Welcome Guest [Log In] [Register]
Search Members Calendar FAQ General Forum Guidelines Portal
  • >
  • Kismet's Gamer Gathering: A Place for Roleplayers
  • →
  • Gaming
  • →
  • D&D and d20
  • →
  • Dungeon Masters Genie
{Add Reply}
Dungeon Masters Genie; D&D PC Software
Tweet Topic Started: Sep 20 2006, 11:14 PM (379 Views)
PillBox Sep 20 2006, 11:14 PM Post #1
Member Avatar
Habitual Offender
Posts:
60
Group:
Members
Member
#67
Joined:
September 13, 2006
has anyone tried this out at all?

I downloaded the Demo from http://www.dmgenie.com and it looks pretty nifty. Looks like I may get this to aid me.
The Hauteville Campaign - based in the Forgotten Realms

'It does not matter how tall you stand, even a giant can be small'
{Offline} {Profile} {Quote} ^
 
kismetrose Sep 21 2006, 01:55 AM Post #2
Member Avatar

Admin
Posts:
3,205
Group:
Admin
Member
#1
Joined:
February 6, 2005
I haven't tried it so you'll have to tell me how it works out for you.
Kismet's D&D - WoD - SG-1 - FB
{Offline} {Profile} {Quote} ^
 
cambric Sep 21 2006, 06:02 AM Post #3
Ritual Partaker
Posts:
114
Group:
The Council
Member
#31
Joined:
October 19, 2005
I LOVE IT!! I use it all the time and have done so for several years. If you have any questions, please feel free to ask.

Cam
"Hit hard. Hit fast.
If that doesn't work, run like sissies."
-- Blackrazor Battle Tactic
{Offline} {Profile} {Quote} ^
 
PillBox Sep 24 2006, 04:49 AM Post #4
Member Avatar
Habitual Offender
Posts:
60
Group:
Members
Member
#67
Joined:
September 13, 2006
Here is an example of how the DM Genie keeps track of combat (The PC can roll for you automatically, or you can enter your own resuls, or even a combination)

Quote:
 

=====================================
   Starting a new combat (July 27, 637, 05:21 PM)
- Initiative rolls -
Petzi Lollohostez III gets initiative of 10.
Argan gets initiative of 8.
Baldaras gets initiative of 16.
Lady Spetz gets initiative of 22.
Doppelganger gets initiative of 17.
Lady Spetz (Sword, short) hits (0-1) AC-1 for 0 HP of damage
Doppelganger is not hit (AC 14).
Petzi Lollohostez III is no longer Flat Footed
Baldaras is no longer Flat Footed
Doppelganger is no longer Flat Footed
-----------------------------------
Doppelganger: . Last Attacked: Petzi Lollohostez III
Doppelganger (Slam) hits (19+5) AC 24 for 6 HP of damage
Attack bonuses: BAB +4, Str +1
Damage bonuses: Str +1
Auto-attack: Baldaras has received 6 hp of B,  damage, 4 of 10 hp left.
-----------------------------------
Baldaras: Load: Medium
Baldaras (Morningstar) hits (0+2) AC 2 for 0 HP of damage
Doppelganger is not hit (AC 15).
-----------------------------------
Petzi Lollohostez III: 
Petzi Lollohostez III (Greataxe) hits (13+5) AC 18 for 10 HP of damage
Doppelganger has received 10 hp of S,  damage, 12 of 22 hp left.
Argan is no longer Flat Footed
Lady Spetz is no longer Flat Footed
-----------------------------------
Argan: 
Argan (Battleaxe) hits (5+4) AC 9 for 11 HP of damage
Doppelganger is not hit (AC 15).
================= Round 2 ==============

- Initiative rolls -
Lady Spetz gets initiative of 4.
Doppelganger gets initiative of 7.
Baldaras gets initiative of 11.
Petzi Lollohostez III gets initiative of 9.
Argan gets initiative of 20.
Argan (Battleaxe) hits (7+4) AC 11 for 9 HP of damage
Doppelganger is not hit (AC 15).
-----------------------------------
Baldaras: Load: Medium. Last Attacked: Doppelganger
Baldaras (Morningstar) hits (0+2) AC 2 for 0 HP of damage
Doppelganger is not hit (AC 15).
-----------------------------------
Petzi Lollohostez III: . Last Attacked: Doppelganger
Petzi Lollohostez III (Greataxe) hits (0+5) AC 5 for 0 HP of damage
Doppelganger is not hit (AC 15).
-----------------------------------
Doppelganger: . Last Attacked: Baldaras
Doppelganger (Slam) hits (4+5) AC 9 for 2 HP of damage
Attack bonuses: BAB +4, Str +1
Damage bonuses: Str +1
Auto-attack: Petzi Lollohostez III is not hit (AC 15).
-----------------------------------
Lady Spetz: Load: Medium. Last Attacked: Doppelganger
Lady Spetz (Sword, short) hits (16-1) AC 15 for 5 HP of damage
Doppelganger has received 5 hp of P,  damage, 7 of 22 hp left.
================= Round 3 ==============

- Initiative rolls -
Argan gets initiative of 7.
Baldaras gets initiative of 9.
Petzi Lollohostez III gets initiative of 13.
Doppelganger gets initiative of 16.
Lady Spetz gets initiative of 5.


