Sunday, June 12, 2016

The Istivin Campaign: The Ring Gear Gate

   I started designing campaigns by stringing together individual adventures. At first they were very Gygaxian in their design. (They didn't make much sense) But in my defense, I was still learning.
   Many moons ago, when Dungeon magazine was still being sold in hardcopy form. Someone else started thinking along those lines. They started doing 3 episode adventure arcs.
   What follows is the outline I wrote so I could run it as an entire 1-20 campaign.

Edit: This was my second attempt, thus it's very "Gygaxian" feel.


The Istivin Campaign: The Ring Gear Gate

 

I: Introduction

 

A: The Pc’s are contracted by Limon Henn, a representative of the Baron Nimol Tuhast. They are to investigate the state of his land and holdings in and around the country of Sterich.

 

1)      PC’s will be given a letter of Authority from the Baron, allowing them to evaluate his holdings, and prepare them for the reopening of trade routes.

 

a)      The Baron has a house and warehouse in Istivin.

b)      4 mines in the foothills of the Crystalmist mountains, Silver, Copper, Iron, & Gems

c)      A Cotton plantation northwest of Istivin, near the town of Strake Terrace.

 

2)      PC’s will have access to the Baron’s house in Istivin to use as a base of operations. They will also receive a 20gp monthly stipend, until the Baron arrives in Istivin to take over operations.

 

            B: The Road to Istivin

           

1)      PC’s have the choice of traveling to Istivin alone or escorting a caravan heading to Johann’s End. Traveling alone the PC’s will arrive a week earlier than if they escorted the caravan. Run the following encounters either after the caravan separates from PC’s, or if the PC’s are traveling alone.

 

a)      2 Gnolls + 3 Hyenas

b)      “A Dark and Stormy Night” WOTC adventure (photocopy and/or PDF provided)

c)      After sighting a solo rider on the horizon, the PC’s will intercept the rider, a dying rogue who says to them “Slessma must not get the key”. He then dies. When the body is searched the PC’s will find the artifact, wrapped in linen, and a MW set of thieves’ tools.

d)      A successful Knowledge [The Planes] check, DC 16, will reveal that Slessma is a Death Slaad.

 II: Warforged

 

A: 1 hour after the PC’s encounter the rogue, a Warforged Scout 1 with a Kruthik hatchling will approach the party. He will question them and demand to know what has happened to the rogue, and the artifact. If the PC’s don’t relinquish the artifact to him, he will attack.

 

1)      Warforged are Lawful evil, and hail from the Clockwork Nirvana of Mechanus.

2)      Kruthik are used as Warhounds and mounts. (Miniatures Handbook page 62)

 

B: Ligar            Warforged Scout          Scout 1 (Warforged Scout MM3, pg 193)

     Small Living Construct         CR1

     Hit Dice: 1D8 (8 HP)

     Initiative: +3

     Speed: 20ft

     AC: 17 (+1 size, +3 Dex, +2 Composite Plating, +1 Dastanas)

            Touch AC 13, Flat Footed AC 14

     Base Attack/Grapple: +0/+0

     Attack: Short Sword +0 melee (1D6/19-20/X2) or

                  MW Composite Shortbow +5 ranged (1D4/X3)

     Space/reach: 5ft/5ft

     Special Attacks: Skirmish (adds 1d6 damage to attack if moving >10ft/rnd)

     Special Qualities: Composite Plating. Light Fortification, Living Construct Traits.

                 Saves: Fort +0 Ref +5 Will +0

                 Abilities: Str 10 Dex 17 Con 10 Int 14 Wis 11 Cha 8

                 Skills: Hide +7; Move Silently +7; Spot +7/ Tumble +7

                 Feats: Toughness; Skirmish

                 Alignment: Lawful Evil

                 Possessions: MW Composite Shortbow; 30 arrows

                                      Dastanas of Archery (+1 with all bows)

                                      20 gp; 2 Emeralds (80gp each)

 

C: Once the PC’s have disposed of Ligar, now the fun begins. Once per day there is a 5% chance (non-cumulative) that the key will open a gate to a random plane, allowing a monster to come through. If you roll a gate opening event, you can choose the plane and monster, or determine it randomly.

