Saturday, January 29, 2011

Uniting the Coalition

You return to Veldash seeking to unite the various cities of the Spiritlands against the looming threat of the Dark Brotherhood. Once there you are found by Civis, priest of Erathis and chief counselor of Verd the Blade, elected ruler of Blackrill Vale. He wants you to accompany him to see the Coalition, a group of leaders from all over the Spiritlands, and help convince them to meet the following goals:

Goals:
- Transfer control of military units under command of Coalition members to the Coalition council
- Vote on the relevance and importance of the threat of the Dark Brotherhood to the Coalition cities.
- Vote on letting Blackrill Vale enter the Coalition
- Vote on a Coalition Leader
- Name the Coalition
- Send a Strike Team To the ruins of Morynnia to find out if the giants are allied with the Brotherhood.


As such, each Coalition member represents a mini-
skill challenge of complexity 1 within the larger, more
complex skill challenge. Gaining 4 successes before 3
failures against a Coalition member brings that NPC
to the PCs’ side. However, indivudal failures against
a single Coalition member do not count as failures
toward the overall skill challenge. instead, the PCs
accrue an overall failure only if they fail to win over a
Coalition member by failing the mini-skill challenge
targeting that member.
in addition, as the characters make successes that
pertain to each of Civis’s five goals, track those
successes separately from the successes needed to
complete the skill challenge (both the challenge at
large and the one represented by each member). each
goal requires three successes to complete, which you’ll
note totals fifteen successes (three more than the PCs
need to succeed at the overall skill challenge). in effect,
even after the PCs have the backing of the Coalition,
they might still not have pushed their complete agenda
through. The PCs can continue to argue for their agen-
das after they’ve achieved overall success. Failing the
skill challenge means the PCs are dismissed, leaving
some goals potentially unresolved. Finally, failures that
accrue to accomplish goals after the overall challenge
is successful do not retroactively cause the skill chal-
lenge to fail.
As you run the skill challenge, feel free to award
bonuses to skill checks if the PCs are inventive in
their arguments or roleplay especially well. in addi-
tion, if the PCs find a creative use for a skill not on
the list below, feel free to allow them the check (for
example, using Acrobatics or Athletics to reenact a
dramatic battle against General Odarius).

Convincing the Coalition Level 14
Skill challenge 5,000 XP
As you find seats on the benches along the walls, the members
of the Coalition take a moment to consult notes, size each oth-
er up, and otherwise prepare themselves for the proceedings.
The party attempts to convince the coalition of the wisdom of
Civis’s goals.

Complexity
5 (12 successes before 3 failures; see above)
Primary skills
arcana, Bluff, Diplomacy, history, Insight
Secondary skills
Intimidate, Nature, Perception, religion
Victory
The party earns the respect of the coalition and gains their
approval to act as their agents in the fight against the
githyanki. Letters to this effect are hastily drawn up for
each character. Any of Civis’s goals that are successfully
completed are likewise acted on.
Defeat
The party does not receive sanctioning to act on the coalition’s
behalf at this time. Any other of Civis’s goals that the
characters fail to accomplish (see Setup, above) are likewise
not acted on by the coalition. The group continues to
squabble and jockey for power for several more days until
the leaders leave for their homes. The coalition is not dead,
however—it’s start is just delayed, which proves costly (see
Development, below).
Each of the coalition members is associated not only with the
skills that will sway them to the PCs’ side, but also those
of Civis’s goals that interest them. When the Pcs target
a member of the coalition, they should know which skills
will impact the member, as well as to which of Civis’s
goals they’d like to credit any success (with the ultimate
goal of 12 total successes and three successes for each
smaller goal).
For convenience, here are Civis’s goals once more.
✦ Transfer control of Military
✦ coalition Leader
✦ The Dark Brotherhood Threat
✦ Name the coalition
✦ Investigate the Giants
Arcana (DC 18)
✦ Transfer control of Military: The PC makes a compelling
case for coordinating the efforts of cities controlled by the Coalition in an effort to thwart the Dark Brotherhood. Specifically mentioning the Brotherhood's takeover of the military units of Blackrill Vale results in a +2 bonus to the check made to
complete this goal.
✦ The Dark Brotherhood Threat: The Pc mentions that the coalition
member being addressed must have some knowledge
that can help evaluate this threat and help them all
understand what it means.
✦ Investigate the Giants: The Pc brings up the seals, positing that the ancient libraries of the Eladrin might have information about these devices.
Bluff (DC 23)
✦ coalition Leader: The Pc flatters the coalition member,
appealing to her ego and suggesting that she could use her
immense wisdom to help select the appropriate leader for
the august assembly in the room. (a follow-up free Dc 18
Insight check, not applicable to the challenge, reveals that
Fariex sees through this attempt but is so amused by the
attempt that he’s swayed in spite of himself, while Inogo’s
ego is genuinely moved by this plea.)
✦ Investigate the Giants: The Pc exaggerates the threat
of having a the Doom Wood Giants operating openly in an area near so
many attacked regions. If a character attempts this check
against Lord Torrance, it is made with a –2 penalty.
diplomacy (DC 21)
✦ Transfer control of Military: The PC makes a compelling
case for coordinating the efforts of all the military groups
in the room, assuaging concerns about a single individual
controlling the actions of the united military efforts by
reminding the coalition that everyone will still have a
vote in how the new military structure is utilized. If the
coordinated efforts of the PCs and city defenders at
Blackrill Vale are mentioned, Verd speaks up and aids this
check, giving the Pcs a +2 bonus.
✦ coalition Leader: In a compelling gesture, the PC
congratulates all the members of the coalition for their
foresight in forming this group, while simultaneously
indicating that while all in the room are clearly capable
leaders, someone must have the ability to make a final say
on matters of import. If the PC mentions Civis for this
position, the check is made with a –2 penalty.
✦ Name the coalition: The PC mentions that the coalition
will gain more respect and be likely to gain more members
and support with a name other than “the coalition.” If the
PC makes a suggestion for a name, the check is made with
a +2 bonus.
✦ Investigate the Giants: The PC lays out the case against the
giants in a compelling and organized fashion. If
the Pc brings up the information on how the Brotherhood effectively used the giants to accomplish their ends, the check is made
with a +2 bonus.
History (DC 21)
✦ Transfer control of Military: The PC references other
ancient battles in which allies merged their military forces
to great effect.
✦ Name the coalition: The PC makes a compelling historical
case for the power of names to inspire and engage their
members. If the PC or PCs are members of an organization
already and use this as an example of their own success, the
check is made with a +2 bonus.
Insight (DC 23)
✦ Transfer control of Military: With this check, the PC
recognizes that this goal has the members of the coalition
most uneasy, enabling them to better couch their words to
assuage the members’ fears. Success on this check grants
the Pcs a +5 bonus on the next skill check made in the
challenge.
✦ The Dark Brotherhood Threat: The PCs recognize that Inogo and Odos
have a fascination with this subject based on common
ground, as both believe in signs from higher powers.
This helps the characters better reconcile the differences
between the two leaders, granting the PCs a +2 bonus on
the next skill check made in the challenge.
✦ Investigate the Giants: a successful check reveals that
Lord Torrance is not only nervous about the prospect of
investigating the giants—
he’s actually afraid that the PCs will only anger the giants, making his city, Veldash, a more
prominent target. If this check is
successful, the PCs can soothe Lord Torrance’s fears. The next
check made that targets Lord Torrance gains a +5 bonus.
intimidate (Dc 23)
✦ Transfer control of Military: The PC bullies Inogo, all but
calling him a coward for not being willing to risk his city’s
troops for the greater good.
✦ Name the coalition: Shaming the indecisive Inogo, the
PC calls for action on at least this “one simple task.”
✦ Coalition Leader: as with the coalition’s name, the PC
makes a point of calling out Inogo for being unwilling to
even agree that a leader is necessary.
Nature (DC 21)
✦ The Dark Brotherhood: The PC calls on Caliandra’s wisdom and
knowledge of the natural world to aid the characters in
interpreting the druid's goals.
✦ Name the coalition: The PC asks if perhaps the name of the
coalition could be something that reflects the strength and
tenacity of the mortal world, calling on Caliandra to use her
insight to help them find a suitable title.
Perception (DC 23)
✦ Coalition Leader: The Pc recognizes that Verd, Fariex,
Inogo, and Odos are not interested in the position—but
that the other three members are all quite interested in
becoming the coalition’s first leader. Success here means
the PCs can use this knowledge to gain a +2 bonus on the
next check made against Quelenna, Caliandra, or Lord
Torrance.
✦ The Dark Brotherhood: The Pc notices that the targeted coalition
member is especially interested in a particular aspect of
the PCs investigations, and that bringing it up in detail causes that
individual to react more favorably to the characters on
this topic. Success means the PCs can use this knowledge
to gain a +2 bonus on the next check made against the
coalition member targeted with this check.
✦ Investigate the Giants: The PC notices that the targeted
member shares pointed looks with other members of the
coalition when the Giants are brought up. The PCs
gain a +2 bonus on the next check made to accomplish this
goal, if necessary.
Religion (DC 18)
✦ Transfer control of Military: The PC simultaneously praises
the strength of the targeted coalition member’s military
might and strength, and asks how he could possibly let so
many other good people in the world suffer by not lending
his divine support to the coalition’s cause.
✦ The Dark Brotherhood: The Pc asks the targeted member for
insight on the Brotherhood directly, simultaneously appealing to
her ego and gaining valuable knowledge in the process.

