Scales of War - [Lvl 3] - Siege of Bordrin's Watch.pdf

(5837 KB) Pobierz
436783466 UNPDF
SIEGE OF BORDRIN'S WATCH
BORDRIN’S
WATCH
by Robert J. Schwalb
illustrations by William O'Connor and David Griffith cartography by Mike Schley
How can we forget the suffering of our kin during the Age of Chains? How can we
set aside those ancient grudges when the risk of slavery is now greater than ever?
Fellow warriors, the orcs are upon us, marching once more to the beat of the giants’
drum. It falls to us to stop them—to hold fast no matter their numbers. If we falter,
we give into fear. It’s not just ourselves and our way of life that will suffer; all people
of the Elsir Vale will perish as well. War is upon us. Now is the time for men and
women of courage to stand up and defend those who cannot defend themselves.
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
August 2008 | Dungeon 157
4
SIEGE OF
4
436783466.012.png 436783466.013.png 436783466.014.png 436783466.015.png 436783466.001.png
SIEGE OF BORDRIN'S WATCH
WHAT’S AN
ADVENTURE PATH?
Scales of War is the fourth Adventure Path to
appear in the pages of Dungeon Magazine . But
what, you ask, is an Adventure Path? Quite simply,
it is a series of related adventures intended to
form a complete D&D campaign that takes your
players from 1st level all the way to, in the case
of Scales of War, 30th level.
Previous Adventure Paths, presented with the
3rd Edition D&D rules, took characters from 1st
to 20th level. But with all three tiers in the new
edition ripe and ready to explore, we’re push-
ing the limit with Scales of War. Each tier takes
roughly six adventures to traverse, which means
we’ll finish off this Adventure Path in about
eighteen issues. Each adventure advances char-
acters from between one and a half to two levels
of experience. We recognize that not everyone
will meet every encounter or complete every
quest, however, so periodically, we’ll point you
to a supplemental Side Trek or short adventure
to keep your PCs on pace. Plus, roughly every few
months, Dragon will feature new support content
for Scales of War.
Finally, this Adventure Path is intended to
function as a complete D&D campaign. That
means we’ll be making some assumptions about
the history of the world as we move along, just
as you would in any campaign you run. We’ll be
borrowing heavily from the D&D mythology of
4th Edition, as well as all the great ideas that have
cropped up in other products over the years—
including the pages of past issues of Dungeon !
Enjoy your stay in Scales of War, and keep an
eye out for next month’s installment.
“Siege of Bordrin’s Watch” is an adventure for five
3rd-level characters. By the end of the adventure,
the characters should be halfway through 4th-level.
You can run this adventure as the sequel to “Rescue
at Rivenroar,” continuing the unfolding story of
the Scales of War campaign, or run it as part of a
campaign of your own design. This adventure
features exploration, roleplaying opportunities, and
combats in dynamic environments, making it a
perfect addition to any campaign.
In this adventure, a new threat looms to the west:
A vast horde of orcs and their despicable kin emerge
from the barren lands bent on plunder and conquest.
While the Elsir Vale and other lands mobilize their
meager forces to respond to the danger, a call has
gone out to those heroes of the Vale to join forces and
help to push back this new evil before it’s too late.
the orcs have emerged, they now have a leader who
can keep them together long enough to win.
The orc leader is an overlarge warrior and chief-
tain named Tusk. Not a true orc, he has the blood of
ogres in his veins, which makes him larger, tougher,
and eminently more dangerous. Having slaughtered
half a dozen orc chieftains, he drew together the
unruly tribes to mount an offensive against Bordrin’s
Watch to lay claim to the soft lands beyond its walls.
Tusk knows the history of the Stonehome Mountains
well, knowing that unless he can find some way to
bypass the fortress in the mountains, it won’t matter
how many warriors he commands since he would fail.
What Tusk needs is a way around the fortress.