Doppelganger (Slam) hits (15+5) AC 20 for 6 HP of damage
Attack bonuses: BAB +4, Str +1
Damage bonuses: Str +1
Auto-attack: Petzi Lollohostez III has received 6 hp of B,  damage, 8 of 14 hp left.
-----------------------------------
Petzi Lollohostez III: . Last Attacked: Doppelganger
Petzi Lollohostez III (Greataxe) hits (11+5) AC 16 for 13 HP of damage
Doppelganger has received 13 hp of S,  damage, -6 of 22 hp left.
Doppelganger is unconscious.
The Hauteville Campaign - based in the Forgotten Realms

'It does not matter how tall you stand, even a giant can be small'
{Offline} {Profile} {Quote} ^
 
PillBox Sep 29 2006, 05:41 PM Post #5
Member Avatar
Habitual Offender
Posts:
60
Group:
Members
Member
#67
Joined:
September 13, 2006
Just started an adventure today, using the DMGENIE and and adventure that I downloaded. This is a long read .... but the adventure is as follows :

Quote:
 
Dreams are better Level 1 - 2




- Dreams are better Level 1 - 2 (A Dungeon & Dragon adventure for three to four 1st-level characters or two to three 2nd-level characters)
- Introduction - The dream
- Area 1:  The Clearing
- Area 2: The House That Was Sticky
- Area 3: The Mercenary Barracks
- Area 3a Chest
- Area 4: Empty House
- Area 5: Torture Room #2
- Area 6: Elf POW
- Area 7: Slave's Quarters
- Area 8: Captains Quarters
- Area 9: Hired help
- Area 10: The Scarecrow
- Area 11: The Secret Graveyard
- Area 12:  Open battle ground
- In Conclusion

__________________________________________________
Dreams are better Level 1 - 2

Dreams are better

Dreams are better than reality......
A Dungeon & Dragon adventure for three to four 1st-level characters or two to three 2nd-level characters
By Hal Greenberg
Adjusted to DmGenie and 3.5 rules by Edgar Vorland

A beautiful Elven noblewoman's spirit is entering your dreams and pleading with you to help save what is left of her village and banish the evil that has tainted her once beautiful land. Each night for the past week this spirit has pleaded with you to help her and save her land.  Every night you travel closer to the area you believe you see in your dreams and every night her image is getting stronger and more desperate. Can a small new group of heroes possibly help this Elven noblewoman? Are you willing to find out?

Dreams are better than Reality is a Dungeon & Dragons adventure designed for a party of two - four characters of 1st level. The DM should feel free to adjust the adventure as necessary to accommodate groups not falling within this range.  However, given the fairly low power level of this adventure, it should be noted that parties of an average of 3rd to 4th level are unlikely to find this a satisfactory challenge.

Previous: {None}
Next: {Introduction - The dream}


Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 0 lb, Cost: 0 gp; Identified.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Introduction - The dream

Introduction - The dream

There are two ways to start this adventure" Do the characters know each other ?"
If the answer is NO start here:
  (You have been having dreams of a beautiful Elven noblewoman asking for your assistance in helping purge her land from the evil that has entered it.  Each day you travel the way the spirit informs you and her image feels and seems stronger each and every day.  This last evening you seem to be an active role in your dream she asks you to help and pauses to wait for your answer, you answer yes, why else would you have left your home and traveled this far?  When you awake , you realize you have slept late into the evening, it is getting dark already.  You turn and see next to you a a note that states "This is for you my hero, please help us fend off this evil................Elawynn"  Ahh, you have put a name to that lovely face, you sigh with anticipation and hear others sighing as well, others? 

NOTE: If you chose to read to each PC separately bring all of them in and continue to read.
All of these people have a vial and are reading a note to themselves.
At this point describe the other PC's to each other, let them interact for the first time and discuss what has happened.  I would recommend if you have the time to have each PC come in alone and tell them about the dream and the Elven woman thinking they are the only one who is getting this knowledge, let them find out together that the same thing has been happening to all of them

If the answer is YES, and the PC's already know each other begin here:
(You have been having dreams of a beautiful Elven noblewoman asking for your assistance in helping purge her land from the evil that has entered it.  Each day you travel the way the spirit informs you and her image feels and seems stronger each and every day.  This last evening you seem to be an active role in your dream she asks you to help and pauses to wait for your answer, you answer yes, why else would you have left your home and traveled this far?  When you awake , you realize you have slept late into the evening, it is getting dark already.  You turn and see next to you a a note that states "This is for you my hero, please help us fend off this evil................Elawynn"  Ha, you have put a name to that lovely face, you sigh with anticipation and hear  the others sighing as well, all of you have seen the same woman and you can feel that tonight is the night !  You have all discussed her before, why all of you?  How did she know us?  You can not wait for the meeting, where you can finally have an answer  to all these questions.)

Start the PC's at the trees at the lower left edge of map on the trail so they can first get to the clearing and be on the path to encounter 1. 
Elawynn is a spirit in the truest of senses, (she was once the leader of this village and has since been dead and buried for hundred of years) of this now "dead and virtually abandon" village, the characters will not find out about this until later in the adventure. 



Previous: {Dreams are better}
Next: {Area 1:  The Clearing}


Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 0 lb, Cost: 0 gp; Identified.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 1:  The Clearing

Area 1:  The Clearing

This adventure opens in the late afternoon/early evening where the sun is starting to go down and as the group continues down the trail into the clearing.

As you travel down the dirt path you notice the trees thinning and as you keep walking you see a clearing from the trees, an area that looked deserted until you see the village you saw in your dreams, not a vibrant village with elves and humans everywhere but an older more run down version of that image. 

The village once flourished with life, now it is a shadow of what it was once before.  About 140 feet ahead is the party's first encounter, depending on how dark it is, you first have to determine if they see the 2 Gnolls at the entrance of the village  DC10 as a base, any characters with low-light vision or  darkvision in the party?  revise the roll as needed.

As you approach the entrance of the village you notice two large creatures with dog like heads and carrying battleaxes and large shields.  They are looking right at you and waiting.......

Enemies:
Gnolls(2)
These are paid guards and if the PC's let them escape they will run (to Area 3) if being defeated, but they will always attack first, to test the strength of the party.