Odos
Complexity
1 (4 successes before 3 failures; see above)
arcana (Dc 18)
✦ Transfer control of Military
✦ The Dark Brotherhood
✦ Investigate Giants
diplomacy (Dc 21)
✦ Transfer control of Military
✦ coalition Leader
✦ Name the coalition
✦ Investigate Giants
history (Dc 21)
✦ Transfer control of Military
✦ Name the coalition
insight (Dc 23)
Insight can only be used twice against Odos, once for each of
the goals listed below.
✦ Transfer control of Military
✦ The Dark Brotherhood
religion (Dc 18)
✦ Transfer control of Military
✦ The Dark Brotherhood

Fariex
Complexity
1 (4 successes before 3 failures; see above)
arcana (Dc 18)
✦ Transfer control of Military
✦ The Dark Brotherhood
✦ Investigate Giants
Bluff (Dc 23)
✦ coalition Leader
✦ Investigate Giants
diplomacy (Dc 21)
✦ Transfer control of Military
✦ coalition Leader
✦ Name the coalition
✦ Investigate Giants
insight (Dc 23)
Insight can only be used once against Fariex for the goal listed
below.
✦ Transfer control of Military
Perception (Dc 23)
Perception can only be used a total of three times against
Fariex, once for each of the goals listed below.
✦ coalition Leader
✦ The Dark Brotherhood
✦ Investigate Giants

Lord Torrance
Complexity
1 (4 successes before 3 failures; see above)
arcana (Dc 18)
✦ Transfer control of Military
✦ The Dark Brotherhood
✦ Investigate Giants
diplomacy (Dc 21)
Transfer control of Military
✦ coalition Leader
✦ Name the coalition
✦ Investigate Giants
insight (Dc 23)
Insight can only be used twice against Lord Torrance, once for
each of the goals listed below.
✦ Transfer control of Military
✦ Investigate Giants

Quelenna
Complexity
1 (4 successes before 3 failures; see above)
diplomacy (Dc 21)
✦ Transfer control of Military
✦ coalition Leader
✦ Name the coalition
✦ Investigate Giants
history (Dc 21)
✦ Transfer control of Military
✦ Name the coalition
insight (Dc 23)
Insight can only be used once against Quelenna for the goal
listed below.
✦ Transfer control of Military
Perception (Dc 23)
Perception can only be used three times against Quelenna,
once for each of the goals listed below.
✦ coalition Leader
✦ The Dark Brotherhood
✦ Investigate Giants

Caliandra
Complexity
1 (4 successes before 3 failures; see above)
diplomacy (Dc 21)
✦ Transfer control of Military
✦ coalition Leader
✦ Name the coalition
✦ Investigate Giants
history (Dc 21)
✦ Transfer control of Military
✦ Name the coalition
insight (Dc 23)
Insight can only be used once against caliandra for the goal
listed below.
✦ Transfer control of Military
nature (Dc 21)
✦ The Dark Brotherhood
✦ Name the coalition

Inogo
Complexity
1 (4 successes before 3 failures; see above)
Bluff (Dc 23)
✦ coalition Leader
✦ Investigate Giants
diplomacy (Dc 21)
✦ Transfer control of Military
✦ coalition Leader
✦ Name the coalition
✦ Investigate Giants
insight (Dc 23)
Insight can only be used twice against Inogo, once for each of
the goals listed below.
✦ Transfer control of Military
✦ The Dark Brotherhood
intimidate (Dc 23)
✦ Transfer control of Military
✦ Name the coalition
✦ coalition Leader
Perception (Dc 23)
Perception can only be used a total of three times against
Inogo, once for each of the goals listed below.
✦ coalition Leader
✦ The Dark Brotherhood
✦ Investigate Giants
religion (Dc 18)
✦ Transfer control of Military
✦ The Dark Brotherhood

Lunch Break
after the Pcs have been at the skill challenge for a while, have
someone on the coalition council call for a break, for lunch
and to give everyone a chance for air. During this period,
everyone at the meeting mills about, servants bring in
refreshments, and most importantly, the Pcs have a chance
to do some casual lobbying on behalf of their agendas.
Bluff (dC 23)
Fariex breaks out a Three-Dragon ante deck and asks if anyone
is up for a quick game. The (apparently) human Fariex is a
dazzling cardshark, with a range of complex shuffles and
card tricks up his sleeve. But he’s also an honest gambler. a
successful check means the Pc manages to win the game
(one way or the other), walk away with 50 gp, and a +5
bonus on the next check made to influence Fariex.
Endurance (DC 21)
Odos pulls forth a flask of a potent liquor.
He takes a sip, grimaces quickly, and shows a flash
of a rare smile. If a characters shows any curiosity about
the beverage, Odos offers a sip. a successful check means
the character takes the offered sip of the potent, bizarrely
flavored alcohol without undue effect, gaining a +5 bonus
on the next check to influence Odos.
Heal (dC 18)
The PC overhears Caliandra speaking about one of
her grandsons, who has been suffering from a peculiar
illness of the lungs. Based solely on the descriptions of
the symptoms, the PC successfully diagnoses the illness,
and, most importantly, convinces Caliandra she’s correct,
earning a success toward winning Caliandra over and a
success against any goal on Caliandra’s list (see above) of
the Pc’s choice.
Stealth (dC 23)
The Pc notices Lord Torrance and Quelenna in the corner
in a heated discussion, and manages to sidle close enough
to eavesdrop without being noticed. The character’s
knowledge from a successful check results in a +5 bonus
on the next check made against either Lord Torrance or
Quelenna in the skill challenge.
Religion (dC 18)
Inogo stands mostly alone during the break, sipping a
drink and observing the rest of the room with a neutral
expression. With a successful check, the Pc engages Inogo
in conversation about the one topic that always draws him
out: Erathis. Success also earns a modicum of respect from
the quiet priest, and +5 bonus on the next check made to
influence him.

The NPCs:
Inogo - Priest of Erathis from Malberth - flattery works on him (ego); believes in signs higher powers; Indecisive; against consolidation of military
Lord Torrence - from Veldash - -2 to threat of giants bluff (why?) afraid of the giants and that the PCs will fail and anger them; wants to be leader; against consolidation of military
Quelenna - from Immerfell - wants to be leader
Odos - Dwarf from Dwarven Clans - believes in signs higher powers
Caliandra - old woman from Elven Tribes - Knowledgeable in the natural world; insightful; wants to be leader
Fariex - card shark Tiefling Merchant King from Passwatch - flattery doesn't work on him and he's amused by it
Verd the Blade - from Blackrill Vale - on the Civis’s side already

By City or Group:
Blackrill Vale = Verd
Valdash = Lord Torrance (the Warlord)
Immerfell = Quelenna
Malberth = Inogo
Passwatch = Fariex
Dwarven Remnants of Glithur (in Veldash and elsewhere) = Odos
Elven Tribes = Caliandra

Development
This is a complex and difficult skill challenge, and it’s
very likely the PCs do not accomplish all of Civis’s
goals here. But success overall does get them Coali-
tion sanctioning for their future activities in the Spiritlands, provided they’re on Coalition business
at the time. Success and failure for each individual
goal results in varied action by the Coalition.

Transfer Control of Military: if successful, the
Coalition votes 5–2 in favor of this motion, led by Verd
and seconded by Fariex. Inogo and lord Torrance are
the only two who hold out against this prospect. On
Civis’s suggestion, however, Verd is named the Coali-
tion’s general, which soothes Inogo a great deal. If the
PCs fail, not all is lost. The Coalition votes 4–3 against
the motion (Verd, Fariex, and Quelenna are the three
ayes). in one week’s time, the PCs hear of three more
villages razed to the ground by giants, total-
ing almost 1,000 dead. All three were towns near
Inogo's town of Malberth, and Inogo changes his vote in an emergency
meeting. Verd is named the Coalition’s general.

Coalition Leader: if successful, lord Torrance
immediately moves that only a sitting member of the
Coalition can be considered, seconded by Quelenna.
This motion is passed with a 6–1 vote, Verd being
the only dissenter as he grumbles loudly that the clear
choice for leadership is Civis. For his part, Civis
shows no emotion other than pleasure that another of
his goals has been met. The characters and Civis are
asked to leave the room, and after a heated, hour-long
debate, the new leader of the Coalition is announced as
lord Divian Torrance. Failure means the Coalition has
no central leadership, and in a remarkable move, Verd
announces immediately that he is withdrawing from
the group, apologizing to Civis. “Without a
leader, we’re a headless, bickering bunch,” he says. “I’ll
see to the defense of the Vale, and you can come collect
me from there when you’ve pulled your heads from
the sand.” less than a week later, the outlying villages east of Veldash, are burned to the ground, 500 are
killed, and the Coalition elects lord Torrance as its
leader, then sends an emissary to bring Verd back.

The Dark Brotherhood: Success on this goal means the
Coalition votes unanimously to take the Dark Brotherhood,
and the threat it represents, seriously. Inogo and Odos
find common ground here, and unearth a grudging
respect for one another. The characters can make DC
23 Religion and insight checks to try and decipher the
threat, or aid members of the Coalition in their efforts
(assume their checks are made with a +10 bonus). Suc-
cess indicates that the Coalition agrees to let Civis
lead the way on this issue, giving him the ability to coor-
dinate efforts to root out the Dark Brotherhood. even if the
PCs failed at the overall skill challenge, but succeeded
on this goal, Civis’s sanctioning by the Coalition gives
the PCs the ability to act on his behalf, and he imme-
diately engages them to help him in these efforts. Failure
here changes almost nothing, although it means that if
Civis and the PCs act on the threat of the Brotherhood, they do so at risk
of the Coalition’s—and lord Torrance’s—wrath.