Ever resourceful and with numerous contacts and
allies, Tusk turned to his occasional lover and advisor,
a shadar-kai witch named Myrissa. He sent her back
to the Shadowfell to recruit allies to help his cause,
and a short time later she returned with a small army
of dark ones, led by a mysterious and sinister dark
creeper, known as the emissary. This leader offered
to assist Tusk in exchange for an exclusive arrange-
ment in which they would supply Tusk’s armies with
weaponry for whatever price the dark creeper and
his fellows asked, and in exchange, the dark creepers
would find a way through the mountains. Tusk read-
ily agreed and paid the exorbitant price, gaining a
fine arsenal, and also, he hoped, the key to victory.
Not long after, the dark creepers returned and
revealed a number of tunnels burrowed beneath the
mountain. They showed the chieftain the locations of
each, explaining how the passages connected one side
of the mountains to the other. No tunnel was large
enough to accommodate his entire army, so, Tusk
gave his horde their marching orders, sending them
to climb the mountain slopes, while his scouts moved
BACKGROUND
The lands west of the Stonehome Mountains have
been a festering mire of want and suffering. This
parched and barren landscape is suited only for orcs,
goblinoids, and other fell creatures. From time to
time, a warlord gathers a small army and tumbles
out of these badlands to test their strength and arms
against the stalwart dwarf defenders, but never have
they crossed the mountains because straddling its
single pass is an ancient dwarven stronghold named
Bordrin’s Watch. No matter how many orcs muster,
they die upon its walls, painting the sturdy stone
with their black blood. So the rumors of a new host
in these forlorn bogs and dead woods seemed a small
threat—nothing the guardians could not handle. This
army, though, is different. Unlike all the many times
August 2008 | Dungeon 157
5
436783466.002.png 436783466.003.png
SIEGE OF BORDRIN'S WATCH
ahead to secure the tunnels and prepare the way
for Tusk and his elite warriors to strike the fortress
from below.
Along the way, the characters encounter a patrol
of orcs, which suggests that the orcs have somehow
crossed the mountains. Armed with this information,
the characters should approach the Council of Elders
to reveal the new threat. With this revelation, the
Council believes they have been compromised and
that the tunnels beneath the mountains breached.
Even though this development poses great danger to
their defenses, the orc horde is still far enough away
that there is time to seal the tunnels and prevent the
orcs from coming through the tunnels. Thus, it falls
to the PCs and two other groups to secure the tunnels
and seal the Nexus to prevent the orcs from breaching
the defenses.
The Council of Elders assigns the task of securing
the tunnels beneath the Monastery of the Sundered
Chain to the PCs, and they dispatch other groups
to the other weak points in their defenses. Once the
characters arrive at the old monastery, it is clear the
other locations might be compromised and the other
adventuring groups might be overmatched. Assuming
the PCs find Kalad (see page 38), the heroes learn the
dwarf paladin already secured the tunnel to Bordrin’s
Watch, but discover the Vents are likely not secure.
So, the characters must travel down to the lower
tunnels, make their way past the orc invaders, and
locate the ancient Nexus to complete their mission
before the orc hordes arrive. Sealing the Nexus, then,
constitutes a major quest worth 750 XP.
THE QUEST
“Siege of Bordrin’s Watch” offers the oppor-
tunity for PCs to earn quest XP in a couple of
places. Provided here is the list of quests, and
their rewards, in the adventure.
ADVENTURE SYNOPSIS
Even though the dwarves have been successful in
containing the orc hordes in the past, this time it’s
different and the dwarves of Overlook are concerned
that the walls of the Bordrin’s Watch might not be
enough to staunch the f lood. All their misgivings
stem from the reports brought back by their own
scouts, who mention endless ranks of orcs, trolls,
and worse marching inexorably to the Stonehome
Mountains. To shore up the thin number of defend-
ers to man the Watch, Overlook dispatched a call to
arms, beseeching able-bodied men and women across
the Elsir Vale to mobilize at Overlook and then join
forces with the defenders in the mountains. With the
memory of the last war that ravaged the Vale, militias
formed up and adventurers from as far away as
Brindol answered the call.
