Encounter Difficulty in the Sunless Citadel

The_Sunless_Citadel.jpgAs I recently launched a Tales from the Yawning Portal campaign, I thought I’d evaluate the Sunless Citadel encounters according to the difficulty guidelines in the Dungeon Masters Guide page 82. My encounter difficulty analysis for Lost Mine of Phandelver did basically the same thing.

In this case, I work from the assumption that the group starts out with 4 level 1 characters, progressing to level 2 when they go to the second level If you have more or higher-level characters, then obviously the encounters get a little easier. You may wish to add additional combatants or other complications to compensate in that case, obviously.

((WARNING: POTENTIAL SPOILERS AFTER THE JUMP))

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Into the Temple of Zuveng

Ta Prohm

I’m traveling this week and will likely have lots of solo RPG time. With this particular adventure, Getek’s saga takes another twist as he delves into a dungeon.

Tags: Holy Site (Shou cult from Tea Riots in Xian Part 1)
Size:
Heretic hideout, 8 locations
Inhabitants: Shou + Tide Cult (mix to taste)
Thing: Black relic of a martyred anti-saint (oracular adjective: jewels)
Threat: 2 (equal to character’s level)

Getek decides to rob the Temple of Zuveng, belonging to the Shou cult he encountered during the Tea Riots. He has heard that they have a set of cursed jewels that once belonged to their foul prophet Yashub. He prepares the spells Amber Cloud of Somnolescence and Seven Small Thunders before setting out for the temple.

Mood Music: 

Cult of Zuveng

I used the Red Tide sourcebook page 142 for generating this.

Object of Worship: A half-feral God Beast, shard of a forgotten divinity
Source of Influence: Traditional fear and obedience from others
Agent Among the Public: Sinister and reclusive magic-user
Traits and Rules: The cult has animate servitors of bone or stone.

Turn 1: Entrance from the south

Location: Storeroom
Contents: Encounter, Treasure
Goal present: No
Encounter: 7 HD worth of shou (6 goblins, 1 orc)
Twist: Lying in wait for suitable prey
Attitude: The usual, but they might parlay if that seems plausible; Anger/Scorn
Oracle: Was he seen entering (likely)? Yes

He slips in through a side door of the building, which lies outside a village not too far from Xian. As he enters, he finds a half-dozen goblins and an orc lying in wait. Apparently guards had observed him approach and warned those inside of the approaching elven mage. Sneering at him with slavering jaws, they leap at him to grab their next sacrifice.

Round 1: Fray die = 4 -> 1 damage, 1 goblin killed. Cast Amber Cloud of Somnolescence – 4 HD of enemies put to sleep. 1 goblin and 1 orc remain. Morale check: 7 (stand and fight). Goblin: Spear (+1) + AC (9) + d20 = 18, miss. Orc: Axe (+1) + AC (9) + d20 = 22, hit for 1d8 = 1 -> no damage. Getek remains at 6 hit points.
Round 2: Fray die = 4 -> 1 damage, remaining goblin killed. Quarterstaff (+0) + AC (6) + d20 = 24, hit for 1d4 = 4 -> 1 damage done. Getek at 5 HP.
Round 3: Fray die = 4 -> 1 damage, remaining orc killed. Getek takes a moment to catch his breath, then does away with the sleeping goblins using their own daggers.
Treasure: 10gp of coins
Rest: recover 1 HP (back at 6)

Wandering Monsters: No

Turn 2: North

Location: Cemetery
Contents: None
Goal present: No

Getek slips out a door to the north and finds a small hall with the remains of their sacrifice victims resting in wall niches. Nothing more can be done for them in this life.

Wandering Monsters: No

Turn 3: Southeast

Location: Sickroom
Contents: None
Goal present: No
Oracular Adjective: Servitude

A door to the right leads back to a sickroom where the shou attend to their servants and captives, at least minimally. They apparently know little of medicine. Or perhaps they take sick pleasure in keeping them just healthy enough not to die before the bloody ritual sacrifices. Regardless, Getek knows he must keep moving.

Wandering Monsters: No

Turn 4: North

Location: Vestry
Contents: Encounter (6 HD worth of Minions and Elites)
Goal present: no
Allegiance: Neutrals cooperating with the rulers
Combat Style: Blood-crazed; never checks morale against a wounded foe
First Round of Action: Half maneuver to encircle, the others attack directly

Foes: 1 Elite (HD 2), AC 5, Atk +2, Dmg 1d10; 4 Minion (HD 1, AC 7, Atk +1, Dmg 1d6

Round 1: Fray die = 3 -> 1 damage, 1 minion defeated (3 remain, plus elite). Quarterstaff (+0) + AC (7) + d20 = 12, miss. Minions: 2 move to encircle, one attacks directly. Attack (+1) + AC (9) + d20 = 27, 1 hit. Damage d6 = 2 -> 1 HP of damage. Elite: Attack (+2) + AC (9) + d20 = 14, miss. Getek at 5 HP.
Round 2: Fray die = 3 -> 1 damage, 1 minion defeated (2 remain, plus elite). Quarterstaff (+0) + AC(7) + d20 = 11, miss. Minions: Attack (+1) + AC (9) + d20 = 22, nat 1, 1 hit. Damage d6 = 2, 1 HP of damage. Elite: Attack (+2) + AC (9) + d20 = 16, miss. Getek at 4 HP.
Round 3: Fray die = 2 -> 1 damage, 1 minion defeated (1 remains, plus elite). Quarterstaff (+0) + AC (7) + d20 =9, miss. Minion: Attack (+1) + AC (9) + d20 = 20, hit. Damage d6 = 6, 2 HP of damage. Elite: Attack (+2) + AC (9) + d20 = nat 20, hit. Damage d10 = 4 -> 1 HP of damage. Getek at 1 HP.
Round 4: Fray die = 2 -> 1 damage, minion defeated (elite remains). Quarterstaff (+0) + AC (5) + d20 = 21, hit. Damage d4 = 1, no damage. Elite: Attack (+2) + AC (9) + d20 = 25, hit. Damage d10 = 10, 4 points of damage. Getek at -3 HP.

