thickness.
Each section of the caves (as divided by encounters) may have different environmental effects on movement.
The tunnel is dimly lit by the diffraction of light thr ough  the thick ice; the entire tunnel complex is lit with the equiv- alent of shadowy illumination (PHB, pages 164-165), mean- ing that characters are always considered to have conceal- ment with which to Hide.



Gen Con 2005: Midnight  Adventure
 
Encounter   2: Taking   a Breather
The cave that the PCs begin in has a stone floor. However, once they step out of that area, they are in ice caves, which have the following conditions: Movement upon the ice costs 2 squares of movement, and the DC of Balance and Tumble checks increases by 5. A DC 10 Balance check is required for those attempting to run or charge across this surface.
This puts the PCs at a slight advantage over the less dex- trous Fell.
As the PCs recover from their ordeal, the spirit of the gla- cier awakens more fully to their presence. It was the spirit that closed off the cave, attempting to destroy the goblins; when the PCs’ blood (even from minor wounds, if none sus- tained hit point damage during the fight) touches the glacier, it knows them to be pure and “natural” creatures of Aryth. Read the following to the PCs:
As you are taking stock of your situation here in the cold dark, something catches your eye: a gentle, bluish radi- ance emanates from the wall of ice comprising the eastern side of the chamber in which you are trapped. Before your eyes the ice melts, trickling down onto the chamber floor and then freezing again before it can reach your boots. As the ice continues to melt, it leaves a narrow passageway in its wake.
Assuming the PCs make their way toward the glow, they walk for several minutes before reaching the cavern labeled Area 2. If they entered at the bottom of the glacier, the tun- nel trends steadily upward; if they climbed and entered through the ice caves, it trends steadily downward. The PCs may rest for a while, if they like (long enough to remove the fatigue from Encounter 1), but should eventually follow the tunnel. If they do not, the chamber begins to collapse and  the glacier begins to close around them, eventually funnel- ing them in the direction the spirit wishes them to go.
Following the gently sloping tunnel at a leisurely pace that feels like heaven compared to the past day’s desperate flight, you enter a roughly oval-shaped cavern, approxi- mately 30 feet across and with several entrances and exits. Judging from the sheer cold and the unearthly blue glow, this place feels like the heart of the glacier, if not literally then figuratively. As you look around, you see glowing shapes and swirls of movement appear in the ice of the walls, and then what appear to be characters forming before your eyes upon the luminous blue ice!


3
 
The spirit attempts to make use of vague symbols formed from pockets of melting and refrozen ice, then uses gentle, graceful wave motions in pockets of water to represent safe- ty, then even makes simple attempts to form runes from ancient tongues that it knows. The channeler may attempt to make a DC20 Knowledge (History) check to recognize the runes, while the rogue may make a DC 20 Decipher Script check to accomplish the same thing; either one will recog- nize the runes for “Share,” “Parley,” and “Touch.”
DMs are encouraged to roleplay the trapped spirit’s efforts to communicate. You can use use humor (dripping cold water down a surly character’s neck) or intimidation (freez- ing a PC’s gauntleted hand to the ice) or anything in between.
Any character that places a bare hand upon the frozen sur- face will greatly hasten the communication process, espe- cially if that hand is wounded. Should this happen, within a round of contact the elemental sends a primal surge of imagery, emapthic pulses, and above all intense cold. As the spirit floods the PC’s mind with these messages, the mor- tal’s body and his very spirit “freeze”; for each round that  he maintains the connection, he suffers 1 point of Dexterity drain and his base speed is reduced by 5 ft. The PC gains  the following images/information.
Round 1: Contentment—an ancient sleeping spirit in ice
Round 2: Hatred—the dark, filthy blood of orcs
Round 3: Desire—a seed of powerful magic covered in filth
Round 4: Curiosity—the warm pure blood of fey and humans
Round 5: Freedom—the release of the clean bloods and the release of the spirit’s mind, the trapping of the filth bloods
Round 6: Power—a shard of pure ice entering a cloudy form of darkness and evil, and drawing the darkness into itself
The spirit wishes the PCs to find and bring back to its heart a magic item that was carried by the orcs’ priestess, one that will allow its consciousness to roam the world once more.  In return, it will provide the PCs with an escape from the glacier and from the forces that hunt them. If a PC stays in contact with the ice for 6 rounds (enough to reduce any  PC’s movement to 0 ft.!), he pulls a shard of pure blue ice away when he removes his hand. The ice will have no pow-
ers until the PCs encounter the legates later in the adventure.
Let the PCs reason out the meaning of the images; they can even take turns touching the ice, if they wish, but the  images for new PCs always start over at round 1 and contin- ue upward from there. The spirit will guide the PCs to the region where it believes the shaman’s corpse to be (remem- ber, it can only discern warmth and cold, and the shaman’s
 