This adventure assumes the characters are among
those who go to aid the dwarves. Being seasoned
adventurers and with some notoriety for their success
in Rivenroar, it should be clear from the locals and
any NPC allies the characters might have made that
joining the dwarves is the right thing to do. Of course,
if the PCs need a bit more prompting, you might
convince them to head in this direction by throwing
a few orcs at their current residence to drive home the
severity of the threat. Alternatively, Overlook is a city
of some size, and it makes an ideal place for the
characters to spend their hard-earned gold.
Major Quest—Sealing the Nexus
The PCs must travel down to the lower tun-
nels, make their way past the orc invaders, and
locate the ancient Nexus to complete their
mission before the orc hordes arrive.
Reward: 750 XP (and 1,000 gp
[four parcels]).
August 2008 | Dungeon 157
6
436783466.004.png 436783466.005.png 436783466.006.png
SIEGE OF BORDRIN'S WATCH
PREPARING FOR
ADVENTURE
ENCOUNTER LEVEL
Each tactical encounter assumes a group of five player
characters. An encounter of average difficulty is one
where the encounter level is equal to the level of the
party. Encounters that are 1 or 2 levels lower than the
party are easy encounters, while encounters that are
2 or more levels higher than the party are difficult
encounters.
For overcoming an encounter, a group earns the
XP value listed beside the encounter level. This
amount should be divided by the number of group
members, and an equal amount should be awarded
to each character.
MONSTER STATISTICS
Encounters include stat blocks for each monster type
present in the encounter. If more than one monster
of a particular kind is present, the stat block indicates
how many creatures can be found.
“Siege of Bordrin’s Watch” takes the characters into
a deadly environment and pits them against the
advance troops of a deadly orc horde. As such, the
characters venture into enormous chambers and
use their talents against terrifying foes, all the while
racing to reach the Nexus before the horde arrives.
Obviously, a good reading of the adventure can only
help, but if you’re under the gun, you can skip over
the introductory materials and go straight to the
adventure. You should, at the very least, review the
encounters, while paying attention to the creatures,
their powers, and the settings in which the characters
face them.
TACTICS
This entry describes special actions the monsters take
to defeat the adventurers. Sometimes this means the
monsters take advantage of special features of the
area or make use of special powers or equipment.
MAP
Each encounter includes a map keyed with the initial
locations of each monster. The map also indicates the
location of any special features of the area.
SETUP
This section of a tactical encounter provides you
with the basic parameters of the encounter. First, it
provides context or background information for the
encounter. Next, it provides a key to the monsters in
the encounter so you can locate them on the tactical
map. The map of each encounter area indicates where
the monsters are located when the encounter begins.
The setup section also describes what monsters are
doing and how they react when the PCs arrive.
WHAT YOU NEED TO PLAY
This adventure includes the encounters the PCs face
as they explore and adventure in the area. It also pro-
vides tactical maps and more for the adventure. If you
and your players haven’t read through the Dungeons
& Dragons 4th Edition rules yet, that is your first best
step so that you make certain you understand the
rules. Also as mentioned above, read through at least
the first few encounters described in this adventure
before starting. This review enables you to become
familiar with the material and the style of presenta-
tion. You might also want to take a look at the sections
below regarding the adventure format.
FEATURES OF THE AREA
This section describes special features noted on the
map. If the location has items or areas of interest with
which the characters can interact, those features are
described here. Look here to see if a door is out of the
ordinary, if an altar has a secret compartment, or if
the area includes treasure.
READ-ALOUD TEXT
Read aloud text provides information about what the
characters can see and are aware of. You do not have
to read it word for word; feel free to paraphrase and
use your own words when describing this informa-
tion. Use read aloud text wisely; they are written for
the most common approach to a particular situation
and what your player characters do might require you
to alter the information in any number of ways.