Name the Coalition: Success means the Coali-
tion votes unanimously to give the group an actual
name. Feel free to throw out as many ideas—serious
and ridiculous—as you like. The PCs can participate
and make DC 18 Diplomacy checks to champion
their choices. if this happens, the first PC to achieve
three successes convinces the Coalition to vote on
his or her name choice. Civis favors something
dramatic and themed along the lines of his deity,
such as the Radiant Shield Coalition or the Order
of Heaven’s Crown. Failure means only that the Coali-
tion continues with their current neutral identity, but
within a week, Caliandra leaves the group, citing her
lack of faith in the group’s ability to accomplish “any-
thing of significance.” Three days later, she is back,
tearfully recounting the slaughter of two of the tribes
(nearly 100 warriors and their families) under her
leadership at the hands of Giant strike teams.

Investigate the Giants: if the PCs successfully con-
vince the Coalition to investigate the giants,
Civis is tasked with overseeing the investigation. This
means that even
if the characters fail the overall skill challenge and do
not receive the Coalition’s sanction for future missions,
they will be asked by Civis to look into the giant's
activities. Failure at this goal also changes little. Civis
still wants to know if the giant are allied with the Brotherhood and to take the Giant king down.

What it Means to Succeed
The PCs have the Coalition’s blessing, and they are
each provided with papers, which they can choose to
carry or not, that give the bearer the authority to act
on behalf of the new organization. This, of course, car-
ries more weight if the characters succeed in more of
Civis’s goals. At the very least, lord Torrance’s name
on the papers might give the PCs inroads in Veldash.

What it Means to Fail
Failing the overall skill challenge means the Coalition
might adopt one or more of Civis’s goals, but the
respective leaders leave Veldash in three days for their
homes. A week later, attacks against Caliandra’s tribes,
several villages near Immerfell, and several communi-
ties on Fariex’s trade routes are attacked by Giants.
Over 4,000 civilians are killed, and the Coalition
quickly reforms with more resolve than before.

This skill challenge was based off of the one found in Dungeon magazine #164, Haven of the Bitter Glass.

The Tribe of Thunder

Grey Fen Lizardfolk - Tribe of Thunder

Goal: Like most lizardfolk of the Grey Fens this tribe seeks dominance over all others in the interest of increasing their territory and thus their supply of food, slaves, and mates. However, unlike other tribes this one has dedicated itself to the power of the Primordial Storm.

Stated Goal: Lizardfolk are never big on edicts or proclamations but it is understood by the members of the tribe that it's goal is dominance in the region. Most in the tribe do not care how that is accomplished so long as it comes out on top for them.

Size: Large. Having now absorbed several other tribes as either adopted members of the tribe, as slaves, or as mates, the Tribe of Thunder has swollen to be the largest of any lizardfolk tribe in memory.

Alignment: Evil.
Philosophy: "Take what you can, kill whom you must - the Tribe of Thunder's call shall be heard throughout the Fens and beyond. None shall oppose us and live."

History: When the druids came they offered to teach the secrets of power to one of the strongest tribal leaders. Seduced by the druid's power he dedicated himself to the primordial storm and soon conquered the other tribes and had converted a loyal group of followers to the worship of the primordial storm.

Headquarters: The lizardfolk have a holy city not far into the swamp. Few men have ever been there and lived to tell the tale. A massive ziggurat temple to their twisted lizardfolk god dominates the city.

Membership Requirements: Swearing fealty to the Lizard King once conquered. Those that refuse are put to death, slaughtered for food, made into slaves, or sacrificed.

Structure: The strongest rule. They are located in many smaller villages throughout the Grey Fens but their main city and headquarters is at the ziggurat temple.

Activities: The lizardfolk hunt Amphisbaena (giant 2 headed lizards) for food, engage in warfare against other tribes to assimilate them or destroy them and devour their resources. The humans of the villages north of Immerfell are often hunted for food.

Enemies: Any non-tribe lizardfolk including the humans to the south and other tribes in the Grey Fens.

Rivals: The Tribe of Mists, The Tribe of Bogfire, and the Tribe of Spears have yet to be conquered or destroyed. Only the Tribe of Mists has withstood a direct confrontation with the Tribe of Thunder, though at great cost. The others lie far to the north and have yet to have the eye of the Tribe of Thunder turn upon them just yet.

Tribe of Thunder Lore:
History DC 25: One of several perpetually warring and raiding tribes of lizardfolk that reside in the Grey Fen. They are known particularly for sacrifices to their cruel god.

-----

Immerfell History and Background

The citizens of Immerfell respect the Doom Wood but do not fear it, living in relative safety from the giants of the southern Doom Wood. It's outermost reaches are logged and many wood craftsmen call Immerfell home. Throughout the Spiritlands wagons, barrels, weapons and other tools and crafted wood items of quality originate from Immerfell.
Of more concern to the city are the Grey Fens to the north wherein dwell primitive and violent tribes of lizardfolk. Raiding parties after horses and cattle herds are typically what is encountered but every decade or so the lizardfolk become greater in numbers and more bold and war against the men of Immerfell in the soggy fields between Immerfell and the Fen. There has been very little trading between the two foes during even the most peaceful of times as the lizardfolk have been known to eat men and are universally mistrusted. Encounters with lizardfolk in the winter time are unheard of. It is believed the tribes go into hibernation underground during cold weather.

The Grey Fen lizard folk's last offensive against Immerfell was four summers ago. The disparate tribes united under several powerful chieftains and destroyed several small outlying villages scattered to the north of Immerfell. The cavalry and foot soldiers of Immerfell fought them for a period of two months before finally luring their scaley foes into a trap set at one of the remaining northerly villages and slaying the strongest of their numbers and many of the powerful chieftains.

Since that time the villages to the north have remained in ruins and abandoned by the men of Immerfell. Many in the town militia fought in those battles as have each generation that has preceded it, making for a military tradition rich in history and advanced in tactics in the field against the lizardfolk. Only the most green of the militia have not seen combat in war and they are typically amongst the town guard getting plenty of experience in dealing with the difficulties between men in lieu of wartime lessons.

That will soon change though.

Abrecan has been busy in the north and had sent a member of his order to entice the lizardfolk with the Power of the Storm. Their efforts met with only limited success over the past few years until, in the last year and a half, they have, at long last, gained the confidence of one tribal leader, The Lizard King, head of the Tribe of Thunder, who has, with the help of the Power of the Storm, united the many tribes under his banner and slain the former tribal chieftains. The Lizard King fought in the last war against Immerfell and was one of the leaders at the final battle who managed to survive.

The Druids have convinced the powerful newly crowned king of the Grey Fen lizardfolk that the key to the humans' success against his tribes is the presence of a powerful crystal seal left by the gods long ago. The druids wish to see the crystal seal destroyed as well but they lacked the might to do so. By converting the Lizard King to the worship of the Primordial Storm they now have the might they need and it coincides with the long held tribal hatred towards the men to the Spiritlands.

The Situation in Immerfell

The lizardfolk have already attacked the city once only a few days ago, badly damaging its forces. The lizardfolk have regrouped, however, and it is expected they will make another attempt at the city soon. The city can spare no forces to meet them beyond the damaged city walls and doing so now would be too risky of a gambit. The lizardfolk are known to have once been divided into separate tribes but every few years they unite in purpose and launch an attack on the men of Immerfell. Rarely do they do more than hit a few outlying villages and engage Immerfell's cavalry in the fields south of the Grey Fen. But this time around something is different. They appear to be united under one single leader and he and his elite warriors have somehow gained arcane powers the tribes never had in the past.

The Forbidden City

The lizardfolk have a holy, forbidden city not far into the swamp. Few men have ever been there and lived to tell the tale. A massive ziggurat temple to their twisted lizardfolk god dominates the city.

The astral seal is located deep within the temple. The ziggurat dates back to the time of the elves and was once dedicated to the gods of good. When humans came and drove out the elves the ziggurat fell into disuse and ruin. Centuries later the lizardfolk migrated to this area and rededicated the crumbling ziggurat to their cruel god. The intact seal, imbued with the power of Pelor, took the lives of any evil creature who touched it. Many lizardfolk sacrifices were thrown atop the seal over the years until a deep pile of bones all but obscured the crystal seal beneath.

When the druid came she offered to teach the secrets of power to one of the strongest tribal leaders. Seduced by the druid's power he dedicated himself to the Primordial Storm and soon conquered the other tribes and had converted a loyal group of followers to the worship of the Primordial Storm. In exchange, the druid helped the tribal leader destroy the "power of the old god," who, it should be noted, never existed, and in so doing they have recently destroyed the seal.

Zealous with his newfound power and stirred by the encouraging whispers of the druids the lizardfolk launched the recent attack against the city of Immerfell. To honor this great victory the Lizard King made sacrifices into the newly formed rift in space deep within the zigguraut. The druid has joined with the king hoping her efforts will bolster his successful campaign to destroy the city of Immerfell. By the time the heroes arrive at the city preparations will be being made for one last offensive against Immerfell. If they can cut off the head of the army - namely the king and his retinue (as well as the druid) they should throw the tribes back into warring with one another as they have done in the past. Heroes can choose to stay and bolster the defenses or strike into the heart of the lizard King's domain.

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ENCOUNTER 1: By Land or By Sea

First choice is how to approach the Forbidden City.

Sea:
If they opt to swim in they fight a swamp monster with the additional goal in combat of keeping it quiet.

Amphisbaena - Two headed lizard with glowing eyes which splits into two. Large Sized Make elite and when bloodied becomes two medium sized creatures which each get one attack.

Land:
If they opt for land they must bypass a trap, fight two warriors and take out minions fleeing and shouting intruders. The PCs have 2 rounds to take out the minions before they are gone and have alerted the city. This will result in a no stealth checks at the beginning of the chase.

Winterclaw Owlbear(s) chained outside.


ENCOUNTER 2: Race through the Forbidden City

Stealth checks possible each round - failure equals no more stealth checks possible.

