Raven Loft

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Transcript of Raven Loft

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    Ravenloft

    An adventure for 5 characters of level 6.

    By lance

    Ravenloft

    Preamble

    Congratulations from Captain Kales

    The adventurers are congratulated for a job well down by Captain Kales. He thanks them for a job well done

    and for the service that they have offered to the Kindom of Breland. The king has been so impressed, that he

    has suggested that they take on another ass ignment--one which certainly has the need for courageousadventurerers with strong bodies as well as strong minds.

    Tell the PCs that the King has invited them to visi t him as his court. Here are you passes for the lightening rail.

    Trip to Wroat

    The trip to Wroat is uneventful, but the experience on the lightening rail m ay be the firs t for the adventurers. If

    so, explain the experience with the read-ahead information at right.

    Audience with the King

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    The PCs arrive at the train s tation in Wroat and are greeting by on of the King's envoys. He welcomes them to

    Wroat and asks for them to join him in a carriage that will take them and their belongings to the Cas tle.

    After arriving at the Castle (might be able to explain it through Taint of the Black Brigade info) they are

    welcomed to the King's hall where they meet with him. In the audience is also an elder statesman, the Prime

    Minister of Karrnath (__need nam e)

    The King makes a little small talk and then moves on to the real reason that he has invited them to Wroat. He

    introduces the Prime Minister and then

    Trip to Korth

    On the trip to Korth the PCs are accompanied by an envoy from Karrnath

    They will essentially go from Wroat to Audair cities of Passage then Fairhaven and then to the Thrane city of

    Thaliost and will cross __(water)_ to the Karnnathian city of Rekkenmark where they can pick up the

    lightening rail again to get to Korth

    Audience with the King's Prime Minister

    This is where the PCs learn of the details of their journey. The journey will take lightening rail to Atur, Vedykar.

    From there you will take the road south to Vulyar where you can pick up the lightening rail again to Krona

    Peak. Before getting to Krona Peak, you can exit at _____/ From there head noth to ______. In the village of

    ______ you will find The Weary Horse Inn. Use this as a place to rest and gather and additional information

    that you can before heading into the wi ld regions of Barovia.

    Journey to Barovia

    The PCs will travel through several Karrnath towns before they arrive at the Mror Holds ci ty of Krona at the

    base of the Ironroot Mountains. From here the PCs can dis embark and head to the hamlet of ___ where they

    can set up a base of operations at The Weary Horse Inn.

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    The Weary Horse Inn

    The PCs will journey by land in order to get to the Weary Horse in which is located in the town of ___ abut 30 m iles from the

    Gates of Barovia. There they will enter the inn and ask for accomodations in order to set up a base of operations.

    They are told that they have been expected and that there is a mess age waiting for them.. Depending on the fortunes of

    raveloft, give then letter A, B, C, D or E.

    From here they can ask for directions or be given directions by any of the patrons of the tavern. The owner of the bar should

    be a human and he s hould look at little scarred regarding giving them the letter because he knows that it may spell theirdoom.

    The PCs should be able to perform a s pecial skill check in order to determine why he may be nervous. The owner does not

    know anything more than a previous couple of Karrnath operatives recently went in to Barovia and only one came back--and

    he was very sick when he returned.

    Gates of Barovia

    Zombie Incursion

    E1. Zombie Street Ambush

    Encounter 1175 XP

    Level 6

    Opponents 9

    Carcass Eater x2

    Deathlock Wight

    Karrnathi Zombie Minion x6

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    Carcass Eater

    Small natural animate (undead)

    Level 5 M inion

    50 XP

    HP 1 Initiative +5

    AC 21; Fort 19; Ref17; Will 15 Perception +3

    Speed 6, burrow 4 darkvision

    Immune disease, poison; Resist 10

    necrotic; Vulnerable 5 radiant

    Standard Actions

    Bite (Necrotic) At-Will (basic attack)

    Attack: +12 vs AC

    5 necrotic damage.

    Triggere d Actions

    Blood Frenzy (Necrotic) At-Will

    Trigger (f ree action): w hen an adjacent enemy becomes

    bloodied

    Attack: The carcass eater makes a melee basic attack

    against the triggering creature.; +10 vs AC

    1d10+4 damage..