 

1)      Another consequence of the PC’s obtaining the Key is that now, at random intervals, Warforged and Slaadi will seek out and accost the party in an attempt to get the artifact. The frequency and nature of these encounters if left to the DM’s discretion.

 III: The Gates of Istivin

 

            A: The PC’s will have to wait 1D4 hours before being allowed into Istivin. “Touch of the Abyss”

     Event 1: Blind Man’s Bluff explains the entry procedure.

 

B: While waiting for entry into the city, the PC’s are approached by a nobleman, Laird Duggan. He is offering 500gp to any person or group of adventurers able to recover his family’s patents of nobility and historical tapestries.

 

IV: The Abandoned Monastery

 

            A: If the PC’s accept the offer from Laird Duggan, he will suggest starting their investigations with the local Thieves’ Guild.

 

1)      A successful Gather Information Check DC 16 is needed to locate the guild.

 

a)      The Guild headquarters are located in an Antique shop owned by the Guildmaster Hetzel Mirk (Rogue 11), the shop is a front for the guild.

 

2)      The Guildmaster will tell the PC’s none of his band were hired or instructed to rob the Duggan estate. He will also reveal that the items stolen have no worth to the guild.

 

3)      For a modest fee of 20gp, Hetzel will be happy to assist the PC’s by informing them about a band of Kenku operating out the abandoned monastery, located near the Barclay house (#14 on the Istivin city map)

 

            B: There is a band of 6 Kenku using the monastery as a base of operations. Their nests are in the top levels of the corner towers. They are storing the loot they have stolen in the basement rooms. The doors to the rooms in the basement are locked and trapped.

 

1)      Door locks are simple, Open Lock DC 15.

2)      Traps are Poison Needle traps: CR1; Mechanical; location trigger; manual reset; Atk +8 ranged (1 plus greenblood oil poison); Search DC 22; Disable Device DC 20.

 
V: When it rains, it pours.

 

            A: The Spiders of Lolth

 

1)      Sometime during the night the PC’s will be awakened by a noise upstairs. Upon investigation, the PC’s will discover 2 Medium Monstrous Spiders searching the house.

 

a)      Each spider is wearing a jeweled harness worth 800gp each. These harnesses allow the Drow Elves currently residing under the city to control the spiders with mental commands. The drow are looking for the artifact.

 

            B: The next day the Commander of the Watch will summon the PC’s to the main gate. Upon arriving the PC’s will be questioned to determine if they were involved in the killing of a Warforged on the road east of Istivin.

 

1)      Should it become known that the PC’s did indeed kill the Warforged Scout, the Warforged leader will demand a duel to satisfy honor. One of the PC’s will have to fight the Warforged champion in the Istivin circus. If they refuse to fight, the PC’s will be locked up and tried for murder.

 

2)      Warforged Champion         Warforged        Barbarian 2

(Warforged MM3; pg 190)

Medium Living Construct                CR2

Hit Dice: 2D12 + 6 (20 HP)

Initiative: +1

Speed: 40ft

AC: 17 (+1 Dex; +5 Mithral Body; +1 Dastanas)

        Touch AC: 10; Flat Footed AC: 16

Base Attack/Grapple: +2/+4

Attack: MW Greataxe +5 melee (1d12 + 3/X3)

Space/Reach: 5ft/5ft

Special Attacks: Rage 1/Day; +4 Str & Con; -4 AC 8 round duration

Special Qualities: Mithral Body; Light Fortification; Living Construct Traits

                              Saves: Fort +6 Ref +1 Will +0

                              Abilities: Str 15 Dex 13 Con 14 Int 8 Wis 10 Cha 8

                              Skills: Intimidate +8; Jump +8

                              Feats: Mithral Body

                              Alignment: Lawful Evil

                              Possessions: MW Greataxe

 

           

C: When the PC’s finally return home, they will find a pack of 20 Moonrats robbing the house, and they have already made off with the artifact.