Treasure; 
Gnoll 1; A golden yellow topaz (worth 700gp), 2 vials of Cure Light Wounds (50gp each)
Gnoll 2; 100 gold coins, 1 vial of Cure Light wounds (50 gp each), letter from his employer denying him a pay raise.


Previous: {Introduction - The dream}
Next: {Area 2: The House That Was Sticky}


Monsters (Encounter Level: 2)
Gnoll 1: CR 1; hp 11.
Gnoll 2: CR 1; hp 11.


Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 2 lb, Cost: 0 gp; Identified.
________________
Dagger

The dagger is a common secondary weapon. Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a dagger.

Source: Player's Handbook

Weight: 1 lb, Cost: 2 gp; Identified.
________________
Battleaxe



Source: Player's Handbook

Weight: 7 lb, Cost: 10 gp; Identified.
________________
Shield, heavy steel
Proficiency: Shield

You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else.
Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks.
Shield Bash Attacks: You can bash an opponent with a heavy shield, using it as an off-hand weapon. See Table: Weapons for the damage dealt by a shield bash. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

Source: Player's Handbook

Weight: 15 lb, Cost: 20 gp.
Shield Properties: Proficiency: None. AC +2, Magical +0, Max Dex 99, Spell Fail 15%, Check Penalty -2, Speed 20/30/40.
________________
Scale mail
Proficiency: Medium

This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.
Source: Player's Handbook

Weight: 30 lb, Cost: 50 gp.
Armor Properties: Proficiency: Medium. AC +4, Magical +0, Max Dex 3, Spell Fail 25%, Check Penalty -4, Speed 15/20/30.
________________
Dagger

The dagger is a common secondary weapon. Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a dagger.

Source: Player's Handbook

Weight: 1 lb, Cost: 2 gp; Identified.
________________
Battleaxe



Source: Player's Handbook

Weight: 7 lb, Cost: 10 gp; Identified.
________________
Scale mail
Proficiency: Medium

This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.
Source: Player's Handbook

Weight: 30 lb, Cost: 50 gp.
Armor Properties: Proficiency: Medium. AC +4, Magical +0, Max Dex 3, Spell Fail 25%, Check Penalty -4, Speed 15/20/30.
________________
Shield, heavy steel
Proficiency: Shield

You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else.
Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks.
Shield Bash Attacks: You can bash an opponent with a heavy shield, using it as an off-hand weapon. See Table: Weapons for the damage dealt by a shield bash. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

Source: Player's Handbook

Weight: 15 lb, Cost: 20 gp.
Shield Properties: Proficiency: None. AC +2, Magical +0, Max Dex 99, Spell Fail 15%, Check Penalty -2, Speed 20/30/40.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 2: The House That Was Sticky

Area 2: The House That Was Sticky

You approach this house and see no evidence of any one currently living in it, the door is unlocked and slightly open, you can hear no sounds from within and there is no light exiting from the house.

As the PC's enter the house, they do smell the slight stench of decay, the house looks ransacked but is not damaged, as they explore if they do not mention looking up, then the encounter with the 2 medium size spiders will be a surprise.
The spiders will get a surprise attack and then roll for initiative.     

Enemy:
Monstrous Spiders (2)

Treasure:
20 gold pieces are scattered on floor
If they search the house walls on a DC 15 they find a secret compartment with; 900sp (90gp), and Alchemists Fire (2) (40 gp).

Previous: {Area 1:  The Clearing}
Next: {Area 3: The Mercenary Barracks}


Monsters (Encounter Level: 2)
Monstrous Spider 1: CR 1; hp 11.
Monstrous Spider 2: CR 1; hp 11.


Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 18.4 lb, Cost: 0 gp; Identified.
________________
Alchemist's fire (flask)

Alchemist's fire is a sticky, adhesive substance that ignites when exposed to air. Throw a flask of alchemist's fire as a grenadelike weapon.
On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames.

Source: Player's Handbook

Weight: 1.25 lb, Cost: 20 gp.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 3: The Mercenary Barracks

Area 3: The Mercenary Barracks

The PC's will go to this house for one of 2 reasons:
First:
The Gnoll(s) escaped and ran in this building, if this happens then the Gnolls in the house are not surprised.
You see the building the Gnoll(s) went into and the door is left slightly ajar, a light was on in the building, but has just been extinguished.

Second:
The Gnoll(s) did not escape and therefore you must start encounter based on a fresh encounter. 
This building's upkeep looks like it must have been used recently.

If they are cautious DC12 you may state, That they smell something cooking.
If they look up at the building from the outside DC5 you may state, That they see smoke coming from chimney.
If the PC's did not surprise the Gnolls then have them have shortbows aimed at the door and then take an action to switch to battleaxes.
If the PC's surprised the Gnolls have them at the table eating cooked rat and they are surprised and may use the daggers they are eating with to attack.

Enemies:
Gnolls(2 or 4)

Treasure:
Gnoll 3; 90 gold pieces, deep blue spinal gemstone (600 gp), scroll-arcane-Melf's acid arrow(12, cl3), identify (11 cl1) worth 275 gp
Gnoll 4; 500silver pieces (50 gp), breastplate human/elf sized (200gp)

The barracks are dirty, scattered amongst the mess is rotten food, tatters of clothes, 1 arrow, one locked wooden chest, and a note.
If anyone can read Goblin the note says:
Scrum-
Me thinks you help not enough, help more keep all out of here. 
Gruff

There is a locked chest in the corner {Area 3a Chest}

Previous: {Area 2: The House That Was Sticky}
Next: {Area 4: Empty House}


Monsters (Encounter Level: 4)
Gnoll 1: CR 1; hp 11.
Gnoll 2: CR 1; hp 11.
Gnoll 3: CR 1; hp 11.
Gnoll 4: CR 1; hp 11.


Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 0 lb, Cost: 0 gp; Identified.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 3a Chest




There is a chest that is locked, it is a simple lock and a wood chest that could be opened by force if needed. But it is trapped with a needle trap.
Trap, Poison Needle CR2
Challenge Rating: 2
mechanical
touch trigger
repair reset
lock bypass (Open Lock DC 30)
Atk +17 melee (1 plus poison, needle)
poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness)
Search DC 22
Disable Device DC 17
Market Price: 4,720 gp.

The chest contains: Half Plate (600 gp), antitoxin(50 gp), and a masterwork rapier (320 gp).

Monsters (Encounter Level: 2)
Trap, Poison Needle CR2: CR 2; hp 1.


Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 1.8 lb, Cost: 0 gp; Identified.
________________
Half-plate
Proficiency: Heavy

Can only run triple speed. This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets.
Source: Player's Handbook

Weight: 25 lb, Cost: 2 gp; Container.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 4: Empty House

Area 4: Empty House

This house looks in ill-repair, but it is in livable condition, the door is locked and no one appears to be in it at the moment.

This is a empty house that has nothing of value in it. 
If the characters insist on searching, you may give them a worthless trinket.  An example would be one bent bronze earring, old knapsack (with holes), dead rat.



Previous: {Area 3: The Mercenary Barracks}
Next: {Area 5: Torture Room #2}


Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 0 lb, Cost: 0 gp; Identified.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 5: Torture Room #2

Area 5: Torture Room #2

This house seems in use , but is not in very good shape, you can see  holes in the structure of the building, and it is locked by a sliding wood plank from the outside. 
There are no windows in this building unlike most of the other building that the windows are boarded up, and the holes in the building are to high up for a PC to peak into.  If for some reason the PC's have a fly spell, you can describe the following:

You see a room filled with rusty weapons, torture equipment, chains and a battered elf.

tThe PC's will be able to open the locked door with ease.  This is a Doppelganger who is disguised as an Elf.  He will wait and tell them a story and then attack.  He was captured by the Gnolls and kept slipping his bonds so they keep him in there until they decide what to do.

When the PC's open the door read them the following:
You see a room filled with rusty weapons, torture equipment, chains and a battered elf.  The "Elf" speaks common and thanks the PC's for freeing him.  He tells them there is some treasure in a secret compartment on the east wall. 

As the PC's search, the "Elf" waits for the appropriate time and will attack, if he is losing and can escape he will try to do so.  There is no secret compartment on the east wall.  If the PC's search the whole building there is a crate used to stand on for hooking people up on the chains that has not been ransacked. 

Treasure:
one gemstone chrysoberel (130gp), 200 gold pieces, and a divine scroll with the following spells: Cure Light Wounds (12 cl3) X2, and Zone of Truth (12 cl3) (250 gp). 
This crate may be important to bring some of the characters back up to health, and after this encounter to be successful in Area 6.

Enemies:
Doppelganger

Previous: {Area 4: Empty House}
Next: {Area 6: Elf POW}


Monsters (Encounter Level: 3)
Doppelganger: CR 3; hp 22.


Treasure
________________
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Weight: 4 lb, Cost: 0 gp; Identified.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 6: Elf POW

Area 6: Elf POW

This house seems in use, but is not in very good shape, you can see  holes in the structure of the building, and it is unlocked, you hear moans coming from the building.

When you open the door you see a male High Elf chained on the wall. He is in pain and appears to be fading in and out of consciousness.

This is a real Elf a 3rd level Ranger who lives in the area and was protecting the burial site of Elawynn. He is acting, and will feign being in and out of consciousness until he can trust the PC's. He is willing to join the team to help clear this area if the PC's ask, if a PC's character died, you could have him play F'lornd if you choose.

Friends:
F'lournd: 3rd level Ranger

Possessions:
His equipment is in a pile to the left of where he is chained up.  Chain Shirt of Light Fortification (1100 gp), MW Longsword (315gp), MW Longbow (375 gp),  Potion of Invisibility (cl 10) (300 gp) and 112 gp in a sack. 

There is nothing else of value in the room.

Previous: {Area 5: Torture Room #2}
Next: {Area 7: Slave's Quarters}


Monsters (Encounter Level: 0)
F'lournd; Elf Rgr3: CR 3; ECL 3; Size M; HD 3d8; hp 17; Init +3; Spd 30 ft; AC 17, touch 13, FF 14; BAB +3; Grapple +5; Atk: +5 melee (1d3 + 2, Unarmed), +6 melee (1d8 + 2/crit 19-20, Longsword MW), +7 ranged (1d8/crit x3, Longbow MW); SQ Low-light Vision, +2 to saves vs enchantment, immune to sleep effects; AL CG; SV Fort +3, Ref +6, Will +2; Str 14, Dex 16, Con 11, Int 13, Wis 13, Cha 11.
Skills and Feats: Craft (Alchemy) +5, Bluff +2, Gather Information +1, Handle Animal +6, Hide +5, Survival +7, Knowledge (Nature) +5, Listen +5, Move Silently +5, Open Lock +4, Ride +11, Search +5, Spellcraft +2; Armor Proficiency (Light), Dodge, Endurance, Martial Weapon Proficiency, Mobility, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting.
Special Abilities: Combat Style, Favored Enemy, Low-light Vision, Wild Empathy.
Possessions: 112 gp, Longsword mw, Longbow mw, Chain shirt (light fortification), 6 Arrows, Sack, Potion.



Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 0 lb, Cost: 0 gp; Identified.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 7: Slave's Quarters

Area 7: Slave's Quarters

This house seems in use , but is not in very good shape, you can see  holes in the structure of the building, and it is locked by a sliding wood plank from the outside.  You do however hear some screams and it sounds like a scuffle is going on inside.  The door appears to be easily opened by lifting the bar up.

