Wednesday, August 27, 2008

The Scholar's Lair

Here is where the player characters will find Jurgen the Learned, deep beneath the sewers and crypts of the city.Features of the Area:
Lighting: Illuminated by wall torches every 20 feet
Walls: Polished Granite
Floor: Brown Polished Flagstone

Room of Testing:
The PC's enter the first room of the lair from the west by a door disguised as a sarcophagus. Lining the circular room are eight more upright coffins, making nine in the room total. Inscribed in the middle of the room on the floor in common is the following riddle:

One comes in, and the Six take heart.
Fire brings death where the rest stand guard,
In the room of Nine, as time moves backward.

As the map indicates, all but the entrance and exit sarcophogi are trapped (Detect: DC 20 Thievery, Disable: 3 checks DC 25 Thievery). If one of the traps is activated, it unleashes a close blast 3, attacking all within blast at +7 vs. Reflex. On a hit, the explosion deals 3d6 + 4 fire damage, and the target is pushed 2 squares and knocked prone. If the players set off a trap, Jurgen will hear them, but ignore their troubles, preferring to let nature run its course on stupid people.

The Study
As the PC's enter from the door to the north, they are welcomed in by the glow of a fireplace along the east wall, where a large pot is producing the hearty smell of stew. Flanking the hearth and lining the south and north walls there hang lush tapestries depicting tales of yore. Rows of bookshelves occupy most of the east wall, with topics ranging from the fanciful to the mundane to the outright macabre. And in a large, comfortable chair in the middle of the room sits Jurgen, appearing deep in study of an ancient tome you would imagine he could not lift.
As the door creaks open, he looks up at you with a bemused smile, saying: "Ah, welcome to my humble home, young travellers," as he folds the enormous book and drops it unceremoniously on the table next to him.
If the PC's wish to ask him questions, He will hand them a puzzle box, saying: "If you can open this box, I may find you worthy enough to discourse with. Otherwise I may have to show you the exit," pointing to a large wooden door in the south wall.

Jurgen's Puzzle Box - 125 XP
Skill Challenge:
To open the box, the players must succeed at 4 skill challenges DC 20 using either Arcana, Thievery, or Insight before 3 failures. Each time a player fails a check, the box attacks the player (+7 vs. Will), forcing her to drop the box on a successful attack. The box contains one level 2 to level 4 wondrous item, such as a Belt of Vigor or Everlasting Provisions, which Jurgen will allow the players to keep.
If the players succeed, Jurgen will allow the players to remain and offer them some of his stew while he exchanges questions and answers with them. He will answer one question for each question the players answer for him. Surprisingly, Jurgen knows much about the happenings on the surface, and will always reveal the least amount of information possible.
If the players fail to open the box, Jurgen will exchange 3 questions with them before asking them to leave his den. He will, as they are leaving, invite them to return to try the puzzle box again if they need more information.



Monday, August 25, 2008

Scholar in the Crypts

Presented here is an npc that the PCs may run into and be able to get information from. Unbeknownst to them he is also a worshiper of Vecna and will embroil the players in his plots if they do deal with him....
Beneath the sewers and catacombs of the city lives Jurgen, a hermit scholar with the mental appetite of a terrask. For many years he traveled with adventurers in search of treasure and knowledge, but has lately retired to his lair to do more extensive research out of harm's way. But by no means has his ambition dwindled.
Appearance:
Jurgen is pale, tall, and skinny, with the stoop of someone who is used to doing a lot of reading. His unkempt hair is black with patches of silver on the temples, and behind a pair of spectacles gaze a pair of piercing blue eyes. Sometimes, if one looks hard enough, she can see a glimmer of slow movement behind them. He wears simple robes of deep blue fabric with white scrollwork along the hems in Supernal. He carries no weapons on his person (he keeps his pact blade ready with Drawmij's instant summons)

Mannerisms:
Jurgen appears to be a polite, congenial man with an easygoing tone. Sometimes he can seem to be almost absentminded, forgetting where he put something for a second, before discovering it with an affirmative "ah." He is very patient, and never lets his true motives show.