As soon as a stealth check is failed: New obstacle
- Massive disturbance that set people running in all directions and the struggle to break through that w/o damage and pick up pursuers

Obstacle one: the crowd
- Struggle against the crowd to increase distance
- Obstacles with more than one way around them

Success =
- hiding spot from where you can take an attack on your pursuer (get far enough ahead with a success and you can make an ambush attack) if you succeed you can again make stealth checks at a -5

Failure = move on

Obstacle two: Through the ruins - Choice of each path
- Through the crowd - bystanders who attack you if you fail
- Through the crumbling houses - Use a terrain to do damage to your pursuer and win, failure = get hurt in the process.
- Over the pits - failure = damage

Obstacle 3: Navigate through an area under lots of deadly arrow fire
- beasts stampeding you can get onto and catch up (use of nature check)

ENCOUNTER 3: The Choice of Temples

Once to the ending point the chasing enemy follows you in and the after chase fight begins (includes a method of slowing the oncoming horde which seeks to kill you. (terrain powers to cut off enemy access to the PCs) These terrain power differ depending on which goal the PCs chose to run to. If Ruin A then collapsing columns to destroy the temple and cause collapses, upending pots which roll, opening doors will expand the combat terrain. If Ruin B then destroying fountains causing explosions of water, Freeing caged animals.

If the Zigguraut then upending flaming vats of oil, sending statues tumbling down atop the pursuers, causing portions of the ziggurat to crumble beneath them creating gaps that need to be jumped over.

Each area has access to underground level. The PCs will pick which one they will go to first. Lizardfolk use all structures equally. They bring goods to the ziggurat on large woven plates, Warriors can be seen at the base of the ziggurat and milling about each temple. Activity lessens at night but the areas outside the temple are lit up with many torches.

- Ziggurat - Controller and Brutes
- Ruined temple 1 - Artillery (Leader) and skirmishers
- Ruined temple 2 - Soldiers & brutes



ENCOUNTER 4: The Bone Way

No matter which way the PCs make their way Below is a circular chamber surrounded by a wide tunnel filled with bones. To get to the chamber entrance the PCs need to travel through the tunnel and face the undead within. No lizardfolk aside from those that are currently in the central chamber will cross this area. The undead, likewise, will not enter the central chamber. So if the PCs flee from this fight to the entrance to the central chamber they will bypass most of this fight.

Icewight Castellan (leader)
3 Icewights
5 Blightfire Wretches - minions

ENCOUNTER 5: Final chamber

This circular chamber houses the now destroyed seal. The rip in the fabric of reality here led to the abyss. The druids and the Lizard King were able to enter into a deal with the demons that entered - binding them to the Lizard King's service. The druids and their ally the Lizard King reside here. Upon entering the druids will attack with their lizardfolk allies.

Pod Demon Elite Artillery 15
4 podspawn
Immolith
2 Abyssal Eviscerators 14 Brute

ENCOUNTER 6: Against the Lizard King

Lizard King 17 solo brute

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Grey Fen Lizardfolk
Tail Sacrifice (immediate interrupt, encounter) the Grey Fen Lizardfolk shifts 5 squares and loses its tail
Swampwalk = unaffected by difficult terrain (like the elven ability)

Reedcaller (controller)
Fog of War = area becomes lightly obscured for enemies (-2 to hit)
Bog Curse = immobilized and ongoing 5 Aftereffect: slowed (burst)
Coat in Scum = gain vulnerability 10 nectrotic
Decompose = ongoing 10 necrotic

Swarmspear (skirmisher)
Like a thief - flanking = extra damage
Ability to aid a flank from one square away
Some extra move ability of some sort.
Fast running (stab on the run for a skirmisher attack)

Manslayer (Lurker)
Camouflage
Burrow
Some sort of Storm Power

Talonripper (Brute)
Clawing attack of some sort
Threatening reach 2
Tail Lash - immediate reaction - Dmg and push 2 squares (attack of opportunity thingy??)

BogRaiders (Soldier)
Transforming grassland into quickgrass
Some sort of Storm Power

Guardian Naga as well (lvl 12 Elite Artillery)


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Grey Fen Savage Level 16 Brute
Large natural humanoid (reptile) XP 1,400
Initiative + Senses Perception +; low-light vision
HP 188; Bloodied 94
AC 28; Fortitude 30, Reflex 28, Will 26
Speed 8 (swamp walk)
Poison Spear (standard; at-will) • Weapon
Reach 2; +19 vs. AC; 3d8 + 7 damage, and the Grey Fen Savage makes a secondary attack against the same opponent. Secondary Attack: +17 vs Fortitude; the target takes ongoing 5 poison and is weakened (save ends both).
Tail Whip (standard; at-will)
Reach 2; +17 vs. Fortitude; 2d8 + 7 damage, and the target is stunned until the end of the Grey Fen Savage's next turn.
Discharge (standard; recharge 56) • Lightning
Close Blast 5; +15 vs. Reflex; 4d10 + 7 lightning damage.
Alignment Evil Languages Draconic
Skills Insight +; Intimidate + ; Nature +; Stealth +17
Str 24 (+15) Dex 21 (+13) Wis 20 (+13)
Con 18 (+12) Int 7 (+6) Cha 9 (+7)
Description
Grey Fen Savage Tactics
The Grey Fen Savage uses its Poison spear attack in concert with allies to bring down opponents quickly. It uses its discharge attack when it can catch a few heroes at once. Its often saves the tail whip attack for opportunity attacks.
Grey Fen Lizardfolk Lore
A character knows the following information with a successful Nature check.
DC 15: Text
DC 20: Text
DC 25: Text

Druidhome and the Temple of the Seal

You trek through the Doom Wood finding the journey to be strangely uneventful given the horrible rumors of this place. The crystal shard is rock steady now in pointing the way, seeming to become more precise as you go. The forest slowly changes to lifeless wood as you continue. Ahead you can see a clearing. At the center of the clearing there lies a massive rock structure both crude and ancient. As you approach it, you feel the air rush past you and into the dark opening in the rock. The shard points the way in. Your eyes adjust to the gloom within and you can make out walls of rock with defaced carvings. Defaced so badly that it is difficult to make out that they once held carvings at all though the damage to them seems recent. A short wide hall leads to a single large room - dark save for a crystalline structure inscribed with ancient runes which lies in the middle of the floor, shattered but still faintly glowing. But even more forboding than the dark of the temple-like room is the dark within the dark - an unnatural rift in the very world, black and empty. The surrounding air rushes into it and is obliterated. A few creatures, seemingly made up of the void stuff themselves advance hungrily.

Maw of Acamar - 1,200
3 Heralds of Hadar - 3,600

Closing the Portal Skill Challenge - DMG2 p 89-90
3 failures import another Herald of Hadar
Until the portal is closed all foes deal +3 dmg.

Arcana DC 18
History DC 18
Thievery DC 21


All the druids that remained within the temple when the Astral Seal was broken have either left or been snuffed out. When the seal was shattered a dark rift opened - the very fabric of reality was torn in the unmaking of the seal. From that rift soon after came dark creatures of the void - Heralds of Hadar and a Dreaded Maw of Acamar. They killed the remaining peoples that the elite of the druids had left behind. They hunt the surrounding region slaying all life around but spend most of their time near the void rift.

Because of the nature of the destruction of the astral seal, Pelor, keeper of the seals, has yet to know that it has been undone. Such was the plan of Abrecan - to open a void to mask his deed. Once the heroes defeat the abberations and close the rift an angel of authority of the deity Pelor will appear.

The angel is golden and radiant like the sun itself and difficult to look on for long and will answer the Heroes questions such as it is allowed to by Pelor.

What is the crystal seal?
This crystal structure, now damaged, is an Astral Seal. After the Dawn War before the coming of men and elves this region of the world was damaged and the space between the planes made weak. The gods could not fully repair this damage without unmaking the world itself to do so. Instead, Pelor, created these Astral Seals to bolster the weakened world and keep the other planes separate as was the will of the gods. Until the rift was closed Pelor could not see the damage done to the seal. I was sent to fix the seal though it will take many months by mortal reckoning. There are two remaining astral seals that may also be compromised for they too have fallen beyond Pelor's ability to see - masked by some primordial power of great strength.

What happens if all the seals are undone?
The space between the planes will again grow weak. In all likelihood a great Primordial power is making a bid to break through into the world somehow. If they succeed a dark time lies ahead for mortals.

What were those creatures we fought?
In all likelihood they were from the void, drawn by the unmaking of reality in this region. I cannot say for certain.

What is the purpose of the tablet?
The tablet was made to commemorate the creation of the seals. It details the creation of and purpose for the seals as I have already told you. It is part of a history of Pelor's actions. I shall return it to its proper place with the others after my task of repairing the seal is finished.

What do you know of Abrecan and/or of the Brotherhood of Storms?
I know not of whom you speak. Pelor knows all but I know only that which I am permitted to know. The affairs of mortals are largely below my concern.

The angel's sole concern is the repairing of the seal and after several questions it turns to begin the long process of repairing the seal. If the heroes insist on questioning it further or on other topics it will ignore the question, focusing on the repairs and Pelor's bidding.

The crystal shard will, if placed next to the rest of the tablet, reattach itself and heal without so much as a scratch to show for it. Any who hold the shard while within the temple will feel it pull towards the tablet. The shard, incidentally, was caused to fall off by Pelor himself, forseeing the need to retrieve it in the future.

Second Adventure - DM's Notes

The following is posted as the raw source files for the second adventure in this setting. I ran this adventure part of the way through before we moved on to other things.