TREASURE PREPARATION
As with the first installment of the Scales of War cam-
paign, “Siege of Bordrin’s Watch” makes use of the
parcel system of treasure rewards as described in the
Dungeon Master’s Guide. The characters should accu-
mulate 15 parcels by the end of the adventure. Of
these, they should gain the reward for completing the
mission (four parcels for 1,000 gp), and then what-
ever treasures they find along the way (the remaining
eleven). You can supply these treasures in whatever
way you wish, but the following sidebar presents the
USING TACTICAL ENCOUNTERS
Each encounter includes several common elements,
as described below.
August 2008 | Dungeon 157
7
436783466.007.png 436783466.008.png
SIEGE OF BORDRIN'S WATCH
most likely rooms to bear treasure. During your prep-
aration, assign parcels from those that follow to the
rooms in the spaces provided. Use the players’ wish
lists to come up with magic items for the first
six parcels.
Treasure Parcels
Parcel A: _______________________, M-2.
Parcel B: _______________________, M-4.
Parcel C: _______________________, M-4.
Parcel D: _______________________, M-5.
Parcel E: _______________________, M-5.
Parcel F: _______________________, M-5.
Parcel G: _______________________, V-3.
Parcel H: _______________________, V-3.
Parcel I: ________________________, V-4.
Parcel J: ________________________, V-4.
Parcel K: _______________________, V-4.
Parcel 9: 80 gp, 300 sp
Parcel 10: One potion of healing, 90 gp
Parcel 11: 50 gp, 400 sp
adapting the adventure: “Siege at Bordrin’s Watch”
is designed with five players in mind. This said, you can
adapt the adventure for larger groups easily by adding
more treasure and inserting a few extra monsters us-
ing the guidelines presented in the Dungeon Master’s
Guide. When adapting the adventure for larger groups,
keep it simple. Where possible, just add one monster
whose level equals the encounter level for each ad-
ditional PC. Otherwise, look for appropriate monsters
from this adventure and the Monster Manual to help
stiffen up the resistance.
This adventure is also designed for 3rd-level char-
acters. As written, a group of 2nd-level characters can
play through the adventure, as could a slightly larger
party of 1st-level characters, but be sure to give the
characters plenty of chances to take extended rests so
that they can have a fair shot at surviving the expedi-
tion. For higher-level groups, adapting the adventure
takes a bit more work. You’ll need to add monsters
and increase the treasure rewards to amounts appro-
priate for the characters. In all, adjusting the adventure
is not too arduous, and with a little work, you can run
this scenario for groups of three to eight players, and
for characters of 1st through 5th level.
STARTING THE
ADVENTURE
You can kick off the adventure in two ways: quick
and slow. Use the quick-start method if you want to
move straight to the action. The slow start emphasizes
roleplaying and stretches out the opening sequence to
build the tension leading up to the major quest.
Based on the guidelines in the Dungeon Master’s
Guide, the following parcels can go in the lines
above. Rely on the wish lists your players gave you
for the first four parcels.
QUICK START
When using this method, read aloud the following
text and proceed to the skill challenge described
under the Monastery of the Sundered Chain on
page 27.
Parcel 1: Magic item, level 7
Parcel 2: Magic item, level 7
Parcel 3: Magic item, level 6
Parcel 4: Magic item, level 5
Parcel 5: Magic item, level 5
Parcel 6: Magic item, level 4
Parcel 7: Two potions of healing, two gems worth
100 gp, 80gp
Parcel 8: One potion of healing, 250 gp art object,
40 gp
War approaches. A week ago, a call to arms sounded
throughout the Elsir Valley, summoning warriors to help
defend Bordrin’s Watch in the Stonehome Mountains far to
the west. Word of an army of orcs on the march had spread
through the Vale for months, but now, it appeared the
rumors were true.
You, along with militia groups and other adventurers
from all over the Vale, marched west until you came to
the city of Overlook, a large fortified community raised
by dwarves centuries ago. Once there, you and two other
groups were invited to attend the Council of Elders, where
you learned the Bordrin’s Watch had already been compro-
mised—advanced parties of orcs had uncovered the tunnels
beneath the mountains and were already coming through
August 2008 | Dungeon 157
8
436783466.009.png 436783466.010.png 436783466.011.png
Zgłoś jeśli naruszono regulamin