 

 VI: Rats, Rats, Rats…

 

            A: Jehra Foll, Wererat Rogue 4 and the Moonrats he controls work for Pelman Drudd. Kidnapping people for Pelman’s larder and stealing possessions for trade in foreign lands.

 

1)      The PC’s should seek out the Guildmaster of the Shimmerblades thieves’ guild, Hetzel Mirk. He will be able to point them in the direction of Jehra’s lair in the sewers.

 

a)      After several encounters with rat swarms, and dire rats the PC’s should find Jehra’s lair. His lair is guarded by 2 Dire Rats.

b)      Jehra should escape, so the PCs can hear him scream and find his mangled body. The artifact will be missing and the signs should point further into the sewers.

 

B: Jehra Foll     Lycanthrope (Wererat) Rogue 4           CR7

    Medium Humanoid <Shapechanger>

    Hit Dice: 4D6 + 8 (28 HP)

    Initiative: +6

    Speed: 30ft

    AC: 22 (+2 Natural; +3 Leather Armor (magic); +1 Buckler; +6 Dex)

    Base Attack/Grapple: +3/+4

    Space/Reach: 5ft/5ft

    Attack: Rapier +10 melee 1D6 +1/18-20/X2 or

                2 Claws +10 melee 1D4 +1 each and Bite +5 melee 1D6 + 1 (Disease)

    Special Qualities: Lycanthropy

    Saves: Fort +3 Ref +8 Will +2

    Abilities: Str 13 Dex 22 Con 14 Int 14 Wis 10 Cha 10

    Skills: Bluff +6; Hide +13; Move Silently +13; Spot +7; Listen +7; Search +9

    Feats: Stealthy; Nimble Fingers; Deft Hands

    Alignment: neutral Evil

   Possessions: Leather Armor +1; MW Rapier; Thieves’ Tools; 60 pp: 89 gp

                        3 vials Monstrous Centipede Poison.

 
VII: Oty…uck

 

            A: The PC’s should track the creature that killed the Wererat Rogue through the sewers. Run the following encounters.

 

1)      2 to 3 encounters with a Toxic Ooze (2 or 3 at a time)

2)      2 Lesser Alchemical Undead

3)      Cockroach Swarm

 

B: Eventually the PC’s should confront the Otyugh in its lair. If the Otyugh isn’t enough of a challenge for the PC’s, add the Corrupted Creature template from  “Creatures of Corruption” Dragon magazine article.

 

1)      In addition to the regular treasure there will be +2 Longsword

 

 

VIII: Trouble at the Alchemy School

 

A: The PC’s receive an urgent summons from Algorthas the Sage. He will ask them to undertake a mission to seek out and destroy a monster stalking and slaying the Alchemists of Kragmere.

 

1)      Algorthas will tell the PC’s that the head of Kragmere is offering 1000gp to any party that destroys the threat.

 

2)      Encounters on the way…

 

a)      Roll 1D8 and consult the following table:

1-2: Girallon

3-4: (2) Ankheg

5-6: Young Medium Blue Dragon

7-8: Hooked Hulk

                       

3)      A Large Minotaur skeleton animated by the alchemists disposing of their failed experiments, is responsible for the attacks. It stalks the woods surrounding the school, and attacks any unwary travelers.

 
IX: Missing Persons

 

            A: The PC’s are contacted by the Captain General of the Watch and asked to investigate reports of several missing persons and strange goings on in an old graveyard just east of the Effluvium.

 

1)      If the PC’s question the Captain General as to why he hasn’t sent any of his own men he will inform them that he has sent a pair of his best men just two days prior, and they haven’t been heard from since.

 

2)      The Captain General will offer 500 gp for the return of his guardsmen (Dead or Alive), and 1500 gp per body of murderers or proof of their demise.