Introduction
A storm brews – the storm of war.
The Spiritlands – a wilderness surrounding the dark forest of the Doom Wood and populated by a few independent and vulnerable city-states – has begun to see the first signs of the coming storm. The giant king of the Doom Wood encroaches on all lands and has already sent a massive war party to the doorsteps of the citizens of Blackrill Vale. Barely surviving this onslaught, the citizens of the Vale set about to rebuild their lives and to increase their vigilance against the territorial giants.
But another dark power that even the giants fear is beginning to rise in the Spiritlands.

Background
Long ago the Brotherhood of Storms, a peaceful druid sect under the druid Abrecan, left the town of Veldash to seek a new, more "natural" life in the Doom Wood. They were never heard from again.
But, after many long years of silence, their name was heard again, invoked by the dark master of the Thunder Shields, a group of knights which supposedly kept the city-state of Blackrill Vale safe. Only recently overthrown by a band of freedom fighters who saw through their deception and lies, the Order of the Thunder Shields, and their dark master, is no more... But the Brotherhood of Storms, with whom the master of the Thunder Shields was affiliated, still exists somewhere in the Spiritlands.

Adventure Synopsis
The Adventurers, following up on their exploits in Blackrill Dale in Part 1 of this adventure, seek out the origin of the mysterious Brotherhood of Storms. They travel first to Veldash, once home of the brotherhood long ago, to find out more. There they learn they were peaceful and left the city willingly years ago to go live in the Doom Wood according to nature. The druid Abrecan led them and stole a mysterious crystal tablet. Following the trail of the missing druids they find that remnants still exist and are, even now, working to undo ancient seals made by those loyal to the gods to keep the Elemental Chaos sealed away from the world - working to weaken the boundary between this world and another. Cities are falling to their destructive power and soon their evil plans will come to fruition. Can the players stop them in time? Or will they unleash a storm upon the land the likes of this world has never seen?

Beginning the Adventure
The adventure begins where the previous one left off, with the heroes leaving Blackrill Vale to begin their investigation into the mysterious Brotherhood of Storms.
Researching in the city's library and archives, the players have found that a sect of druids that existed in Veldash went by that name. It is the only lead they have and judging by the fallen master of the corrupt Order of the Thunder Shields, who identified himself as being aligned with these druids, they are a danger not only to the citizens of Blackrill Vale, but to all free folk of the Spiritlands.

Note:
If you did not run the previous Citadel of Storms adventure, please consider doing so as events in the future build upon its groundwork. That said, if you instead plan to use this adventure as a stand alone one, make sure you have briefed the players on the following crucial information:

Recently, the city of Blackrill Vale underwent a series of trials. It's leaders and protectors, a knightly order known as the Thunder Shields, were found to be corrupt tyrants who killed or sold into slavery those who opposed their rule. They also had made a pact with the territorial Doom Wood giant king, paying them in gold and slaves in order to keep the giants from attacking the city. When the Order began hoarding the gold themselves the giant king vowed revenge and sent an army to destroy Blackrill Vale.
A band of heroes had overthrown the evil Order of the Thunder Shields and had slain its dark master, a druid of a sect known only as the Brotherhood of Storms. The city repelled the giant army despite the lack of knights to protect them and is now under a new lord, a young man by the name of Verd the Blade who is advised by a venerable priest of Erathis named Civis.
Concerned for the continued safety of both Blackrill Vale and the cities throughout the Spiritlands, Verd and Civis have asked you to investigate the origins of this Brotherhood of Storms. The only clue they have in the city's libraries and archives is that the Brotherhood once inhabited the nearby city of Veldash.
Having equipped for the journey you have set out upon the road to Vir, a small hamlet at the cross roads of the western trade route and the road which leads north to your destination of Veldash.

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OVERVIEW OF THE SPIRITLANDS

The wild frontier of the Spiritlands has many remarkable features. Should the payers ask about, or travel to, the following locations, you may inform them of the following, weaving the information into your narrative to help to flesh out the region.

Barrier Peaks
Also known as the Barrier Mountains, these harsh and unforgiving snow-capped mountains divide the Spiritlands from the lands to the west for many many leagues northward. Runoff from the mountains feeds many rivers on both sides of the range. Most notably the Shining River on its southeastern side and the river it empties into, the Great River, along the Barrier Peak's western side. The mountains have held settlements of Dwarves from time to time throughout history, most notably at the Caverns of Glithur.

Caverns of Glithur
This large cave system was built into a city by the dwarves long ago. When the tiefling Empire of Bael Nordith began expanding trade routes into the Spiritlands, the dwarves took umbrage to their competition for wealth in the region and began a war with the tieflings. For a great many years the tieflings avoided the barrier peaks until, that is, their numbers and power within the Spiritlands grew. Then they swept across the Shining River and in a long hard battle destroyed and plundered the dwarven city. It remains in ruin to this day.

Ruins of Orbryr
Long ago at the height of the tiefling Empire of Bael Nordith Orbryr was, for a time, that empire's westernmost settlement. The clay of the hills east of the Eagle Peaks provided the city's wealth and aided in transporting goods east along the western trade route to the Bael Nordith's regional capitol at Elsolar. The city fell to a Troll invasion from the south shortly after Bael Nordith fell. In recent memory it is a place rumored to be haunted by the souls of those that once called this city of artisans home.

Blackrill Vale
Once simply the location of a ferry to the lands west of the barrier peaks, this prairie city is the westernmost settlement along the western trade route of the Spiritlands. It is dominated by the high cliffs on either side of the river and by a large earth mote which hangs in the air above the city. Until recently its protectors were a group of knights known as the Order of the Thunder Shields.

Vir
The tiny settlement of Vir is little more than a few farm houses gathered around an small, but reputable inn, known as the Nomad's Nap.

Veldash
The town of Veldash lies upon a small rise along the road between the western trade route to the south and Immerfell to the north. It was originally built by humans who traded with the dwarves of Glithur and the eladrin of Morynnia long ago. It fell into ruin for many years after the armies of Bael Nordith crushed the dwarven city to the north. A second set of settlers refounded the town for a few generations only to have it fall again after the Doom Wood giants overthrew the eladrin city of Morynnia and rampaged across the countryside. Afterwards it was slowly resettled. Today the town has finally expanded into the furthest of the city's old ruins.

Doom Wood
This vast and wild woodland realm has ties to the Feywild in several places deep in its heart. Once it was called Moryn Wood and was the realm of the eladrin at the City of Morynnia. But when the eladrin city was overthrown by the powerful giants the wood grew dark and dangerous and its name was changed. Few outsiders dare to enter the wood and those that live near its borders endure the constant raids of the giants.

Ruin River
This shallow river has its source in hills deep within the Doom Wood and tumbles out onto the plains for a short span before finding its way to the Shining River to the west. A trade road crosses it midway across the plains at a spot where the river widens and it quite shallow.

Immerfell
A small town built on the edge of the Grey Fens to the north, it owes its allegiance to Malberth to the east. Being somewhat removed from the giants of the southern Doom Wood it enjoys relative peace.

Eagle Peaks
This moutain range now divides the lands of the fallen empire of Bael Nordith to the north and the broken lands of the trolls to the south. Though long ago the empire of Bael Nordith streched south of its peaks as well. The mountains are named for the giant eagles which call this range home.

Fallen City of Morynnia
Once an eladrin city that faded in and out of the world during the waxing and waning of the moon, it was overthrown long ago by the giant king and his armies. It is believed the king now calls the ruined city his own.

Malberth
A large fishing town build on the western shores of Mir Lake. This city has the allegiance of many smaller surrounding villages and towns, including the town of Immerfell and is thus the capitol of a minor state.

Mir Lake
A vast, deep lake which is fed by small streams extending from the Grey Fens to the northwest, and drains into the short Mir River before joining the swift Auger River to the south. Its banks are home to many fishermen, most notably at the city-state of Malberth.

Augur River
A swift running river which has its source in with in the Doom Wood, is fed by Mir Lake to the east. Trade routes cross it at a ford south east of the Mir Lake.

Passwatch
A trade route city-state along the western trade route and strategic partner of the great cities to the east. It is home to many teifling merchants and also to vigilant warriors and rangers which patrol the lands surrounding their city.

Fortress of Theras Dim
Little more than a ruined keep that dates back to the tiefling empire. The men of Passwatch use the ruins as an outpost to watch for trolls south of the Eagle Peaks and restless spirits from the vast Dead Wood to the southeast.

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JOURNEY TIME & DISTANCE

Blackrill Vale to Ruins of Orbryr = 30 miles
1 day Walking (6)
.75 days on a Warhorse (8)
.6 days on horseback (10)
.4 days on War Eagle/Griffon (15)

Blackrill Vale to Vir = 45 miles
1.5 days Walking (6)
1+ days on a Warhorse (8)
1 day on horseback (10)
.75 days on War Eagle/Griffon (15)

Vir to Veldash = 45 miles
1.5 days Walking (6)
1+ days on a Warhorse (8)
1 day on horseback (10)
.75 days on War Eagle/Griffon (15)

Vir to Passwatch = 120 miles
4 days Walking (6)
3 days on a Warhorse (8)
2.5 days on horseback (10)
1.5 days on War Eagle/Griffon (15)

Blackrill Vale to Veldash = 90 miles
3 days Walking (6)
2.25 days on a Warhorse (8)
1.75 days on horseback (10)
1.25 days on War Eagle/Griffon (15)

Veldash to Immerfell = 90 miles
3 days Walking (6)
2.25 days on a Warhorse (8)
1.75 days on horseback (10)
1.25 days on War Eagle/Griffon (15)

Immerfell to Malberth = 45 miles
1.5 days Walking (6)
1+ days on a Warhorse (8)
1 day on horseback (10)
.75 days on War Eagle/Griffon (15)

Marbeth to Blackrill Vale = 225 miles
7.5 days Walking (6)
5.5+ days on a Warhorse (8)
4.5 days on horseback (10)
3 days on War Eagle/Griffon (15)

Malberth to Passwatch = 90 miles
3 days Walking (6)
2.25 days on a Warhorse (8)
1.75 days on horseback (10)
1.25 days on War Eagle/Griffon (15)

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Empire history in the Spiritlands

Lands were empty

Ancient Elven - Supposed exodus from the feywild resulting in eventual separation between Eladrin and Elven peoples. Elves migrate into the Spiritlands. Practically nothing from this period survived intact. Some cities sit on the ancient ruins of this civilization but only archaelogical excavation could reveal anything of it, should anything remain at all.