corpse has frozen such that it is indistinguishable from the ice itself; the PCs will have to search the surrounding caves to find it. It wishes the PCs to retrieve the item, return with it to this cavern, and activate the item while burying it with- in the ice. In return, it will keep the orcs away from its tun- nels, and allow the party to stay within its walls until the orcs are no longer a threat. However, unbeknownst to the spirit, its caves are not exactly a safe haven . . . many of the tribe of orcs it destroyed have risen as Fell. Also, not all of the party’s foes are orcs, and these are even now entering  the glacier.

Encounter   3: Retrieval
Movement in the ice caves cost 2 squares of movement, and the DC of Balance and Tumble checks increases by 5. A DC 10 Balance check is required for those attempting to run or charge across this surface. This puts the PCs at a slight advantage over the less dextrous fell, especially the mael- gral, who can only take single actions anyway.
After the party travels for around 50–100 ft., read the fol- lowing aloud.
Making your way along the treacherous passage, you hear the faint sound of heavy, tramping footsteps, a shuffling gait, approaching from the north. Could it be the orcs have penetrated the glacier? As you pause, the sound grows louder, mixed in with a curious, slapping sound, almost like the trudge of bare feet. Suddenly, four emaciated figures lope around the bend of the corridor in front of you. They look like orcs…but as they draw closer, you look upon dead, gray faces: some with milky-white orbs for eyes, others with black, empty sockets. Bits of ragged flesh fall from their exposed limbs. Sighting you, they let loose feral howls, like creatures out of nightmare. Raising their clawed, desiccated hands, the ravenous dead shamble toward you.
This is fell encounter A.
The entire glacier is filled with a few hundred fell of all types: Ungral, Faengral, and Maelgral. There are many more of the latter two types, as over the last several weeks no intelligent beings have visited the area; those Fell still in the Ungral stage managed to dig their way through ice and  snow to feed on the few crippled, helpless orcs who survived the trapped spirit’s attack. The fell emerge from snow- drifts and ice chasms as the party wanders through the  caves, so they might appear from nowhere and seem to cut the party off. Use the fell liberally to raise the action and make the PCs feel overwhelmed and chased, but don’t let the scenario bog down. There should be enough fell that the PCs feel once more on the run, but not so many that the ses- sion turns into a three-hour slugfest with the undead. There should always be a path of least resistance through which the party can travel. You may roll randomly to determine what type of fell are encountered, if you prefer.
1-3—Fell A: 1d8 Maelgral orcs 4-6—Fell B: 1d4 Faengral orcs 7-9—Fell C: 2 Ungral orcs
10-11—Fell D: 1d6 Maelgral orcs, 1 Faengral orc 12—Fell E: 1 Ungral orc, 2 Faengral orcs, 4 Maelgral orcs

Creatures   
Maelgral orc, Warrior1: CR 1/2; Medium Undead (orc, maelgral); HD 2d12; hp 17; Init +2; Spd 30 ft.; AC 14 (+2
natural, +2 scale), touch 12, flat-footed 16; Base Atk +1; Grp +6; Atk/Full Atk Slam +6 melee (1d6+5); Space/Reach 5 ft./5 ft.; SQ single actions only, undead traits; AL CE; SV Fort +5, Ref +2, Will –2; Str 20, Dex 10, Con —, Int 3, Wis
5, Cha 2.
Skills: Balance –2, Listen –3, Spot –3.
Possessions: Brittle and broken scale mail.
Faengral orc, Warrior1: CR 2; Medium Undead (orc, faengral); HD 1d12; hp 9; Init +1; Spd 30 ft.; AC 18 (+1
Dex, +3 natural, +4 scale), touch 11, flat-footed 17; Base
Atk +1; Grp +6; Atk/Full Atk 2 claws +6 melee (1d4+5) and bite +6 melee (1d6+5); Space/Reach 5 ft./5 ft.; SQ undead traits; AL CE; SV Fort +5, Ref +1, Will –2; Str 20, Dex 12,
Con —, Int 5, Wis 7, Cha 4.
Skills: Balance –3, Listen +2, Spot +2
Feats: Multiattack, Power Attack.
Languages: Orcish.
Possessions: Scale mail.
Ungral orc, Warrior1: CR 2; Medium Undead (orc, ungral); HD 1d12; hp 9; Init +1; Spd 30 ft.; AC 18 (+1 Dex,
+3 natural, +4 scale), touch 11, flat-footed 17; Base Atk +1; Grp +5; Atk/Full Atk +5 melee (1d12+6, vardatch) or +5 melee (1d6+4, bite) or +2 (1d6+4, javelin); Space/Reach 5 ft./5 ft.; SQ undead traits; AL CE; SV Fort +5, Ref +1, Will
+0; Str 18, Dex 12, Con —, Int 8, Wis 10, Cha 7.
Skills: Balance –3, Listen +0, Spot +0.
Feats: Power Attack.
Languages: Black Tongue (1), Old Dwarven (2), Orcish.
Possessions: Scale mail, vardatch, 3 javelins.