 

3)      (3) Vargoilles  are stalking the graveyard at night and retreat to the safety of an underground crypt by day.

 

a)      The Safaronese family crypt is currently inhabited 6 ghouls and a ghast. They cannot escape due to the powerful wards placed on the doors when the crypt was sealed. The Vargoilles come and go through a small hole in the roof of the graveyard level building of the crypt. The door to the crypt is a 2 inch thick iron door; hardness 20; 60 hp. The wards of containing were placed on the door by Priests of Pelor. Open Lock DC 20; Break DC 30.

 

b)      When the PC’s enter the crypt there will at least one ghoul in the upper part of the crypt, the rest wait downstairs. Depending on how much noise the PC’s  make entering the crypt, those ghouls below, might be running up the stairs to investigate to noise.

 

3)      At the far end of the crypt the ghast is guarding 5 chests and 10 various suits of arms and armor, among the items displayed on stands...

 

a)      Treasure: 1 suit Medium Half-Plate +2

          2 suits Medium Full Plate

          3 suits Medium Chain mail

          1 suit Medium Battle Plate

          +1 Adamantine Battleaxe

          Chest #1- 5000sp

          Chest #2- 5000gp

          Chest #3- Robe of Bones

X: Pest Control
 

            A: The Guildmaster of the Shimmerblades Guild, Hetzel Mirk, will ask the PC’s to investigate a rash of burglaries around the abandoned monastery from chapter IV. He will tell the PC’s these thefts were not sanctioned by the guild, and he doesn’t have the manpower to investigate himself.

 

1)      A Dark Stalker and several Dark Creepers have taken up residence in the abandoned quarter, and are looking for a secret library from the time of the Suel empire.

 

2)      The PC’s will find small hoof prints at the sites of the all the thefts. Several successful track checks DC 25 will lead to PC’s to the abandoned quarter via a path running behind the castle, between the north wall and he Effluvium. Every 5 minutes the PC’s stay on the path between the castle and the effluvium, roll 1D6 on a roll of 1 or 2 a Chuul will attack . This encounter will only happen once, unless the party does not manage to kill the Chuul during the first attack.

 

3)      While the PC’s are searching the Abandoned Quarter roll 1D10 and consult the

      following table.

 

            1-2: (2) Abyssal Skulkers

            3-4: (2) Grell

            5-6: (2 Dark Creepers

            7-8: (2) Canaloth

            9-10: Mezzaloth

 

      All Yugoloth creatures will scream in Infernal “Where is the Key?, Give me

      the key!”. How many rolls are made, is left to the DM’s discretion.

 

4)      The Dark Stalker will have a crude map of Istivin  with X’s marking the sites they have already searched. Also found amongst the Dark Stalkers possessions will be an old journal, once belonging to a drow wizard, Nimrae. The journal written in undercommon , details the wizards’ search for the library, made 50 years ago, while he was scouting the city for the Demon Queen Lolth. A successful Decipher Script check DC 28 is needed to read the journal. Upon completion, any character having read the journal can make a Wisdom check DC 20, and if successful will come to the conclusion that the secret library lies underneath the Abandoned Monastery from chapter IV.

 
XI: Book Worm

 

            A: Access to the library can only be gained through a secret door inside the well shaft of the monastery.

 

1)      Halfway down the well shaft is a secret door to a passage that travels 60 ft. to the east and then drops 50 ft. straight down tom the top level of the library. The secret door needs a DC 18 Search check to find, and characters will suffer a -2 penalty if they are suspended by a rope down the well shaft. There is only enough room in the tunnel for one character at a time to move through, and the Climb DC for the drop is DC 15.

 

2)      Amongst the volumes in the library there can be found….