Human incursions and the Human-Elf wars - Very little survived this period though many ancient human cities were built in the same locations of ancient elven ones. Both Elven and Human cities from this period were destroyed and raised and destroyed again. The very oldest of wilderness ruins and standing stones that linger today are from this period.

Dwarven Migration - Slow trickle of Dwarves and establishment of the settlement at Glithur.

The Age of Many Empires - A long period of time when the Spiritlands changed hands many times between the humans, elves, and dwarves. Humans were believed to have been pushed out of the region entirely for a time.

Morynnian Age - Elven magic in the Wood of the Great Spirit (Later the Moryn Wood and still later the Doom Wood) weakens the barriers between planes and unlocks a portal to the Feywild and the elves are conquered/merge with the Eladrin. Many elves unwilling to bow to the Eladrin migrate northward out of the spiritlands. Humans return to the plains of the Spiritlands,

Dwarven-Eladrin Wars - The two remaining great powers the in the region face off with one another and wage wars off and on for a great many years. Human city-states and tribes at times play a role on both sides of the conflict as well as pursuing their own racial agenda.

The Coming of Doom - The evil taint of the Doom Wood manifests. Conflicting stories survive of its origins. Some say the dwarves drew upon their magical and clerical might to foul the Moryn wood and weaken their enemies. Others say it was the Eladrin who, in their bid for power, drew upon evil powers beyond their control. Still others say the fouling of the wood was done by neither side. None know the true origin of the foul wood's power and none have ever broken its hold over that region. During this time the Empire of Morynnia fell and the giants of the Doom Wood, a new race in the Spiritlands, took over the boughs of the newly renamed Doom Wood. Some say that there is no actual dooming power of the wood and that it is the giants who are the real evil.

Bael Nordith - The Tiefling Empire of Bael Nordith began explorations to west and established many cities and trade routs through out the Spiritlands. Through their social and economic might their culture spread to encompass the human city-states and tiefling and humans coexisted for many years. The dwarves, weakened from their long years of war with the Eladrin sought to stem the tide of the tiefling influence and tensions between the city-states who had pledged loyalty to the Emperor and the dwarves grew. Finally the dwarves attacked and the Empire brought its considerable might against the dwarves paying heavily for it but eventually utterly decimating the Dwarven nation. A diaspora of dwarves migrated and settled in places through out the spiritlands and in lands to the east. When the Empire of Bael Nordith far to the east fell in their wars with the southern dragonborn, the Empire split and wars of succession left the remote frontier of the Spiritlands ungoverned and unbeholden to any but direct regional control. The great trade routes of the Tiefling Empire built roads which still are in use today.

Modern Era - The modern era has been plagued by the rise to power of the Doom Wood giants who have decimated many cities of free folk for miles around. As a result only a few small bastions of civilization remain in the Spiritlands. Largely these free cities work with one another and trade freely with one another but their proximity to the Doom Wood and distance from one another make the establishment of anything larger than that difficult.

Spiritland Gemstones
These mineral deposits were formed by the odd meshing of the Astral and Primordial planes at the time of the GodsWar.
- Archamber (Elven magical gemstone (sap))
- Storm Opals (Primordial gem)
- Fellspar (blood red gem of the Shadowfell)
- Astral Quartz (celestial crystal)
- Spirit Gem (namesake of the Spiritlands these rare diamond-like gemstones swirl with a rainbow of colors as they combine the conflicting forces of the primeval and the supernal and are said to be amongst the most powerful magical adjuncts in the known world.


On the Seals of the Gods (DMs eyes only)

The Great Astral Seals were long ago placed in this region by the gods to stabilize the planes and help the world remain separate from the Elemental Chaos as the barriers between the planes were weakend here in the ancient wars between the Primordials and the Gods. The side effect of the placement of the Astral Seals was largely cutting it off from the Feywild and the Shadowfell as well. Originally there were four seals in the Spiritlands.

At the end of the Age of Many Empires the elves found a way to weaken one of the seals and thus reopened a portal to the Feywild allowing the incursion of the Eladrin in this area of the world. The gods, no longer united as they were in the time just after defeating the primordials did not re-establish the seal and it would take an event of enormous magnitude for them to do create another such seal. However their angel agents still maintained them and so once the Eladrin established a foothold in the prime material and learned of the method by which the elves weakened the seal they kept reweakening the seal year after year to maintain the portal between the Spiritlands and the Feywild. Seeking to finally eliminate the seal once and for all the eladrin worked for many years to find a way to undo the seal. When they finally did so they unleashed a great amount of planar energy and they were either destroyed or transformed into the Doom Wood giants. Some of the giants believe that there were Eladrin who made a deal with the primordials to eliminate the seal and that their transformation into giants was the result of such a pact. No matter the original reason the destruction of one of the seals also opened a way into the Shadowfell which resulted in the "dooming" of the wood.
It also weakened the veil between the Spiritlands and the Primordial realm of the Elemental Chaos.

The mighty primordial ___ was the being who worked many long years to leak the information on weakening the seal to the elves. It is also the being who made the pact with the Eladrin that led to their downfall and transformation. But in doing so it lost its foothold in the Prime Material as the giants were diminished in their ability to properly channel the energies necessary to destroy another seal - such was the price of their transformation. Seeking a new tool to destroy yet another seal, ___ enticed the druid Abrecan with primordial powers. Now he has set Abrecan on the path of weakening the other seals to allow the temporary opening to the Elemental Chaos. Once a seal is weakened it will take considerable time for the servants of the gods to restore it. Thus if they are weakened in rapid succession they will restore the spiritlands, temporarily, to the original state of planar flux that existed just after the GodsWar.

The method for weakening the seals could still be found in ancient lore of the elves and the eladrin elite spellcasters. Having gotten a taste of power when ___ granted him knowledge of the crystal tablet and gave him a taste of power with promise of more in the Doom Wood. He left for the Doom Wood and once there he made excursions into ancient elf and eladrin tombs and, directed by ___ found what the primordial needed him to find. From there Abrecan determined where the remaining seals were and once he had a plan the next seal was opened an he got even more power to, as he saw it, restore the Spiritlands back to its natural state. Little does he know that once his objectives are met that ___ will eventually seek to do more than wipe out civilization but to undo the Prime Material altogether if possible - starting with engulfing the Spiritlands and moving on from there. By the time Abrecan gives in to the maximum amount of power his frail mortal form can hold he will be unable to stop himself from aiding the primordial cause.


The Holy Tablet of Glithur

This is an ancient crystal tablet that had some writing on it. The Priest has a casting of the original and he made the casting into another more clear version of the original.

The original crystal tablet was brought by the dwarves that were dispersed after the fall of Glithur. None knew then of its origins but the dwarves knew it was a holy relic and so they took it with them when they escaped the falling city. They brought it here to Veldash many years later.
Many of the dwarves of the area were killed as there was great racial hatred of them and so the tablet eventually passed into the hands of the Warlord ruler of the city of Veldash. He thought nothing of it for many years and, at one point he considered using it to pay off a debt to the Tiefling empire of Bael Nordith along with their usual taxes but the empire fell and the city became a self governing one not answering to any other.
The previous Warlord bid that wise men view the tablet and ascertain its meaning. It was then that the Priest of Pelor and Abrecan and others began to study the tablet.

The Tablet was a proclamation of sorts to commemorate their victory over the primordials.


Sleeper Cell
Abrecan has agents within Veldash - those that were once part of his separatist druidic movement. When Abrecan abandoned the Doomwood to destroy the other seals he sent his followers back to Backrill Vale (who became the elite monks in the Thunder shields) and to Veldash to begin preparations for the destruction of those cities. The cell of worshippers in Veldash pose as merchants from the east. Money from the cult as well as (more recently) funds sent from Blackrill Vale fund them. They have established a well protected yard with a stockade surrounding a trio of warehouse buildings. Their purpose - like the Thundershields - is to weaken the city from within prior to the advance of the Druid's forces when the time comes to level the city. To that end they have used their wealth to recruit a small force of loyal guards - primarily dwarves. Abrecan has instructed his head of the merchants to sew the seeds of discontent with the current ruler of Veldash - a seed which germinates quickly in the stubborn and unforgiving dwarves who still recall Veldash's role in aiding the Teifling empire to destroy their ancestral homeland at Glithur. The plan being that a quadron of the most loyal dwarven followers will strike at the head of the state of Veldash. Likely this will result in the rounding up of dwarves to be questioned and will bring the attention of the state upon the strangely militant bad of dwarves that had been so quiet and unassuming before now. Then war begins in earnest within the city walls. All just prior to Abrecan's invasion.

------

VELDASH

AT THE GATES
Veldash can be seen from miles away. It was built on the highest hill for miles and its walls must be massive to be able to see them at this distance - a reflection of older times and empires long since fallen to dust. But the city endures, As you close the distance the wild lands slowly change to pasture filled with roaming cattle and then to freshly tilled fields and farmers doing their spring planting. The ground quickly rises and you find the well worn road that leads up to the city of Veldash. The hill is not steep but the going is nevertheless long. You pass shepherd grazing their flock on the grassy hillside and people both coming and going from the gates above.
Finally you reach the gates - Massive ancient stone that has stood for centuries from the looks of it. The way through is narrow - just enough to let two wagons pass one another. The guards of Veldash, dressed in bright chainmail and green tabards, question and inspect all coming into the city. They are servants of Veldash's Warlord, a title held by many over the years - though never, it is said, by an invader.
The captain of the guard watch himself takes interest in knowing what business armed men have coming into their city and he meets you with dozen armed guards before you come within fifty feet of the gate. The quickly surround you, hands on their swords though none draw them. High above a dozen archers on the walls have arrows knocked but not drawn. They regard you with suspicion.