Gen Con 2005: Midnight  Adventure
 
Area 3A.
When the elemental spirit destroyed the previous orc tribe, it split the northern hill in two. The entire encampment col- lapsed within the resulting rift, sending rough tents, ropes, cured skins, foul foodstuffs, and orcs plummeting into the cleft. Within this cavern are the remnants of that fall, par- tially buried among the ice and snow. If the party makes a concerted effort digging among the ice and frozen corpses, they can salvage the following: enough cured hide and material to assemble two tents, 200 feet of hemp rope, a handful of stone and metal tools of various types, and about 15 man-days of frozen rations. At the DM’s option, the composition of this food may be so foul (orcs will eat most anything) as to require a DC 10 Fortitude save for the per- son eating the food; failure results in the gestation of a ran- dom disease.

Area 3B.
The violent upheaval caused by the trapped spirit caused a large fissure to open within the ice of this tunnel. It is approximately 20 feet long and 10 feet wide across its jagged span, and is 100 feet deep. The tunnel floor on the opposite side has a few jagged, raised areas of stout ice resulting from the spirit’s wrath. Characters attempting to jump across should use the Jump rules (PHB, page 77), with the following modifications. Keep in mind the DC 10 Balance check to run across the icy surface as one begins  the jump (failure could mean an uncontrolled slide into the fissure!). An individual successfully jumping across must make a DC 15 Balance check to keep his feet, or take 1d6 damage from the slip-and-fall landing upon the jagged ice. An individual failing the Jump check by less than 5, and attempting to grasp the far edge of the chasm, must make a DC 20 Reflex save, as the edge is incredibly slick and diffi- cult to grasp. Any more severe failure, of course, results in a 100-foot plummet, and the likely death of the jumper.
Characters that salvaged rope and tools from Area 3A could rig the means to cross the chasm safely; characters could, for instance, utilize the Use Rope skill (PHB, page 86) to create a primitive grappling hook to facilitate a crossing. A skilled climber might also make it across, though the icy walls of the cavern will make this very difficult (Climb DC 25).
 
Encounter   4: Jackpot
When the PCs reach the room labeled Area 4, read the fol- lowing aloud:
Ahead of you, you see a ghastly sight: the body of an orc shaman, dressed in filthy brown robes, its frozen flesh    gray and withered, its limbs and body broken. A look of terrified surprise is frozen forever upon the mottled face. The corpse is mostly encased within the floor of the tun-  nel; only one black, grasping hand reaches upward from   the ice. As you draw closer you see items upon the body: a knife at its belt, a small pack upon its back, and an oak   staff clasped within its other gnarled fist. All are complete- ly covered by the frozen  floor.
The shaman was carrying the “seed of power” that the spirit wants the PCs to bring it. If the PCs seem to be having trouble figuring out what they are supposed to do, let the spirit give them clues (helping melt away the ice near the body, making the ice closer to the body glow, etc.) PCs will need  to free the shaman’s pack from the ice, as the container holding the item is held within. The ice surrounding the shaman has hardness 3 and 50 hit points, but fire (whether a lit torch, which does 1d6 fire damage per round, or magical fire) bypasses the hardness and inflicts double damage. Only two characters can attack or damage the ice per round due
to the enclosed space.
There is a cumulative 10% chance per round that encounter Fell E arrives to interrupt the PCs (only one such group arrives during this encounter; do not keep checking after the first arrives). If the PCs use fire to melt through the ice, and are fairly quiet, the chance is reduced by 10%; if the PCs use tools or weapons and are fairly loud, the chance is increased by 10%.
Should the PCs attempt to free the other items from the body (PCs can be very resourceful), they will find a knife, a staff, and some rank robes. The knife and robes are ordinary, but the staff is magical: it has a +1 enhancement bonus, and it grants 3 additional spell points per day for the casting of spells with any of the elemental descriptors.
Once the PCs have the vessel containing the item, a cylinder cleverly constructed of soft limestone, they can return to the spirit’s chamber.
 