This is the slave quarters where the Gnolls are keeping 3 Female Elf slaves, (Commoners Lvl 1, hp 2,2,3), they are currently in a fight with the Gnoll who is inside trying to get them to obey an order, due to language problems both parties seem very agitated.  In this room is a cooking area with pieces of flesh in a pot cooking of a unknown (good thing) origin.  There are three areas of hay and miscellaneous items owned by the Elves,  of no apparent value.

Enemy:
Gnoll (1)
Equipment: Battleaxe, Dagger, Scalemail, heavy steel shield and 20gp

Friends:
Female Elf slaves (commonrs Lvl1,  hp 2,2,3)
Equipment: None

Previous: {Area 6: Elf POW}
Next: {Area 8: Captains Quarters}


Monsters (Encounter Level: 1)
Elf 1; Elf Com1: CR 1; ECL 1; Size M; HD 1d4-1; hp 3; Init +1; Spd 30 ft; AC 11, touch 11, FF 10; Grapple +0; Atk: +0 melee (1d3, Unarmed); SQ Low-light Vision, +2 to saves vs enchantment, immune to sleep effects; AL CN; SV Fort -1, Ref +2, Will +2; Str 10, Dex 12, Con 8, Int 10, Wis 10, Cha 10.
Skills and Feats: Listen +4, Profession (Cook) +4, Spot +4; Iron Will.
Special Abilities: Low-light Vision.

Elf 2; Elf Com1: CR 1; ECL 1; Size M; HD 1d4-1; hp 2; Init +1; Spd 30 ft; AC 11, touch 11, FF 10; Grapple +0; Atk: +0 melee (1d3, Unarmed); SQ Low-light Vision, +2 to saves vs enchantment, immune to sleep effects; AL CN; SV Fort -1, Ref +1, Will +0; Str 10, Dex 12, Con 8, Int 10, Wis 10, Cha 10.
Skills and Feats: Handle Animal +6, Profession (Farmer) +4; Animal Affinity.
Special Abilities: Low-light Vision.

Elf 3; Elf Com1: CR 1; ECL 1; Size M; HD 1d4-1; hp 2; Init +1; Spd 30 ft; AC 11, touch 11, FF 10; Grapple +0; Atk: +0 melee (1d3, Unarmed); SQ Low-light Vision, +2 to saves vs enchantment, immune to sleep effects; AL CN; SV Fort -1, Ref +1, Will +0; Str 10, Dex 12, Con 8, Int 10, Wis 10, Cha 10.
Skills and Feats: Handle Animal +6, Profession (Farmer) +4; Animal Affinity.
Special Abilities: Low-light Vision.

Gnoll 5: CR 1; hp 11.


Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 0 lb, Cost: 0 gp; Identified.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 8: Captains Quarters

Area 8: Captains Quarters

This building seems in better condition than the rest, it  is the nicest building in the village.
The door is closed and you can hear some arguing inside. It appears to be an angry but non-violent argument.

This is the Gnoll captain's quarters and this will be a tough battle, the argument is with a Hobgoblin, and if anyone knows Goblin (F'lourd) you can decipher that he is upset that they have not found Elawynn's bones yet, and Ploigh is very upset and may send his own men to take over, and the Gnolls will not get the rest of their fee.

If the PC's can decipher, paraphrase like this:
... is upset that they have not found Elawynn's bones yet, and Ploigh is very upset and.......may send his own men to take over, and the ........you will not get the rest of the fee.

The occupants of this building will be totally surprised when the PC's come in, there is 1 Hobgoblin, and 1 Gnoll. The Gnoll Captain and Hobgoblin Leader will be at the table sitting and spilling ale and throwing food in sheer disgust of how the conversation has turned.

Enemies:
Scrum the Gnoll Captain, CR2
Possessions: MW Scalemail, MW Battleaxe

Hobgoblin Leader, CR2
Possessions:  60gp, MW Studded Leather, Small shield, MW Longsword, Potion: Cure Light Wounds, and a note in Goblin which reads: "Get Bones, if Scrum kant, you will, or will be eaten by "Crusher".....Ploigh"

Treasure:
The room has nothing of real value except under the bed of Srum, underneath the mattress is the following: 100 gold pieces, 1 vial of Cure Light Wounds (50gp), and boots of elvenkind. Search DC 15. If the PC's specify their search to "Searching the bed" set the DC to 10.


Previous: {Area 7: Slave's Quarters}
Next: {Area 9: Hired help}


Monsters (Encounter Level: 4)
Gruff the Gnoll Captain; Gnoll War3: CR 2; ECL 6; Size M; HD 2d8+4 + 3d8+6; hp 24; Init +4; Spd 20 ft (base 30 ft); AC 15, touch 10, FF 15; BAB +4; Grapple +7; Atk: +8 melee (1d8 + 3/crit x3, Battleaxe MW); SA -; SQ Darkvision 60 ft.; AL CE; SV Fort +8, Ref +1, Will +1; Str 16, Dex 10, Con 14, Int 10, Wis 11, Cha 8.
Skills and Feats: Listen +3, Spot +4; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency.
Special Abilities: Darkvision.
Possessions: Battleaxe mw, Scale mail mw.

Hobgoblin Leader; Hobgoblin War3: CR 2; ECL 4; Size M; HD 3d8+3; hp 17; Init +5; Spd 30 ft; AC 15, touch 11, FF 14; BAB +3; Grapple +4; Atk: +4 melee (1d3 + 1, Unarmed), +5 melee (1d8 + 1/crit 19-20, Longsword MW); SA -; SQ Darkvision 60 ft.; AL LE; SV Fort +4, Ref +2, Will +1; Str 12, Dex 13, Con 13, Int 11, Wis 11, Cha 10.
Skills and Feats: Listen +5, Spot +5; Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency.
Special Abilities: Darkvision.
Possessions: 60 gp, Studded leather mw, Light steel shield, Longsword mw, Potion.



Treasure
________________
Boots of Elvenkind

  These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.