The captain is confident of his overwhelming numbers and he knows with a single command a portcullis can be instantly dropped sealing off the city from would-be-invaders before they could possibly reach the gate. He doesn't seek a fight, just a good explanation for coming so armed and what business they are on. Any news of the fate of Blackrill Vale will be new to them though scouts had reported the war party of Doom Wood giants that had passed far to the south and it was feared Blackrill Vale came under attack. Upon hearing that their business in the city is simply one of research looking for other information on the source of the attacks they are allowed in so long as they do not draw their weapons within the city.

If the heroes seek an audience with the Warlord they will not get it. The guards at the gate can authorize no such meeting but the captain there assures the PCs the news of the attack on Blackrill Vale will reach the ears of his superiors.

INSIDE VELDASH
From here let the players explore the city as they will. A skill challenge can represent their investigations into the city. Succeeding in the skill challenge yields them the following information:

Basic Druid Information found in standard research:
Druids left the town over 50 years ago. Their nature-loving ways had taken a turn for the fanatical and they began to call for the abandonment of the city and an exodus into the Doom Wood to live wild according to nature. Most of the townsfolk would have none of this, of course, and the Druids left as they said they would, taking many of their faithful with them into the fell forest.

Cult Rumor
There is rumor of some sort of cult that operates nearer the Doom Wood. A couple of sacrifices of herders that had been killed several years back in a ritualistic manner at some ancient elven standing stone such as are seen scattered throughout the Spiritlands. Nothing since. After that the story spread of a dark cult that raided out of the wood and kidnapped farmers of the countryside in their sleep. As if the the people of the heaths don't have enough to worry about with the threat of the giants.

If the players ask where they might find the druids:
For a time the Druids held services at a ring of standing stones between here and the Doom Wood. Once there were farmers thereabout but they have all since moved to the city... or been victims of the cult. If they left any sign as to their whereabouts I would bet they left it there.


VELDASH HISTORY

Veldash has been a place of importance for many races. Originally it was the home of elves before the coming of humans into the Spiritlands. Most of the western Spiritlands were logged and the region went from forest to grasslands. The human settlers - part of the Tribe of the Eagle - built a fortress atop the hill. During the Age of Many Empires the defenses were increased and craftsmen from the dwarven realm of Glithur aided in the construction of the city's outer defenses which still stand today. A falling out with the dwarves happened centuries later.
The city was conquered by the tiefling nation of Bael Nordith. The tieflings helped reestablish trade relations with the dwarves of Glithur to the north. But the dwarves and the tieflings never saw eye to eye and squabbles over trade turned rapidly into war. The Emporer's Ire was raised and he brought his considerable wealth and power to bear on the dwarven city wiping it out and scattering the dwarves into the barrier peaks and the lands to the northwest of them.
When the empire of Bael Nordith collapsed years later the dwarves returned but found their caverns infested with foul creatures and so came, humbly, to live in Veldash which, being an isolated city at the edge of the now fallen tiefling empire, was now devoid of tieflings who retreated to the east. So Veldash benefits from the ancestral power of the Tribe of the Eagle, the wealth of the tieflings which rebuilt the city's ancient and failing defenses, and the hardiness of the dwarven remnants of fallen Glithur.
The city remains free due to the Eagle Knights (called the Aquilas) and their vigilance under the Warlord. They patrol a large area between the city and they have struck down many Doom Wood giants. The giants dare not wander far from the Doom Wood in this region.

-------

PELOR CONNECTION:
Perhaps in the skill challenge in Veldash, trying to uncover the location of the druids, they are led to the temple of Pelor there. The old elven priest in attendance there gives the players the information they seek. He says another of his clerics, an eladrin by the name of Oriana who left this for you and then travelled north towards Immerfell unexpectedly. The cleric says that the blood of the eladrin has sometimes produced seers such... as in the case of Garduld the White of old. Perhaps Oriana has been blessed by Pelor with a moment of clarity when he foresaw your coming.
The same cleric of pelor visited Immerfell and warned the forces there that an attack may come soon upon their town. He told them of the attack on Blackrill Vale and said: "A fell wind blows in all lands. This will be a time of trial for all. Prepare the city's defenses for none can say what the coming storm will bring."
The cleric, then, will be the one who warned Malberth, though they failed to heed his words, and who rode south to Passwatch and brought their armies forth only too late. He will speak of the prophesy of Garduld the White to the players and will lead them to his crypt. After this he will transport somehow back to Veldash to help them prepare to whether the coming storm.

---

Old Priest's Venerus' Response:
Abrecan? Yeah, I knew him. That was over fifty years ago. He was my good friend, a druid of a local grove. The city was expanding and he was getting restless so he gathered up a group of followers and quit the city. Headed into the Doom Wood, the fool. He never did listen to me. Or anyone for that matter.
It was the tablet that started it. We had been asked to examine an old dwarven artifact by the local warlord who wanted it appraised so he knew what it would be worth in barter if it came to that. At least he thought it was dwarven. It was a tablet of pure crystal with symbols carved into it. Abracan and I and some other priests and mages were each given a clay impression of the tablet and we couldn't make heads nor tails of it. Definitely wasn't dwarven - probably Astral judging by the material. We all gave up after a couple of weeks or so. But not Abrecan. He just wouldn't stop. Became obsessed with it.
He came to me one night long after I had given up on it and said he had finally deciphered it. He raved on about how those in power were suppressing us and that he had found it - found a way to overcome them all he said. Asked me to join him in overthrowing them. Well I didn't want to have anything to do with a rebellion and told him so flat out. He left in a hurry after that.
The next week he left town too, taking a bunch of his followers with him into the Doom Wood. Took the tablet too I suspect. Stole it from the warlord himself before he left I suspect. The warlord himself came round and ransacked my temple looking for it afterwards. No one ever heard from Abrecan or his followers again after that. Hard to believe it's been fifty years already.

This should take place in an interesting environment. Perhaps the old priest is up on scaffolding doing some brick laying for an addition onto the temple of Pelor. Venerus' father was a bricklayer and he picked up most of it from him. He and a couple of other human workers continue to work on the wall as he talks with the PCs. If the PCs ask why he is doing the bricklaying he responds:

Well my father was a bricklayer. Way back when I used to help him out, before I became a man of the cloth. Plus all the dwarf laborers in town are conscripted to the merchants these days so we make due with what skills we have.

-----

The Dark Grove
Long ago forest covered the whole of the Spiritlands - one great wood from Mir lake to the Shining River. When the time of the darkening of the Moryn Wood came and the Eladrin city of Morynnia fell a stand of ancient and wood holy to the druids began to rot from within with the same dark power as the Doom Wood. This knowledge was hidden from those outside of the druid order and the druids kept the wood under control.
When Abrecan and his order left the city the grove slowly was consumed from within. Once a place of nature and light it is now a place of darkness and all in the region shun its dark power. The power of the wood gave life to the Blackroot treant who gathered the corpses of Doom Wood giants who had died assaulting Veldash. Through the dark power of the Doom Wood they rose again as Boneclaws upon the treant performing a dark ritual. Those who have ventured within the grove do not make it back out, it is said.

Level 17 Encounter
Blackroot treant - 4,800
3 Boneclaws (4 for 5-man) - 3,000

The Crystal Compass
In the heart of the Grove there is a ring of standing stones. In the center of the ring there is a low stone altar of sorts. A search of the area reveals a crystal shard, covered in moss. This crystal was broken off the original crystal tablet. Though mortals will never know this it was Pelor himself who shattered the crystal and empowered it to point the way to the rest of the tablet for it would serve his interests to have the PCs find it in the future. If laid on a flat surface it will show the way to the nearest Astral Seal.

Saturday, February 20, 2010

Farewell.

Well, not surprisingly, my gaming group has stuck to its usual thing and moved on to something else before finishing the adventure it was on. We made it through 2/3 of the "Against the Dark Brotherhood" adventure before switching to some other adventure. The adventure was riddled with issues throughout - the most telling of which was lack of player choice (linear adventure).

Being as designing an adventure in its entirety to a degree that it would be publishable is a heck of a lot of work to do for one person I had made the adventure fairly linear to save time and work and also because many published adventures I have seen follow this same set up (for the most part). In the end this lack of openness is what has killed the adventure months ago. This is the same reason we usually don't run published modules in my group.

Currently we are playing another of my home brew settings and adventures but these ones work out to be much more open in player choices (having five possible branches from the very start). Making these are a lot easier because the adventure is not going to be published and I have free reign to use whatever monster I choose. Which is a HUGE burden off being a DM.

If anyone expresses interest in seeing what else I have made up for this adventure I'll be happy to provide what I have but until then this project is sort of dead in the water. At least there is a good city siege adventure here for people to build upon if they like. I am still proud of the work I did on the first adventure and I think such an event can easily be worked into any setting or other ongoing campaign... so enjoy what's here at the least. And thanks for the interest.

Saturday, November 21, 2009

Part 1: Veldash and the Grove

Veldash History
Veldash has been a place of importance for many races. Originally it was the home of elves before the coming of humans into the Spiritlands. Most of the western Spiritlands were logged and the region went from forest to grasslands. The human settlers - part of the Tribe of the Eagle - built a fortress atop the hill. During the Age of Many Empires the defenses were increased and craftsmen from the dwarven realm of Glithur aided in the construction of the city's outer defenses which still stand today. A falling out with the dwarves happened centuries later.