Encounter   5: Release
Before the PCs can make good on their half of the “bar- gain,” they must determine how to activate the magic item. Opening the clay container will reveal what looks like a crystalline seedling. When turned at certain angles, it will catch any ambient light and the crystal leaves will focus them, as if via a magnifying glass, to a point directly beneath the tree’s branches. If that light is used to melt a small hole in the floor of the center of the ice cave, and the seedling is then “planted” in the bowl of icy slush and melted water, the seed will take root. Its branches then begin to tinkle in an invisible breeze, and small motes of ice and light, carried on this ethereal wind, will be released. One stops in front of the PC who placed his hand upon the ice in Encounter 2 for the longest amount of time, and speaks to him telepathically (this time in words).
“You have done for me a great service, granting to me the freedom to explore this world once more and to relearn that which I had once known. Perhaps in time my children of light and knowledge will take root, bringing some illumination to the darkness of these times.
As a reward, I will grant you reprieve from your pursuers. Go now, and behold their doom. I will reunite you with your kin, as well. Now go.
With that, the glacier begins to collapse in upon itself, and the caves begin to seal. The spirit will use glowing light to illuminate the proper pathway to the exit, opening a sloping cavern for them to reach the top of the glacier. Proceed to Encounter 6.

Encounter   6: Frozen   Over
As you emerge into the bright grayness of day, it takes you a few moments of squinting for your eyes to adjust. As images begin to sharpen through the glare, you see you stand high upon an icy tor. A circle of 12 ancient, ice- encrusted menhirs stands all around you. As you move among the stones, you see an ancient inscription, some- what masked by clinging ice and frost, upon the largest stone. The characters are unrecognizable to you. Lookingpast the stones you see a great plain of ice below you: the foot of the glacier through which you have been traveling. Upon this plain, a scene of utter chaos   unfolds.
A horde of shambling, stumbling figures—perhaps a hun- dred, perhaps more—stalk this field of barren ice. As you watch, more crawl out of cracks and chasms across the plain, fleeing the closing crevasses and caves of the glacier and finding, to their unholy delight, the fresh prey of the patrol that has been hounding your steps for days. They sprint, lurch, or crawl hungrily toward small groups of orcs clustered here and there. You look closer at one such gathering, and at first it appears these figures might be digging at something, as they gather tightly around a small area, scrambling about and working frantically with their hands...but, as you notice the surrounding crimson stains, and hear the muffled, agonized screams, you realize what it is they are doing. There are many such clusters across the ice, where Fell have overwhelmed orc warriors and feast upon their black flesh. Your eyes are drawn in closer, where one great, armored orc flees in your direc- tion, a group of lurching gray figures closing behind.
Suddenly, the ice gives way beneath him, and he falls, pinned to his waist, struggling. In seconds, his pursuers are swarming around him, and he cries out in agony as they tear him apart.
The PCs may seem to be home free, but they may remember with some dread the spirit’s last words: “I will reunite you with your kin.” The spirit does not differentiate between humans, and so assumed that the legate and his Dorn body- guards were captives of the orcs. It seperated them from the orcs early on during the patrol’s initial exploration of the glacier, and has been “funneling” them ever since. Now that the PCs have accomplished the quest for it, the spirit has decided to “reward” the PCs by reuniting them. The legate and his guards step out from behind the stones, vengeful snarls upon their faces; he gives thanks to the demon of the glacier for delivering them to their prey, then they attack.

