Previous sections of the adventure can be found here:
The Ruins of Soguer - Introduction
The Ruins of Soguer - Start of the Adventure in Aguies Town & Castle
Running the adventure - This section of the adventure details the player character's travel from Aguies town to the ruins of Soguer. There is an important encounter along the way, where they meet a ship crewed by Aurochs who are searching for a kidnapped member of their royal family. There are also a few encounters with dangerous creatures and terrain as they travel the wild marsh near Soguer.

Read or paraphrase the following as the players  begin their travel to the ruins:
 You step aboard  the riverboat.  Like many of the boats that ply these waters, this 30 foot long  boat features a single mast on a broad, flat deck, a small cabin behind the  mast, and a low-ceilinged  hold below the deck for cargo.  The boat's crew - four weathered men - push off  from the docks in Aguies town, pushing off  from the pier with long poles and then drawing in the mooring ropes once clear  of the docks.  Soon the sail is hoisted and the boat begins speeding downriver,  pulled by the current and pushed by the wind.  One of the crew sits in the rear  with his hand on the rudder, and the other three watch the sails, occasionally  tightening or loosening a rope before retying the crossbeam in a new position.   And so goes the journey.  For several days your boat travels downriver through  farmland and woods, among low hills, and past the towns and keeps of humanity.   After a week or so of travel the farmhouses and towns along the river grow  fewer.  Occasionally you pass the remains of a town or house ruined or burned.   The riverboat crew grumbles that this part of the river is subject to pirates  and raiders sailing up from the south.  As the days pass the land lies lower,  and small trees and marshy plants line the riverbanks.  Occasionally you pass a  small hut, but you see no inhabitants.
 Encounter - A  boat full of lizards - During the last stretch of the journey before the  ruins, they PC's encounter a mercenary ship of  auroch warriors on the  way.
 Sailing down the  river among the marshes another boat comes around the bend - a long boat with  red crossed swords painted on the high forecastle and a monstrous figurehead.  A  roaring cry goes up from the other vessel and you see many reptilian men on the  decks wearing mail and bearing spears and bows.  As the other boat nears you can  see that at the base of the mast is a shrine surmounted by two gilded dragons.   The sails are furled slightly and oars put out.  The boat turns and glides  swiftly towards you, and at the very prow is a large armored dragonborn,  wearing a helm crested with a dorsal line of many horns.  He roars as they  near.
 Any characters who speak draconic will  understand Captain Gamora's hail -  which is a demand that the player's identify themselves.  If the players try to  communicate it is a simple social skill challenge.
 Skill Challenge  - Treat with the Aurochs (level 10,  DC 16 diplomacy, 3 successes before 4 failures, XP 500)
 Success: If  they succeed in convincing Gamora that they are  friendly, they give them some information and a quest.  Read the  following:
 Having  introduced yourselves, Captain Gamora takes off his  helmet and scratches his scaly head for a moment.  "I'm Captain Gamora of the Clashing Red  Swords.  Sorry about the scare - my men are in a strong rage.  One of the holy  family is missing - she was kidnapped from the royal shrine!"  He narrows his  eyes, staring at you for a moment and continues, "Have you heard anything of a  young dragonborn  lady with fine, pale scales in your travels?  Where are you going on this  river?"
 Seeming to  accept your answer, he nods and says, "I would consider it a personal favor, and  indeed all our people would be grateful if you hear any word to send it to us.   And if you should by chance come upon her, I would expect you to lend her aid in  any way you can."  After asking for your help thusly, his anger  returns, "and if I hear tell you met her and did not - by Chronopsis I will  hunt you down and have my vengeance upon you."
 After a moment,  Captain Gamora begins climbing  aboard his ship.  As he goes he says "Also, I would not go further down river.   There are ruins there of a city of your men that lies there.  Demons haunt those  ruins, and the spirits of the dead.  The gods curse that place."
 Minor Quest -  level 12, XP 700 
Goal - rescue the Auroch princess - Iejir'svern.
 Goal - rescue the Auroch princess - Iejir'svern.
Failure: If  the players fail the skill challenge, the Auroch mercenaries will demand  to board their ship and inspect it.  Resistance is met with violence - and the  Aurochs swarm the  player's smaller riverboat - jumping across, swinging over on ropes and swimming  to the attack.  All told there are 4 Dragonborn  Raiders, 6 Dragonborn  Gladiators, and 20 Dragonborn  Soldiers who attack.  If the players manage to defeat the Aurochs, any captured  or left alive will reveal that they are searching for their princess, Ijer'svern.  If the players allow the dragonborn to search the ship, they do so and then Gamora imparts the above information.