The city was conquered by the tiefling nation of Bael Nordith. The tieflings helped reestablish trade relations with the dwarves of Glithur to the north. But the dwarves and the tieflings never saw eye to eye and squabbles over trade turned rapidly into war. The Emporer's Ire was raised and he brought his considerable wealth and power to bear on the dwarven city wiping it out and scattering the dwarves into the barrier peaks and the lands to the northwest of them.

When the empire of Bael Nordith collapsed years later the dwarves returned but found their caverns infested with foul creatures and so came, humbly, to live in Veldash which, being an isolated city at the edge of the now fallen tiefling empire, was now devoid of tieflings who retreated to the east. So Veldash benefits from the ancestral power of the Tribe of the Eagle, the wealth of the tieflings which rebuilt the city's ancient and failing defenses, and the hardiness of the dwarven remnants of fallen Glithur.

The city remains free due to the Eagle Knights (called the Aquilas) and their vigilance under the Warlord. They patrol a large area between the city and they have struck down many Doom Wood giants. The giants dare not wander far from the Doom Wood in this region.

At the Gates
Veldash can be seen from miles away. It was built on the highest hill for miles and its walls must be massive to be able to see them at this distance - a reflection of older times and empires long since fallen to dust. But the city endures, As you close the distance the wild lands slowly change to pasture filled with roaming cattle and then to freshly tilled fields and farmers doing their spring planting. The ground quickly rises and you find the well worn road that leads up to the city of Veldash. The hill is not steep but the going is nevertheless long. You pass shepherd grazing their flock on the grassy hillside and people both coming and going from the gates above. Finally you reach the gates - Massive ancient stone that has stood for centuries from the looks of it. The way through is narrow - just enough to let two wagons pass one another. The guards of Veldash, dressed in bright chainmail and green tabards, question and inspect all coming into the city. They are servants of Veldash's Warlord, a title held by many over the years - though never, it is said, by an invader.

If the Heroes approach the gates together:
The captain of the guard watch himself takes interest in knowing what business armed men have coming into their city and he meets you with dozen armed guards before you come within fifty feet of the gate. The quickly surround you, hands on their swords though none draw them. High above a dozen archers on the walls have arrows knocked but not drawn. They regard you with suspicion.

The captain is confident of his overwhelming numbers and he knows with a single command a portcullis can be instantly dropped sealing off the city from would-be-invaders before they could possibly reach the gate. He doesn't seek a fight, just a good explanation for coming so armed and what business they are on. Any news of the fate of Blackrill Vale will be new to them though scouts had reported the war party of Doom Wood giants that had passed far to the south and it was feared Blackrill Vale came under attack. Upon hearing that their business in the city is simply one of research looking for other information on the source of the attacks they are allowed in so long as they do not draw their weapons within the city.

If the heroes seek an audience with the Warlord they will not get it. The guards at the gate can authorize no such meeting but the captain there assures the PCs the news of the attack on Blackrill Vale will reach the ears of his superiors.

Inside Veldash
From here let the players explore the city as they will. A skill challenge can represent their investigations into the city if you like. Succeeding in the skill challenge yields them the following information:

Basic Druid Information found in standard research:
Druids left the town over 50 years ago. Their nature-loving ways had taken a turn for the fanatical and they began to call for the abandonment of the city and an exodus into the Doom Wood to live wild according to nature. Most of the townsfolk would have none of this, of course, and the Druids left as they said they would, taking many of their faithful with them into the fell forest.

Cult Rumor
There is rumor of some sort of cult that operates nearer the Doom Wood. A couple of sacrifices of herders that had been killed several years back in a ritualistic manner at some ancient elven standing stone such as are seen scattered throughout the Spiritlands. Nothing since. After that the story spread of a dark cult that raided out of the wood and kidnapped farmers of the countryside in their sleep. As if the the people of the heaths don't have enough to worry about with the threat of the giants.

No matter the outcome the heroes should be directed to the temple of Pelor and to the senior priest there, an old elf by the name of Venerus.

-------

Pelor Connection:
In the skill challenge in Veldash, trying to uncover the location of the druids, the heroes are directed to the temple of Pelor there. The old elven priest in attendance there gives the players the information they seek. He says another of his clerics, an eladrin by the name of Oriana warned him that he would get visitors soon. She then travelled north towards Immerfell unexpectedly. The cleric says that the blood of the eladrin has sometimes produced seers such... as in the case of Garduld the White of old. Perhaps Oriana has been blessed by Pelor with a moment of clarity when she foresaw your coming.

The same cleric of Pelor visited Immerfell and warned the forces there that an attack may come soon upon their town. He told them of the attack on Blackrill Vale and said: "A fell wind blows in all lands. This will be a time of trial for all. Prepare the city's defenses for none can say what the coming storm will bring."

The cleric, then, will be the one who warned Malberth, though they failed to heed his words, and who rode south to Passwatch and brought their armies forth only too late. She will speak of the prophesy of Garduld the White to the playersonce they arrive in Malberth and will lead them to his crypt. After this she will transport somehow back to Veldash to help them prepare to whether the coming storm.

---

Old Priest's Venerus' Response to the players asking about Abrecan:
Abrecan? Yeah, I knew him. That was over fifty years ago. He was my good friend, a druid of a local grove. The city was expanding and he was getting restless so he gathered up a group of followers and quit the city. Headed into the Doom Wood, the fool. He never did listen to me. Or anyone for that matter. It was the tablet that started it. We had been asked to examine an old dwarven artifact by the local warlord who wanted it appraised so he knew what it would be worth in barter if it came to that. At least he thought it was dwarven. It was a tablet of pure crystal with symbols carved into it. Abracan and I and some other priests and mages were each given a clay impression of the tablet and we couldn't make heads nor tails of it. Definitely wasn't dwarven - probably Astral judging by the material. We all gave up after a couple of weeks or so. But not Abrecan. He just wouldn't stop. Became obsessed with it. He came to me one night long after I had given up on it and said he had finally deciphered it. He raved on about how those in power were suppressing us and that he had found it - found a way to overcome them all he said. Asked me to join him in overthrowing them. Well I didn't want to have anything to do with a rebellion and told him so flat out. He left in a hurry after that. The next week he left town too, taking a bunch of his followers with him into the Doom Wood. Took the tablet too I suspect. Stole it from the warlord himself before he left I suspect. The warlord himself came round and ransacked my temple looking for it afterwards. No one ever heard from Abrecan or his followers again after that. Hard to believe it's been fifty years already.

This should take place in an interesting environment. Perhaps the old priest is up on scaffolding doing some brick laying for an addition onto the temple of Pelor. Venerus' father was a bricklayer and he picked up most of it from him. He and a couple of other human workers continue to work on the wall as he talks with the PCs.

If the PCs ask why he is doing the bricklaying he responds:
Well my father was a bricklayer. Way back when I used to help him out, before I became a man of the cloth. Plus all the dwarf laborers in town are conscripted to the merchants these days so we make due with what skills we have.

If the players ask where they might find the druids:
For a time the Druids held services at a ring of standing stones between here and the Doom Wood. Once there were farmers thereabout but they have all since moved to the city... or been victims of the cult. If they left any sign as to their whereabouts I would bet they left it there.

During this encounter Venerus will give the heroes a rubbing made from the original tablet (see the previous post for the tablet graphic). He should also direct them to finding answers in the old druid's grove if they wish to find out more.

-----

The Dark Grove
Long ago forest covered the whole of the Spiritlands - one great wood from Mir lake to the Shining River. When the time of the darkening of the Moryn Wood came and the Eladrin city of Morynnia fell a stand of ancient and wood holy to the druids began to rot from within with the same dark power as the Doom Wood. This knowledge was hidden from those outside of the druid order and the druids kept the wood under control.

When Abrecan and his order left the city the grove slowly was consumed from within. Once a place of nature and light it is now a place of darkness and all in the region shun its dark power. The power of the wood gave life to the Blackroot treant who gathered the corpses of Doom Wood giants who had died assaulting Veldash. Through the dark power of the Doom Wood they rose again as Boneclaws upon the treant performing a dark ritual. Those who have ventured within the grove do not make it back out, it is said.
You make your way under the boughs of the grove, their entangled branches shielding out more and more light as you delve deeper. Soon you see a clearing ahead. Within the clearing are a ring of standing stones with a large black tree growing to one side of it. Everything is covered in a thick growth of moss.

As soon as the players enter the ring of stones the treant (the black tree) comes to life and the Boneclaws erupt from the ground and initiative can be rolled.

Level 17 Encounter
Blackroot Treant
3 Boneclaws (4 for 5-man group of PCs)

You can find the stats for these monsters in your Monster Manuals put out by Wizards of the Coast.

NOTE: I ran this with a group of standing stones and found the initial approach to combat the boneclaws to be quite deadly for the PCs. I did end up very hampered by the ring's enclosure though as the treant wasn't able to get out at all and the boneclaws could not do so without squeezing. Making the circle large enough to allow for a lot of movement within it is recommended.

The Crystal Compass
In the heart of the Grove there is a ring of standing stones. In the center of the ring there is a low stone altar of sorts. A search of the area (or if the players do not search the combat unearthed it) reveals a crystal shard, covered in moss. This crystal was broken off the original crystal tablet. Though mortals will never know this it was Pelor himself who caused this small fragment of the crystal to fall off of the tablet and remain behind for it would serve his interests to have the someone find it in the future. The long triangular shard is naturally empowered to rejoin with the rest of the tablet. If laid on a flat surface it will point the way to the tablet and is the arrow pointing towards the secret dwelling of the druids where it lies.

Photo by Falashad