Goals:
Jurgen is a priest of Vecna, and is by nature a keeper--and exploiter--of many secrets. He mainly wishes to further the goals of Vecna, including eliminating the influence and worshipers of other deities. In doing so he schemes to begin a new world order under Vecna, and follow in his deity's footsteps by becoming a lich king.

Using Jurgen in your Game: It is best to introduce Jurgen to your characters early on in the game. He will be far to powerful for them to defeat at this point, and he will only be interested in helping them in order to gain their trust so that he can begin to use them to accomplish his own ends.
He will attempt to enlist the PC's to retrieve components for the ritual to become a lich, such as: dragon's blood, arcane phylactery pieces, and the ritual in book form. As a master of the arcane, Jurgen also longs for the Eye and the Hand of Vecna, and will pay the PC's handsomely for them, in gold or with information. He will gladly assist the PC's while they work to further his own secret ends, and he will part with information that will help them do so--but never more that he absolutely has to. Additionally, he will hide parts of the truth in order to set the PCs against his enemies, or cover for his own ill deeds. The priest will also enlist the aid of others to follow the PC's and ensure that his goals are met, whether they know it or not.
If you use Jurgen in this way, it may also be good to provide them with a more reliable, if perhaps less well-informed, source of information as well.

Jurgen the Learned

Level 18 Cleric, Multiclass Warlock(Star Pact) Human Male. Age 45, Height 6'3" Weight 150lbs. Unaligned.

Initiative: +14
Senses: Normal Vision. Passive Insight: 30 Passive Pereption: +25

Hit Points Max: 99 Bloodied: 49 Surge Value: 25 Surges per day: 7 Resist: 5 necrotic, 5 poison Saving Throws: +3
Defenses: AC: 28 Fort: 21 Ref: 21 Will: 27
Speed: 6 Action Points: 1

Basic Attacks

Basic Melee: Pact Blade (Sickle) +15 vs AC 1d6+6 dmg +5d6 +1d10 on critical hit
Basic Ranged: Eldritch Blast +18 vs Ref 1d10+9 dmg +5d6+1d10 on critical hit

Powers

At Will: Sacred Flame, Lance of Faith, Eldritch Blast
Encounter: Plague of Doom, Enthrall, Dire Radiance, Sign of Ill Omen, Dreadful Word
Daily: Purifying Fire, Blade Barrier, Thief of Five Fates
Utility: Astral Shield, Knights of Unyielding Valor, Divine Vigor, Ambassador Imp


Feats: Pact Initiate(Star Pact): Dire Radiance Novice Power: Dreadful Word Acolyte Power: Ambassador Imp Adept Power: Thief of Five Fates Improved Initiative +4 to Initiative Action Surge: +3 to attack bonus when an action point is used Weapon Focus: Light Blade Human Perseverance: +1 to Saving Throws Linguist: Supernal, Abyssal, Draconic Action Recovery: When you spend an action point to gain an extra standard action, immediately roll a saving throw against each condition affecting you a save can end. Great Fortitude: +2 to Fort Saves Devastating Critical: +1d10 on a Critical Hit.
Skills: Acrobatics: +9 Arcana: +16 Athletics: +8 Bluff: +13 Diplomacy: +13 Dungeoneering: +15 Endurance: +9 Heal: +20 History: +16 Insight: +20 Intimidate: +13 Nature: +15 Perception: +15 Religion: +16 Stealth: +10 Streetwise: +13 Thievery: +9

Ability Scores:
Str: 8 (-1/+8) Con: 11 (0/+9) Dex: 12 (+1/+10)
Int: 15 (+2/+11) Wis: 22 (+6/+15) Cha 18 (+4/+13)