Faint transmutation; CL 5th; Craft Wondrous Item, creator must be an elf; Price 2,500 gp;Weight 1 lb.


Weight: 2 lb, Cost: 0 gp; Identified.
________________
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Weight: 0.1 lb, Cost: 50 gp; Magical; Disposable.
________________
Boots of Elvenkind

  These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.

Faint transmutation; CL 5th; Craft Wondrous Item, creator must be an elf; Price 2,500 gp;Weight 1 lb.


Weight: 1 lb, Cost: 2500 gp; Magical.
Magical Effect: +5 to skill Move Silently.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 9: Hired help

Area 9: Hired help

This building is in adequate condition and has no lock, you can read the PC's the following:

  "This building has seen better days, but is not as run down as some of the others, there is no noise coming from this building and you see no lock on the door." 
 
In this building are two hired hands the hobgoblin leader brought, one a Wizard and his companion a rogue, he was hoping they could find the bones and get him back in Ploighs favors.  They are also at a table but the wizard is studying and the rogue is twirling a dagger on the table. 

Enemies/Friends:
Daerek the Damned:2nd level Wizard, Human
Spells Known: 
Lvl 0: All
Lvl 1: Identify, Magic Missile, Summon Monster I, Cause Fear, Disguise Self
Possessions: Silver Dagger (10 gp), MW Sling (301gp), 50 bullets, Bracers of Armor +1 (1000 gp), 25 gold pieces.  Spell book with all known spells.
Black robed, black nail polish, black hair and goatee, tries to be very evil looking, but just does not get the effect he is looking for, looks as comical as he does evil.
** (If you want a possible long term enemy for the PC's have a note in his possession,) this note will read:  Brother, if you must go on this foolish mission, to help a goblinoid no less even to find a magically hidden graveyard,  for  only a pittance of wealth, then take one of my henchman to help, be back soon I do like my favorite apprentice at the tower.............Dunrick the Damned**
Tactics: He will cast spells and cast stones (sling) from a distance, he will do anything not to be in 1/1 combat.

Ragnuff the Witty:3rd level Rogue, Female, Human.
Possessions:
Bandoleer with 3 MW Daggers (302 gp each) (one in her hand), a MW Short Sword (310 gp), Studded Leather (25 gp),  Everburning torch(on table) (90 gp), Potion of Heroism (750 gp), 247 gold pieces.
Tactics:
She is quick and smart, treat her as such (she has a higher Int than Daerek), she will throw her dagger and try to take the Heroism potion and then attack the PC's with her short sword while using weapon finesse and her tumble+dodge skills to weave in and out of harm's way.  She is a hired hand of Daerek's older brother so she will do her best to save him, but will attempt to flee if the opportunity arises, and Daerek is dead or will be soon.

The NPC's in this encounter may attempt to "but their way out of harm" if the PC's talk to them, and the NPC's feel the odds are to great.  This may be a good opportunity for some Cha skills to be used.  The NPC's will give up gold, the potion, but not weapons. 

** If you are using the note for a PC nemesis than make sure the note is in a bag with Daerek's gold, so the PC's are aware of a more powerful possible enemy......how dare you steal from my brother theme**.

Treasure:
No other items of value are in this room, basic building, 2 beds wash basin table etc.....But what Daerek is studying is a map of the area(make a bad rough version of tht map and leave blank the whole area of the graveyard and make patch of grass, and srawled on the map in common is the words: "Correllon's honor" is the key," they are underlined and the words magic, hidden, and location? are scrawled on the map written hastily. The real treasure is Daerek's spell book, which can be a supplement for a wizard in the party, (he can write down the spells into his own book.) Afterwards it can be sold. There are 24 spells in the spellbook, hence it can be sold for 24*50gp = 1200gp
"Captured spellbooks can be sold for a gp amount equal to one-half the cost of purchasing and inscribing the spells within (that is, one-half of 100 gp per page of spells). A spellbook entirely filled with spells (that is, with one hundred pages of spells inscribed in it) is worth 5,000 gp."



Previous: {Area 8: Captains Quarters}
Next: {Area 10: The Scarecrow}


Monsters (Encounter Level: 4.5)
Daerek the Damned; Human Wiz2: CR 2; ECL 2; Size M; HD 2d4+2; hp 9; Init +2; Spd 30 ft; AC 12, touch 12, FF 10; BAB +1; Grapple -1; Atk: -1 melee (1d3 - 2, Unarmed), +5 ranged (1d3 - 2, Sling MW), -1 melee (1d4 - 2/crit 19-20, Dagger (silvered)); AL N; SV Fort +1, Ref +2, Will +3; Str 7, Dex 15, Con 12, Int 15, Wis 11, Cha 7.
Skills and Feats: Concentration +6, Disguise +0, Gather Information -1, Handle Animal +0, Sleight of Hand +4, Knowledge (Nature) +4, Sense Motive +2; Extend Spell, Scribe Scroll, Weapon Focus.
Special Abilities: Familiar.
Wiz Spells Known (4/3): 0--Acid splash, Arcane mark, Dancing lights, Daze, Detect magic, Detect poison, Disrupt undead, Flare, Ghost sound, Light, Mage hand, Mending, Message, Open/close, Prestidigitation, Ray of frost, Read magic, Resistance, Touch of fatigue, 1--Cause fear, Disguise self, Identify, Magic missile, Summon monster i.