The mage stumbles into a vestry with human cultists getting dressed for their rituals. With blood in their eyes, they turn on him immediately. Despite defeating the weaker members of the group, Getek cannot match the twisted cultist in battle and finds himself captured by his foes.

Per page 20, I have decided to let Getek live – but he will have to find his way out of captivity in the next adventure. He still gets 1 XP but forgoes any treasure he might have found here, plus most of his equipment. (Better get to that spell book though!)

I only know one way to love things.

I only know one way to love things: throw myself into completely, maybe even obsessively.

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When I’m looking for a new pastime

That has an obvious dark side to it: at some point, I often tire of the thing and cast it aside, at least temporarily, once I’ve finished devouring it intellectually. I crave that sense of newness, of exploration. (Earlier in life, I feared that would apply to relationships too, but we recently celebrated our 18th wedding anniversary.) Continue reading

Tea Riots in Xian, Part 1

Getek returns for another urban adventure! This time, civil disturbances provide a backdrop for the fact that he has had an evidently complicated love life. Even if he saves everyone, complications will almost certainly result…

Also, I’m still experimenting with the format of these posts and future ones will probably continue to vary considerably.

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Urban Adventure

A Location is struck by a fire, riot, building collapse, monster outbreak, or the like. Draw three Actors; they’re somehow caught in the event and must be saved from it. Scenes revolve around saving Actors from the calamity. The last Actor cannot be saved until the concluding Action scene.

Location: Exclusive Tea House
Actor 1: Drug den proprietor (Elf, lover)
Actor 2: Riotous young heir (Halfing, ex-lover)
Actor 3: Pitiless tax collector (Human Imperial/Ashkanti, ex-spouse)

Adventure tag: Sudden Privation
Adjective: Hunger

Tea riots – and apparently Getek gets around! Prepare Amber Cloud of Somnolescence.

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Review: Harried in Hillsfar

As a way of easing myself back into playing D&D “publicly” (i.e. not just for my kids or solo), I set up a couple of mini-campaigns on Roll20 to run according to Adventurers League rules. This way, I would have an easy time finding players and also an excuse for doing so in an episodic, open-table fashion.

DD_Out_of_the_Abyss_Rage_of_Demons_symbolThe first of these two campaigns follows the Rage of Demons storyline. Rather than run Out of the Abyss as I’d initially planned, I decided to run some of the Expeditions adventures from the Dungeon Masters Guild. Specifically, I first chose “Harried in Hillsfar” (DDEX3-01) because Wizards of the Coast had made it available for free via Dragon+.  Also, I’d wanted to check out that particular storyline as it had both the Underdark and demons, with a heavy dollop of madness mixed in.

That particular module consists of five scenarios or “mini adventures”. WotC seems to think each of those should run in about an hour each. In my experience, they take about an hour and a half to two hours each. The setup for the adventure overall focuses on the rantings of a madman. Somehow, the players realize he is actually prophesying, and they turn that into clues that lead to five separate scenarios. That felt really weak, but I ran with it anyway because, with a public group, we didn’t really have time for an in-depth “session zero” to get the group together. I would have liked a better introductory hook.

The scenarios themselves vary. Without getting too far into spoiler territory, the first two felt too much alike: go to a farm and discover a mystery, then halfway resolve it by trying to be heroes. (That first scenario nearly led to a TPK – some of the demonically-affected creatures can present a significant combat challenge!) The third scenario felt even more disconnected from the overall storyline. However, I really liked running the fourth and fifth, and the reactions of the players (especially to scenario four) indicated that they really felt immersed: creepy stuff was happening and they had to work to figure out how to resolve things.

Grabbing it and making it your own will allow you to deal with that rough setup, which is mostly just a problem in the way the AL set up this particular content. Therefore, I wouldn’t recommend running this as an adventure. Think of these instead as five encounters (or maybe just the last two) that you can drop into your campaign to foreshadow some great evil stalking the world or just to set the tone with demons and undead and cultists.

Rescuing a Moneylender

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I picked up Scarlet Heroes again after far too long. While Madcat’s urban adventure report puts mine to shame, I thought I’d still post this. And I learned from theirs for the next one!

Character Overview

Getek of Still Water is an Elf Magic-User. His traits include Elven Senses, Market Mage (x2), and Strikingly Attractive. His previous incarnation also gives him the Locksmith trait.

For his initial known spells, I chose Painted Vermillion Eyes (Charm), Lens of the Enlightened Scribe (Read Languages), Amber Cloud of Somnolence (Sleep), and Daifu’s Bright Mantle. That last spell doesn’t have an analogue known to me; it mostly involves maintaining an unmussed appearance. As a side note, while looking up information on that spell, I found that I used almost the same build for an earlier character. I didn’t intend that, but apparently I wanted a similar experience. (That character met an early death, though.)

Getek dresses in Fine Clothes, wields a Quarterstaff, and carries Artisan’s Tools (Locksmith) about his person.

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