 Encounter -  Crocodiles!
level 10, XP 2000 or 3000
This is an encounter with crocodiles in what were once the  surrounding farmlands - now swallowed by the marsh.  As the journey continues,  read or paraphrase the following:level 10, XP 2000 or 3000
For the next few  days you ravel further downriver through thick swamps.  The river is wide and  slow here, and the boat's crew work the sails and their poles to keep the boat  moving east towards the sea and the ruins of the city.  Occasionally you spot a  few peasants in wooden huts on the low, marshy hills the river winds through.   As you push your boat through a fen of high grasses one of the fallen logs in  the water leaps to life and reveals itself as a huge scaly monster!
 Creatures - 2 or 3 x feymire crocodile -  hiding in the river (stealth +13) - These crocodiles attack the boat as they  pass it.
 Reaching the  Ruins 
 After the crocodile encounter the player  characters come to the ruins of the city of Soguer.  As they approach they may  encounter a patch of quicksand.  Read or paraphrase the following:
 You sail  downriver for another day and the faint smell of salt water begins to tinge the  air.  Rounding a bend in the river you catch a glimpse of tall walls through the  drooping cypress and willow trees.  The cracked and vine-strewn walls must stand  at least 50 feet high, but you can see no one upon the battlements.  As you  float closer you can see that the walls end at the river with a fallen tower  that makes a hill of stone on the banks.  From there the wall stretches inland.   Through the foliage you think you can see another set of towers - perhaps an  entrance?  The riverboat crew poles over to the shore and moors the boat to a  large tree on the river bank.  The remains of a road lead through the trees,  roughly along the wall towards the gates to the north.  As you proceed you see  the remains of farmhouses and fences - now fallen down and overgrown with the  swamp's fecundity.
 As the players walk this path towards the ruins  they will pass over a patch of quicksand.  Unless one of them makes their  perception checks, it is likely the first player or two will fall into the  hazard.
 Hazard -  Quicksand - level 11 elite hazard - XP 1200.
  Leaves and dirt  cover this stretch of flat ground.
 Hazard: This  hazard consists of a roughly 5 square by 5 square area of quicksand, which is  difficult terrain. When characters enter these squares, or try to move in these  squares,  the hazard attacks.  Attempts to escape can also hasten a character's  demise in this deadly hazard.
 Perception or Nature
 - DC 29: The character can discern if any  adjacent squares are quicksand.
 Additional Skill: Nature
 - DC 25: The character’s knowledge provides a  +2 bonus to Athletics or Acrobatics checks to escape or help another  escape.
 Trigger
 When a creature enters, begins its turn in, or  makes a map move in a quicksand square, the trap attacks that creature.
 Attack
Free Action Melee 0
Target: Creature in a trapped square
Attack: +14 vs. Reflex
Hit: The creature falls into the quicksand, is restrained until they escape and begins sinking (see Effect - Sinking below).
Miss: The character is slowed in the quicksand square but is not yet sinking.
Effect - Sinking: After one hit, a character sinks up to their waist. A second hit or a failed Athletics check means they sink to their neck. A third hit or failed athletics check indicates they sink completely and begin suffering the effects of suffocation (DMG p. 159).
       Free Action Melee 0
Target: Creature in a trapped square
Attack: +14 vs. Reflex
Hit: The creature falls into the quicksand, is restrained until they escape and begins sinking (see Effect - Sinking below).
Miss: The character is slowed in the quicksand square but is not yet sinking.
Effect - Sinking: After one hit, a character sinks up to their waist. A second hit or a failed Athletics check means they sink to their neck. A third hit or failed athletics check indicates they sink completely and begin suffering the effects of suffocation (DMG p. 159).
Countermeasures
 - An character can extract themselves or an  adjacent sinking comrade with a DC 29 Athletics or Acrobatics check.  A rope or similar tool can give a +2 to this check.  Failing  this check by 10 means that the helping character falls into the quicksand or  that the sinking character sinks further.
-A character wearing light or no armor can make a DC 24 Nature check to know that if they hold still they will float, and can then do so. While floating in this way the character is not subject to any more attacks from the quicksand. Any move or standard action will end the float and cause the character to be subject to further attacks by the quicksand.
If you wish to add a greater threat to this encounter, feel free to add a few hungry stirge swarms to up the threat.
Creatures - stirge swarms - XP 700 each.
-A character wearing light or no armor can make a DC 24 Nature check to know that if they hold still they will float, and can then do so. While floating in this way the character is not subject to any more attacks from the quicksand. Any move or standard action will end the float and cause the character to be subject to further attacks by the quicksand.
If you wish to add a greater threat to this encounter, feel free to add a few hungry stirge swarms to up the threat.
Creatures - stirge swarms - XP 700 each.


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