Creatures   
Sčitheach (pronounced SHAY-uch) Fearsson, male Erenlander Witch Taker 7/Wildlander 2: CR 9; Medium Humanoid (Erenlander); HD 9d8+18; hp 63; Init +1; Spd 40 ft; AC 16 (+5 +1 chain shirt, +1 Dex), touch 11, flat-footed
15; Base Atk +7; Grp +8; Atk +11 melee (d10+3, Dornish horse spear) or +8 ranged (d8, light crossbow); Space/Reach 5 ft./5 ft.; SA rebuke undead, spells; SQ master hunter (channelers), quick stride; AL LE; SV Fort +11, Ref +5,  Will +9; Str 14, Dex 12, Con 14, Int 12, Wis 18, Cha 10.
Skills: Climb +2, Concentration +11 (+15 to cast on the defensive), Heal +14, Knowledge (arcana) +11, Knowledge (nature) +3, Knowledge (Northlands) +3, Knowledge (reli- gion) +2, Listen +8, Search +3, Spellcraft +11, Spot +13,
Survival +16.



Gen Con 2005: Midnight  Adventure
 
Feats: Combat Casting, Combat Reflexes, Improved Bull Rush, Power Attack, Track, Weapon Focus (Dornish horse spear).
Languages: Black Tongue (1), Erenlander, Norther.
Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell level; Domains: seeker and magic): 0—create water x 2, detect poison, inflict minor wounds, purify food and drink, read magic; 1st—bless, command, divine favor, endure elements, longstrider*, protection from good; 2nd— bull’s strength, hold person, identify*, silence, sound burst; 3rd—cure serious wounds, dispel magic*, magic vestment, prayer; 4th—locate creature*, divine power, summon mon- ster IV.
*Indicates a domain spell. Domains: Seeker (may track individuals with the Magecraft feat) and Magic (can use spell completion and spell trigger items as a channeler of one-half legate level).
Possessions: Masterwork longsword, +1 chain shirt, masterwork Dornish horse spear, boots of the winterlands, 5 crossbow bolts +1, potion of blur, potion of pass without trace, potion of spider climb, scroll of cure moderate wounds, scroll of commune, scroll of neutralize poison, 12 man-days of rations, 30 gp, 120 vp worth of fine alcohol, maps, metals.
The legate is a tall man, leaner than the Dorns among whom he was raised, but with a cunning and resolve that compen- sate for his lack of sheer physical power. His piercing blue eyes and perpetual grin are often the last sight an enemy sees before being skewered by his fierce Dornish horse spear.
Astirax, in possessed hawk: CR 4, HD 3d8+6; hp 20; Init
+3; Spd 10 ft. (2 squares), fly 60 ft. (average); AC 17 (+2
size, +3 Dex, +2 natural), touch 15, flat-footed 14; Base Atk
+0; Grp -10; Atk/Full Atk talons +5 melee (1d4-2); Space/Reach 2-1/2 ft./0 ft.; SA drain spell energy, posses- sion; SQ magic subtype, bodiless, world-sense, superior invisibility, sense magic, silver vulnerability; AL NE; SV Fort +5, Ref +5, Will +6; Str 6, Dex 17, Con 15, Int 16, Wis
12, Cha 15.
Skills: Hide +8, Intimidate +8, Knowledge (arcana) +7,
Knowledge (local) +7, Knowledge (Shadow) +9, Listen +7,
Move Silently +8, Search +9, Sense Motive +7, Spellcraft
+7, Spot +7, Survival +7.
Feats: Iron Will, Track.
Dorn bodyguard Fighter5 (2): CR 5; Medium Humanoid; HD 5d10+10; hp 51; Init +5; Spd 30 ft.; AC 13 (+1 Dex, +2
leather); Base Atk +5; Grp +9; Atk +11 melee (1d12+4, greatsword) or +9 melee (1d6+3, throwing axe), or +9 ranged (1d6+3, throwing axe); SQ dorn traits; AL CE; SV Fort +6, Ref +5, Will +2; Str 16, Dex 13, Con 14, Int 6, Wis
10, Cha 6.
Skills: Balance +2, Climb +11, Intimidate +4, Survival
+3.
Feats: Dodge, Improved Initiative, Improved Grapple,



