Shadow Chasing

Details of the encounters in the Shadow Chasing scenario.

The Riverside Foundry (XP 3800)

One of the great furnaces has shattered and somewhere in the foundry, a furnace spirit lurks:

http://www.dandwiki.com/wiki/User:Slowlearner/Furnace_Spirit

The series of traps are spaced carefully to try and separate the party along the coridor that skirts around the central five square vault.

The first portculis trap separates the square in front of the door from the remaining corridor.

Portculis Trap Level 1 Elite Obstacle
Trap XP 200
A simple falling portcullis devised to separate party members.
Trap: A single square is surrounded on all sides by an iron cage
Perception
DC 22: The character spots the hidden hole through which the bars fall
Trigger
The trap attacks when the player enters its square
Attack
Immediate reaction Melee
Target: The creature that triggered the trap
Attack: +10 vs Reflex
Hit: Target trapped within cage
Miss: Target returns to the last square that it occupied and move ends immediately
Effect: Cage is visible and blocks passage though its square
Countermeasures
Adjacent character can trigger the trap with a DC 12 thievery check (standard action).
Adjacent character can disable the trap with a DC 27 thievery check (standard action).
A character can make an athletics check DC 23 (or DC 13 with running start) to jump the triggering square (move action).
A character can lift the locked portculis with a DC21 strength check.
A character can unlock the portculis with a DC17 thievery check and lift the ulocked portculis with a DC11 strength check.

Two elite pendulum scythes (700 XP, page 88) run around the final two coridor lengths driving players towards the doors, they are triggered only when the door is tinkered with.

The door is warded with a glyph of warding, (XP 300, page 90) it will explode with thunder damage when the door is touched, triggering all other traps and releasing two stirge swarms (XP 1400, page 248) three dire stirges (XP 900, page 248) and three Sirges (XP 300, page 248).

Finally, any trap will set of an alarm bell in the clocktower above the crafting hall.

Loot

Level 10 packages 2, 4 and 5.

The door is not difficult to open once the traps are circumvented (moderate thievery) and within the party finds their goal. The cases of weapons are all piled together and getting a sample of the steel is easy enough. Also within the safe, there is a large crystal jar containing 2800gp worth of magical essence, a set of +3 Imposters Braidmail is set out with schematics and notes indicating that it was being copied and a +3 Adamantine Battle Axe. There is also a great deal of valuable steelwork that is not easily portable.

The Docks (4200XP)

The party have eventually struck proactively when they spot that they are being watched.

Number Initiative Creature XP Page HP AC Fort Ref Will Attack Misc
1 +4 Human Mage 175 163 42 17 13 14 15 Ranged 20; +7 vs Reflex; 2d4+4
2 +3 Human Beserkers 650 163 66 15 15 14 14 +7 vs AC; 1d12+4 (crit 1d12+16) When first bloodied, extra attack
3 +3 Human Beserkers 650 163 66 15 15 14 14 +7 vs AC; 1d12+4 (crit 1d12+16) When first bloodied, extra attack
4 +3 Human Beserkers 650 163 66 15 15 14 14 +7 vs AC; 1d12+4 (crit 1d12+16) When first bloodied, extra attack
5 +3 Human Beserkers 650 163 66 15 15 14 14 +7 vs AC; 1d12+4 (crit 1d12+16) When first bloodied, extra attack
6 +3 Human Lackey 75 162 1 19 17 14 15 +12 vs AC; 6
7 +5 Human Guards 300 162 47 18 16 15 14 Reach 2; +10 vs AC; 1d10+3, target marked
8 +5 Human Guards 300 162 47 18 16 15 14 Reach 2; +10 vs AC; 1d10+3, target marked
9 +6 Ogre Warhulks 2400 199 286 25 26 21 21 Reach 2; +14 vs AC; 2d8+6, target knocked prone
10 +6 Ogre Warhulks 2400 199 286 25 26 21 21 Reach 2; +14 vs AC; 2d8+6, target knocked prone
11 +12 Tiefling Darkblade Demonic Acolyte 600 250 136 24 19 21 19 +14 vs AC 1d6+5, +10 vs fort; ongoing 5 poison Resist: Fire 12, Radiant 5, Poison 5 (and all allies within 5). Regains 68 + 1d6hp when ally reduced to 0 within 5. Gain concealment when foe reduced to 0

Loot

Complete loot for level 9.

The ogre prizefighters have just been paid a purse of 4000gp each which they cary on them, the other attackers have 400gp between them and the Tiefling carries:

Item Level
Gloves of the Healer 12
Boots of Dancing 11
+3 Snakefang Drowmesh Armour 13
+2 Blackshroud shortsword 10
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