    Str: 19 (+6)

    Con: 14 (+4)

    Dex: 16 (+5)

    Int: 4 (-1)

    Wis: 12 (+3)

    Cha: 5 (-1)

    Alignment UnalignedOpen Grave Secrets of the Undead

    Deathlock Wight

    Medium natural humanoid (undead)

    Level 4 Controller

    175 XP

    HP 54; Bloodied 27 Initiative +4

    AC 18; Fort 15; Ref16; Will 17 Perception +1

    Speed 6 Darkvision

    Immune disease, poison;; Resist 10

    necrotic; Vulnerable 5 radiant

    Standard Actions

    Claw

    (necrotic) At-Will (basic attack)

    Attack: Melee 1 (one creature); +9 vs AC

    Hit: 1d6 necrotic damage, and the target loses a healing

    surge.

    Grave Bolt (necrotic) At-Will

    Attack: Ranged 20 (one creature); +7 vs Reflex

    Hit: 1d6 + 8 necrotic damage, and the target is immobilized

    (save ends).

    Horrific Visage (fear, psychic) Recharges on 4-6

    Attack: Close blast 5 (creatures in the blast); +7 vs Will

    Hit: 1d6 + 6 psychic damage, and the w ight pushes the target

    up to 3 squares.

    Minor Actions

    Reanimate (healing) Encounter

    Attack: Effec t: Ranged 10 (one destroyed undead creature

    of level 6 or low er that is not a minion). The target regains hit

    points equal to one-half its bloodied value. It can stand up as

    a free action.

    Skills Arcana +10; Religion +10

    Str: 10 (+2)

    Con: 14 (+4)

    Dex: 14 (+4)

    Int: 16 (+5)

    Wis: 9 (+1)

    Cha: 18 (+6)

    Alignment Evil

    Languages Common

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    H1 Keep on the Shadow fell

    Karrnathi Zombie Minion

    Medium natural animate (undead)

    Level 11 Minion

    Brute

    150 XP

    HP 1 Initiative +6

    AC 23; Fort 25; Ref21; Will 23 Perception +9

    Speed 5 Darkvision

    Immune Disease, poison; Resist 10

    necrotic; Vulnerable 5 radiantStandard Actions

    Bastard Sword At-Will (basic attack)

    Attack: +14 vs AC

    Hit: 2d10 + 5 damage

    Driving Ass ault At-Will

    Attack: Hit: 2d10 + 5 damage, the zombie pushes the target 2

    squares, and the target is knocked prone. Miss: The

    Karrnathi zombie makes a melee basic attack against an

    enemy adjacent to it other than the original target; +14 vs AC

    Triggere d Actions

    Battle Wrath At-WillTrigger (immediate reaction): w hen hit by a melee attack

    Attack: Effec t: The Karrnathi zombie makes a melee basic

    attack against an adjacent enemy.

    Str: 23 (+11)

    Con: 18 (+9)

    Dex: 13 (+6)

    Int: 11 (+5)

    Wis: 18 (+9)

    Cha: 8 (+4)

    Alignment Evil

    Languages Common

    Equipment Plate Armor, Heavy Shield, Bastard sw ord

    Ravenloft

    E2. Zombie Street Encounter

    Encounter 1350 XP

    Level 6

    Opponents 8

    Karrnathi Zombie Minion x4

    Vargouille x2

    Dire Maggot x2

    Karrnathi Zombie Minion Level 11 Minion

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    Medium natural animate (undead) Brute

    150 XP

    HP 1 Initiative +6

    AC 23; Fort 25; Ref21; Will 23 Perception +9

    Speed 5 Darkvision

    Immune Disease, poison; Resist 10

    necrotic; Vulnerable 5 radiant

    Standard Actions

    Bastard Sword At-Will (basic attack)

    Attack: +14 vs AC

    Hit: 2d10 + 5 damage

    Driving Ass ault At-Will

    Attack: Hit: 2d10 + 5 damage, the zombie pushes the target 2

    squares, and the target is knocked prone. Miss: The

    Karrnathi zombie makes a melee basic attack against an

    enemy adjacent to it other than the original target; +14 vs AC

    Triggere d Actions

    Battle Wrath At-Will

    Trigger (immediate reaction): w hen hit by a melee attack

    Attack: Effec t: The Karrnathi zombie makes a melee basic

    attack against an adjacent enemy.Str: 23 (+11)

    Con: 18 (+9)

    Dex: 13 (+6)

    Int: 11 (+5)

    Wis: 18 (+9)

    Cha: 8 (+4)

    Alignment Evil

    Languages Common

    Equipment Plate Armor, Heavy Shield, Bastard sw ord

    Ravenl