 

a)      Architecture, Doors and Passages of Parallel Worlds

Written by Leomund & Mordenkainen

 

Evolution of Arcane Willpower

Written by Tenser

 

Legendry of Great Arms and Fabulous Heroes

Written by Kas

 

Ngrises Tome of Necromancy

Written by Ngrises

 

These tomes are detailed in Appendix A: Magic Items

 

3)      In the secret room under the stairs there can be found…

 

a)      A Deck of Many Things

A small silk bag containing 3 Ioun stones

A Clay Golem Manual

A Greater Stone Golem manual

 

            B: Watch character levels, you may have to run a short side adventure to bring characters up to a high enough level to start “And Madness Followed”

XII: “And Madness Followed” Dungeon #134 May 2006

 

            A: Replace the village of Hallowfield with Strake Terrace.

 

1)      Hook – The PC’s receive a message from the Baron asking them to asking them to go

      to his cotton plantation just outside the village of Strake Terrace.

 

2)      Replace the village of Lamid with Hilden’s Grange.

 

3)      Replace the town of Indar with Steryn.

 

 

XIII: “Touch of the Abyss” Dungeon #117 December 2004

 

XIV: “Shadow of the Abyss” Dungeon #118 January 2005

 

XV: “Wrath of the Abyss” Dungeon #119 February 2005

 

XVI: Light at the end of the tunnel…

 

            A: Now that the PC’s have freed Istivin from the influence of the terrible Malgoth, they have to restore the Ring Gear Key to its rightful place.

 

            1) A Knowledge [The Planes] check DC 35 will reveal the key is actually part of the plane of Mechanus.

 

2)      The PC’s can also take the artifact to Algorthas and he will tell them how dangerous it is and of the urgent need to return to its rightful place in the multiverse.

 

a)      Ever since the gear was removed and stolen, the entire interlocked plane of Mechanus has been slowing down. A few of the smaller gears have already stopped and crumbled to dust. Unless the gear is restored soon , all the gears could stop and Mechanus would fall into chaos, becoming another Limbo.

 
XVII: The long winding road.

 

            A: The PC’s will need to find a magic item, spell, or a portal to the outer planes. While traveling the key can operate as a Dimensional Sextant (MotP pg. 22). It doesn’t matter which route the PC’s take to Mechanus.

 

B: As soon the PC’s leave the material plane, all the creatures that have been looking for the key will know it has left the prime material plane. From this point forward the PC’s will be pursued
by several factions, all wanting to possess the key.

 

1)      Slaadi- Slessma, a Death Slaad

2)      Illithihds- Schimultus, an Ulitharid

3)      Modrons- Kombar, a Secundus Modron

4)      Formians- Chrikchiktic, a Formian Myrmarch

The number and frequency of encounters is, ultimately up to the DM.

 

            C: Once the PC’s make it to Mechanus, they will have to locate Locus Control Room of Mechanus. Access to the Locus can only be gained through 3 portals scattered around Mechanus.

 

1)      The portal through the plane of Shadow can be found only during the 12 hour dark period, in an alley in the city of Neumannus. Home of the Inevitables.

 

2)      The portal through the Astral plane appears for only 1 hour per day, starting at the 6th hour of light. This portal is in a minor library in the Fortress of Disciplined Enlightenment.

 

3)      The portal through the Ethereal plane lies in between two of the teeth on the gear that houses Regulus, home of the Modrons.

 

a)      Once the PC’s pass through one of the portals, the DM can run as many plane appropriate encounters as he wants. The portals all lead to sealed sections of their respective planes with only one exit.

 

4)      Once the PC’s gain access to the Locus it takes a successful Knowledge [Engineering & Architecture] check DC 40 to locate the proper place and method of installing the Gear Key.

 

5)      Once the PC’s  have located the proper place to install the key they will have to defeat the Guardian of the Locus, an 18 hit dice Steel Predator. The PC’s will suffer a -4 penalty to all attacks, ability and skill checks pertaining to combat while in the Locus due to its Escher like quality. The penalty can be negated one of two ways.

 

a)      Any character wearing Mechanus Gear armor of Stability will not suffer the -4 penalty.

b)      Any character under the influence of a Freedom of Movement spell cast by a minimum 15th level caster will not suffer the -4 penalty.