7
 
Mobility, Spring Attack, Weapon Focus (Greatsword).
Languages: Black Tongue (1), Erenlander (2), Orcish.
Possessions: Leather armor, greatsword, throwing axes (3), potion of cure moderate wounds (x2).
Languages: Black Tongue (1), Old Dwarven (2) or High Elven (2), Orcish.
Dorn bodyguard Fighter5 (2): CR 5; Medium Humanoid; HD 5d10+5; hp 43; Init +7; Spd 30 ft.; AC 17 (+3 Dex, +2
leather, +2 shield); Base Atk +5; Grp +9; Atk +5 melee (1d8+2, longsword) and +5 melee (1d4+1, spiked shield); SQ dorn traits; AL CE; SV Fort +6, Ref +5, Will +2; Str 14, Dex 16, Con 12, Int 14, Wis 10, Cha 6.
Skills: Balance +2, Climb +11, Intimidate +4, Survival
 
The Astirax: The astirax, despite being unusually loyal to Sčitheach, is not stupid or suicidal. Should it suffer wounds equal to half or more of its hit points, it will fly away, mak- ing for Theros Obsidia. If it makes its escape it will tell its masters of the deadly infestation of fell upon this glacier; it will also relate what it knows of the PCs, and may warn of the possibility of their escape, depending on how the party fares in combat prior to the astirax’s flight.

Conclusion
 
+3.
 

Feats: Combat Expertise, Improved Shield Bash,
 
After the battle, characters can look at the inscriptions on the
 
Improved Trip, Two-Weapon Fighting, Weapon Focus (longsword).
Languages: Erenlander (2), Norther.
Possessions: Leather armor, heavy spiked shield, longsword, dagger, javelins (4), 2 man-days of rations.

Tactics: Sčitheach’s astirax will target the party’s channeler; Sčitheach may have already cast up to 3 spells. He will attempt to nullify the party’s warrior types through the use  of spells such as command, hold person, and sound burst, while his astirax continues to attack party spellcasters. He will order the two shield-and-sword Dorns to hold their position and protect him as much as possible (unless they start taking heavy ranged attacks from the party); the spring attacking Dorns will take advantage of that feat to move, attack, and spring back . . . the first time they fail their Balance checks due to the ice, they’ll change their strategy and just stand and hack instead.
Sčitheach makes maximum use of his boots of the winter- land to stay away from the PCs until necessary, including bull rushing individual PCs away from the rest so he can deal with them individually.


Development: The course of this combat should be adjusted by the DM depending on the shape the PCs are in as they emerge. If the party is somewhat weak, have a group of fell jump the enemies to distract them, or let Sčitheach mock them for a bit before attacking. This encounter should be challenging for the PCs, but should not result in their destruction, unless they put themselves in a position which ensures this.

The Shard: If a PC remained connected to the ice in Encounter 2 for 6 rounds, he will have the shard of pure ice. The ice absorbs 10 levels per day of divine magic cast by Izrador’s legates; if the shard is within an area of effect of a spell or its wielder is the target, the shard absorbs it.
Alternatively, if the wielder makes a successful melee attack against (or just touches, in the case of a friendly character) someone under the effects a legate spell, the spell can also be absorbed.
 
After the battle, characters can look at the inscriptions on the stones more closely. A DC 20 Decipher Script check will translate a few snatches of the script (DM’s choice as to which words). A DC 20 Lorebook check will reveal a series of similar poems attributed to ancient ancestors of the oldest Dorns of the Northlands, which were passed down over the eons through contact with elthedar artifacts. A comprehend languages spell will reveal the entirety of the message, though it will take the entire duration of the spell to glean its full knowledge due to the mystic nature of the inscription.
The poem is as follows:
Cendara, mistress of the air Protects her children, tall and fair
Guides them through this endless night Of Darkness, scourge of long-lost Light

Axel, puissant lord of fire Lord of Aryth’s inner ire
Stokes the hearts of children shamed Restores the pride of lords again

Bodil, he of winter’s skin
Holds the world’s wisdom within Yet seeks to learn forever more
From young and old their worldly lore

The Three will rise before the end
The wounds throughout the North to mend Dark and Fire and Black Iron fail
Before the might of the waking Wael

Characters deciphering this riddle should determine that the trapped elemental within the glacier is indeed Bodil. He and his kin are prophecied to either face Izrador or at least some of his powerful minions, and PCs have become, whether willingly or not, Bodil’s harbingers. What they do with the shard of Bodil and with their newfound knowledge is up to them.



« Last Edit: April 27, 2017, 05:28:12 PM by Luiniel Blades » Logged

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« Reply #1 on: May 01, 2017, 07:00:25 AM »

thank you for this, is it in a word doc or PDF? Maybe you can upload to a box free account and drop the link here?
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