Ragnuff the Witty; Human Rog3: CR 3; ECL 3; Size M; HD 3d6; hp 15; Init +2; Spd 30 ft; AC 12, touch 12, FF 10; BAB +2; Grapple +1; Atk: +1 melee (1d3 - 1, Unarmed), +5 melee (1d6 - 1/crit 19-20, Sword, short MW), +5 (1d4 - 1/crit 19-20, Dagger MW); AL CN; SV Fort +1, Ref +5, Will +1; Str 8, Dex 15, Con 11, Int 18, Wis 10, Cha 9.
Skills and Feats: Craft (Alchemy) +5, Appraise +10, Balance +10, Bluff +1, Climb +5, Craft (Locksmithing) +10, Disable Device +10, Handle Animal +1, Heal +2, Sleight of Hand +8, Jump +6, Knowledge (Religion) +6, Listen +4, Open Lock +3, Sense Motive +6, Swim +5, Tumble +12; Armor Proficiency (Light), Dodge, Simple Weapon Proficiency, Skill Focus, Weapon Finesse.
Special Abilities: Evasion, Sneak Attack, Trap Sense, Trapfinding.



Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 0 lb, Cost: 0 gp; Identified.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 10: The Scarecrow

Area 10: The Scarecrow

You see an area of farmland with a scarecrow in the middle. As you look at it, it moves it' s hand up and curls it's first finger towards you and signals for you to come closer.  As you approach, you notice it is an Elf male, badly beaten with a note in common on it, it reads: "Youse tell us wher  her bonz are or u end up like me.......and there is a smiley face at the bottom", it is written in the elves blood.  As you approach the elf he whispers in common "wwwwaaattteerrr", as the PC's give him water his voice becomes slightly louder and clearer, he states "Kill me please, I am dying, take the note off and bury me then put this note on Scrum's dead body, Please, her secret is still safe with me, she is to the Northwest of the village beyond the clearing and through the trees you must go to the rock shaped like the crescent moon and say a phrase, but hence i do not know that phrase, find the magic phrase and go see her, she is waiting." and with that the Elf dies with a smile on his face and you can see he is at peace with himself.

This encounter is exactly as told to the PC's, you can add a little more flavor, if the PC's have not freed the Elven women yet, tell them that he is a husband and was trying to save his wife, or  if he sees F'lournd he may have a conversation with him about her bones are still safe with him.  You can use this encounter if the PC's have missed anything you feel they should have discovered, or use as is written.



Previous: {Area 9: Hired help}
Next: {Area 11: The Secret Graveyard}


Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 0 lb, Cost: 0 gp; Identified.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 11: The Secret Graveyard

Area 11: The Secret Graveyard

The PCs enter the Secret Graveyard.

VERY IMPORTANT---THIS ENCOUNTER WILL NOT HAPPEN UNTIL THEY GET THE LOCATION AND THE CORRECT AREA TO STAND FROM THE ELF POW, AND THE CORRECT PHRASE TO STATE (WHEN BY THE ROCK) FROM DAEREK THE DAMNED'S MAP!!!!!!!

If the PC's have not completed the above this area will appear as a open grassy area in the middle of the trees, there is the off chance that if they search the area they will see the crescent moon shaped rock DC25.  But unless searching for it it will be difficult.

This area is a graveyard, it has beautifully decorated headstones, and at the center of the graveyard is a ethereal image of Elawynn.  There is nothing else of interest in the graveyard.  As the PC's approach her image, tell them that she is even more beautiful than she was in her dreams.

You see a beautiful graveyard beyond the trees, the headstones are made of all types of stone, metal, glass and some substances you are not quite sure of.  In the center
is a translucent image above a headstone of some substance that is blue/silver and moves as if is liquid, as you approach the image you notice it is Elawynn, she speaks to you:

"Thank all of you, you are the heroes I new you could be. You have saved my body on this planet from those evil thieves and for that I am eternally grateful.  I know my village is no longer and that makes me very sad, but to save what remains and to let my bones and the bones of my ancestors rest in peace is all I ask.  I have no reward for you all I have is a bit of my soul, to watch over you and protect you when you need it." 

With that the image starts to weep and she cries one tear in her hand and then she opens her palm and there are a protection pin.  This pin are made out of the material her headstone is made out of and is in the shape of a intricate coat of arms.

The pin us of the coat of arms of Elawynn's family and are +1 pin of protection (same exact abilities as a +1 ring of protection).  It do not glow, but the detail and the material of the pin should indicate that it is something special.

As she lowers the pin to the top of her headstone, her image seems to start  to fade, she whispers thank you and starts to dissipate.  As you come back into focus you realize that you are fully healed from any wounds you might have sustained, but you hear some noises to the south of you.

The PC's have all their hit points back to full strength, any ability score drops or disseases are healed and any spells that were used are now memorized once again as if sleeping and studying. The noises they are hearing are from area 12 and this will be the last encounter for the game.

Previous: {Area 10: The Scarecrow}
Next: {Area 12:  Open battle ground}


Treasure
________________
Pin of Protection +1
  This Pin functions exactly like the Ring of Protection. It offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.

Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1);

Weight: 0 lb, Cost: 0 gp; Identified.
________________
Pin of Protection +1
  This Pin functions exactly like the Ring of Protection. It offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.

Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1);

Weight: 0 lb, Cost: 2000 gp; Magical.
Magical Effect: AC +1 (Deflection, General).


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
Area 12:  Open battle ground

Area 12:  Open battle ground

VERY IMPORTANT THIS ENCOUNTER WILL NOT HAPPEN BEFORE THE PC'S GO TO AREA 11 AND TALK TO ELAWYNN!!!!!!!

This is a party of Hobgoblins to take over the search for Elawynn's bones, they are approaching the town not the PC's.  There will be twice the amount of Hobgoblins as PC's plus a Sergeant (2x PC [and Flournd if he was an NPC] +1). 

They will roll to see if they hear or spot the PC's when they come through the trees, the encounter will have them about 40' ft. apart unless the PC's see them and the Hobgoblins are caught by surprise, then determine how far away the PC's want to be but still be in hiding. 

Enemies:
Hobgoblins: CR1/2
Possessions:
Studded Leather, Small shield, longsword. 1d10 gold pieces on each.