Languages Known: Common, Elven, Giant, Supernal, Abyssal, Draconic

Equipment:
Pact Blade +5, Sickle
Magic Holy Symbol of Vecna +5
DeathCut Armor +5 Power (Daily, Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack.
Deal 2d10+4 necrotic damage
Ring of Protection +1
Handy Haversack
Simple Blue robes


Rituals Known
Drawmij's Instant Summons Raise Dead Secret Page Magic Mouth Phantom Steed Leomund's Secret Chest Planar Portal Linked Portal View Object Consult Oracle

Tuesday, August 19, 2008

Brier Brambles

This ritual will be featured in the 4th edition conversion of the upcoming adventure Anointing the Seer, which is due out this month. Once released we will include a free 4th edition conversion of the adventure for everyone who gets a copy at RPGnow.com. In the meantime keep your eyes here for more tidbits.

Ritual: Brier Brambles
Level:
10
Category:
Warding
Time:
10 minutes
Duration:
Permanent
Component Cost: 400 gold
Market Price: 1200 gold
Key Skill: Arcana or Nature


Sowing glowing seeds upon the earth before the doors and speaking the words of this ritual, a dense mass of thick, thorny vines springs up from the earth and blocks the way. "That should keep them from following us!"

This ritual summons a group of stationary magically animated vines that prevent passage. Upon completion of the ritual a Brier Bramble and a number of Offshoots grow up in the locations of your choosing within 10 squares of the caster. The number of Offshoots is dependent on your Arcana or Nature check.
Arcana or
Nature Check
Number of
Offshoots
19 or lower 2
20-243
25-294
30-345
35-396
40 or higher7
The brambles obey simple commands from the ritual caster to the extent of their limited abilities ("crush him, don't crush her", "part and let me pass" "destroy any goblins that come this way" and so forth).

The Brambles persist for 24 hours or until destroyed. The ritual caster can extend the duration for another 24 hours by spending a healing surge. If the effect is sustained for a year and a day, it becomes permanent.


Brier Brambles: Level 5 soldier
large fey magical beast (plant)
- XP 200
Initiative
+4 Senses Perception +3

HP
68; Bloodied 34
AC 21, Fortitude 21, Reflex 19, Will 19
Vulnerable fire (takes ongoing 5 fire damage [save ends] when damaged by fire).
Speed 0

Powers
Thorny Lash - (standard melee; at will) -
+12 vs. AC; 1d10 + 4 damage.

Crushing Embrace - (standard melee; encounter, recharge 4-6) -
+10 vs. Reflex, 3d8 + 4 damage and target is grabbed. While grabbed target takes ongoing 5 poison damage until unconscious, at which point the briers hold them without doing further harm.

Firmly Rooted -
The brier brambles cannot be pushed, pulled or slid.

Alignment Unaligned - Languages none
Str 18 (+2) Dex 15 (+5) Wis 15 (+1)
Con 15 (+3) Int 1 (-1) Cha 1 (+0)



Brier Brambles Offshoots: Level 4 minion
large fey magical beast (plant)
- XP 50
Initiative
+4 Senses Perception +3

HP
1; a missed attack never damages a minion.
AC 20, Fortitude 19, Reflex 18, Will 18
Speed 0

Powers
Thorny Lash - (standard melee; at will) -
+10 vs. AC; 1d10 + 4 damage.

Crushing Embrace - (standard melee; encounter, recharge 4-6) -
+8 vs. Reflex, 3d8 + 4 damage and target is grabbed. While grabbed target takes ongoing 5 poison damage until unconscious, at which point the briers hold them without further harm.

Firmly Rooted -
The brier brambles cannot be pushed, pulled or slid.

Alignment Unaligned - Languages none
Str 17 (+5) Dex 14 (+4) Wis 14 (+4)
Con 14 (+4) Int 1 (-2) Cha 1 (-2)

Tactics: Brier Brambles are simple combatants due to their immobility. They will simply attack whoever they are told to attack when they are approached.

Brier Brambles Lore
A character knows the following with a successful Arcana check:
DC 15: These magical brambles will attack anyone approaching, but cannot move from where they are rooted.