Hobgoblin Sergeant: CR2
Possessions: 
MW Studded Leather, Small shield, MW Longsword, 250 gold pieces and a little bag with Dust of Tracelessness. 

If you want to continue this adventure have a map in his possessions and an x where it indicates "Ploigh's Kamp", that should lead them into a direction to have them take on Ploigh and his minions.**

Previous: {Area 11: The Secret Graveyard}
Next: {In Conclusion}


Monsters (Encounter Level: 6.6)
Hobgoblin warrior 1: CR 0.5; hp 6.
Hobgoblin warrior 10: CR 0.5; hp 6.
Hobgoblin warrior 11: CR 0.5; hp 6.
Hobgoblin warrior 12: CR 0.5; hp 6.
Hobgoblin warrior 2: CR 0.5; hp 6.
Hobgoblin warrior 3: CR 0.5; hp 6.
Hobgoblin warrior 4: CR 0.5; hp 6.
Hobgoblin warrior 5: CR 0.5; hp 6.
Hobgoblin warrior 6: CR 0.5; hp 6.
Hobgoblin warrior 7: CR 0.5; hp 6.
Hobgoblin warrior 8: CR 0.5; hp 6.
Hobgoblin warrior 9: CR 0.5; hp 6.
Hobgoblin, sergeant; 1st-level warrior hobgoblin War3: CR 2; ECL 3; Size M; HD 2d8+4; hp 17; Init +5; Spd 30 ft; AC 15, touch 11, FF 14; BAB +3; Grapple +4; Atk: +5 melee (1d8 + 1/crit 19-20, Longsword MW); SA -; SQ Darkvision 60 ft.; AL LE; SV Fort +5, Ref +2, Will +1; Str 13, Dex 13, Con 14, Int 11, Wis 11, Cha 10.
Skills and Feats: Climb +5, Handle Animal +2, Hide +3, Intimidate +2, Jump +3, Listen +3, Move Silently +3, Spot +3; Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency.
Special Abilities: Darkvision.
Possessions: 250 gp, Small steel shield, Longsword mw, Dust, Studded leather mw.



Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 0 lb, Cost: 0 gp; Identified.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg

__________________________________________________
In Conclusion

In Conclusion

Defeating the bands of Gnolls and Hobgoblins, saving the bones of a long lost Elven Princess and getting the spoils that was left behind should make for any adventures night.

Give bonus experience (if you feel the PC's deserve it) for each PC as follows: +50 for saving  the Elven slaves, +50 if they got all notes and understood the plan of the Gnolls, +100 if they figured out the doppleganger before he shapechanged. 

The village itself is in need of repair and there will be a few Elves who will approach them and thank them for their assistance. The PC's will overhear the Elves stating it will be about 200 gold pieces to repair the damage and start over with the crops.  If the PC's give them 200 gold pieces (give or take 200) give them an additional 100 experience each and will find themselves welcome in the village as heroes and will never have to pay for food or lodging when they are staying. 

As for further adventures, will word spread to Ploigh about the destruction of his warband?  Will Daerek's brother seek revenge on the humiliation or death of Daerek?  Will Elawynn call on the PC's at a later date to help the Elves with another mission?  No matter, let the PC's enjoy the feast of heroes the Elves will celebrate with them, let the Elves of the village gawk at the mystical pin, of the coat of arms from their former leader.  Let the heroes feel like heroes tonight, but remind them "Dreams are better than reality............" so who knows what will happen tomorrow.

Acknowledgements
I would first like to thank WOTC for coming out with the third edition of D&D, and for giving the players  all the free goodieslike maps, adventures that are available online.  Second I would like to thank Eric Noah and his great  website: http://www.rpgplanet.com/dnd3e/  for giving me the reason to write a story that is an adventure ( the story and trying to write one).  My friend Eric (NeuroZombie) who's site is a contribution heaven at www.community3e.com/ .  And last my friend Jim Govreau who critiqued this adventure as a DM not a friend, and my family for giving me some time in front of the computer to do this.  Thanks


Previous: {Area 12:  Open battle ground}
Next: {}


Treasure
________________
Coins

The 'Coins' item is a special item that holds the weight of the coins entered in the Items tab.
For example, if you give a PC 50 gp, the weight of the Coins item will change to 1 pound. Do not change the name of the Coins item, it must be 'Coins' for this to work. Do not remove the Coins item from a PC's inventory or the weight of coins will not be added to its total.

Thus, you can put the Coins item in a belt pouch, to signify that the PC is carrying them there.
Put Coins in a Bag of Holding, and the coins' weight will not slow down the PC.

Weight: 0 lb, Cost: 0 gp; Identified.


Map
Map File: file:///J:/Dungeons%20and%20Dragons/Maps/TheSecretGraveyard.jpg


The Hauteville Campaign - based in the Forgotten Realms

'It does not matter how tall you stand, even a giant can be small'
{Offline} {Profile} {Quote} ^
 
cambric Sep 29 2006, 06:23 PM Post #6
Ritual Partaker
Posts:
114
Group:
The Council
Member
#31
Joined:
October 19, 2005
I have created/added several adventures in DM Genie if you decide you wanted some additional material.

Also: Join the DM Genie boards if you haven't already.

And these two:

GeniesBottle@yahoogroups.com

genieslamp@yahoogroups.com

Invaluable add-ons...files of many books! You can't beat these websites when it comes to DM Genie materials.

Cam
"Hit hard. Hit fast.
If that doesn't work, run like sissies."
-- Blackrazor Battle Tactic
{Offline} {Profile} {Quote} ^
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · D&D and d20 · Next Topic »
{Add Reply}

Track Topic · E-mail Topic Time: 5:44 PM Jul 10
Scroll and Ink theme created by Canimia of Zathyus Networks Resources
Hosted for free by ZetaBoards · Privacy Policy