Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
July 31, 2014, 04:54:47 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Community
| |-+  Fiction and Story Hour
| | |-+  An Elemental Trouble
« previous next »
Pages: [1] Go Down Print
Author Topic: An Elemental Trouble  (Read 745 times)
royalfa
Agent
***
Posts: 108




View Profile
« on: March 23, 2012, 04:46:02 AM »

Here is the 1st scene of the new adventure I will set to my PCs.

I will gladly receive advice.

Code:
Scene 1: Elder Fire

A farm or open location in the home base of the PCs.
OBJECTIVES
• (Optional) Help the farm/location workers (2) to get out unharmed: 25 Xp. (each)

A. Defeat the Elder Elemental: 160 Xp. (Special Character)

CHALLENGES
• The field/location is on fire when the PCs arrive.
• Two workers are trapped in the barn or other place that it’s being consumed with fire.
  (The place will collapse in 50 rounds = 5 minutes)
• The rift to the elemental plane of fire is located 2 miles far away the location.

SYNOPSIS
Scene Type: Dramatic
GM Briefing:  The fire alarm sounds in town and the town’s fire brigade get ready to combat the fire, but is something odd about it: Is like a living thing. This scene can be introduced to the PCs if one of them are in the fire brigade; in my case 2 PCs have fire resistance and some people in town know it; those people can ask for help to the PCs. The NPCs can offering some small payment or convince about a good reward from the location owner.

LOCATION
A farm or location in the PCs base at fire.
Ambiance: Is hot, because the fire. The PCs must deal with Heat damage besides the Elder Elemental that set this place on fire.
Terrain: Outdoors
Cultural Interest: Elemental plane of fire. Natural rifts. Elementals.

ACTION
Begin the adventure by reading the following aloud.
 
When you arrive to the site all around is on fire.
The town’s fire brigade is just behind your group setting things up to combat it. But is something odd about the fire, the flames are not moving with the wind; moreover a large pillar of flames is heading right into you.



Roll Initiative
(There is not a surprise round because the movement of the Elder Elemental is obvious and is the same case for the group of PCs and the town people.)
GM’s NOTES:
The town people will not fight with the elemental they at most will try to put the fire out in the field or around the battle the PCs will have.

The town people neither will try to reach the place where the 2 workers hidden when the realize about the Elemental; because the field is on fire and they must pass the battle to get there.

The workers are hidden but the place is on fire and will collapse in 5 min (50 rounds). There is a window or door that can be used to escape but only one can reach it and will not get out without help; the other worker is to scare to try to escape but if one PC impress, persuade or intimidate him he recovers his “head” (see check below).

Helping a frightened worker (Impress/Intimidate/Bluff)
Type of check: Individual
SKILL: Impress/Persuade
DC: 17 (Sliding: Tricky)
Time:  1 Minute
Success: The worker gets out. The worker helps to put the fire down.
Fail: He stays The character can’t be persuaded
Modifiers: The NPC thinks is an extreme risk to get out with that monster (-4)
The PC (through role play) can incentive the NPC with saving his own life  (negate the -4)

Type of check: Individual
SKILL: Bluff/lie
DC: vs Sense Motive (d20+2; Comp II, TL 4)
Time:  1 Full action
Success: The worker gets out. The error range for the Sense motive check increase by 2 per action die spent.
Fail: He stays  The NPCs don’t believe any more the PC (2 die spent) The NPC can be persuaded either.
Modifiers: Depends on the lie (role-play; see modifiers page 72)
[The NPC can feel the fire and hear the battle]

Type of check: Individual
SKILL: Intimidate/Coerce
DC: vs Resolve (d20+2; Comp II, TL 4)
Time:  1 Full action
Success: The worker gets out. The worker helps to put the fire down.
Fail: He stays (2 die spend) This PC can’t help the worker.
Modifiers: The NPC thinks is an extreme risk to get out with that monster (-10)
The PC (through role play) can incentive the NPC with saving his own life  (The penalty reduce to -6) [The NPC is more afraid of the elemental than you]


The elemental is nothing but fire energy, will attack the PCs without hesitation and concern of his material body; the only thing is his mind is destruction. It thinks the “final days” are here.
If “defeated” his body will reform in 5 days unless the rift to the elemental plane is closed in the right way this will return the elemental to his home plane.

The rift to the fire plane is 2 miles far away from the location. A survival/track check is needed to track the elder elemental’s path from the rift to the location. A search/perception check is needed to find the rift. (see below)

The elemental came from…
Type of check: Team check
SKILL: Survival/Track [Highest; 2 checks]
DC: 14 (Sliding: Average) [The elemental don’t hide his trail]
Time:  Varies
Success: You arrive to an “empty” a spot in the field. Cover twice the distance (only 1 check if the first one is critical).
Fail: Lose trail if fail 2 in a row Lose the trail.
Modifiers: See page 83

You can see that?
Type of check: Team check
SKILL: Search/perception [Highest]
DC: 17 (Sliding: Tricky; if day/some bright light)
14 (Sliding: Average; if night time or low light)
Time: 1 full action
Success: You can see some weird, bright and flickering aura. You see through the rift some flames.
Fail: Don’t see anything special can’t find the rift (3 die spend) The rift move from the original place the trail is useless.



 Elder Fire Elemental (Special NPC)
(Large Elemental Flyer - 160): (TL 6)
Str 14, Dex 18, Con 12, Int 6, Wis 10, Cha 10; SZ L (2×2, Reach 2); Spd 80 ft. flight
Init VI +11 Atk VIII melee +11, range +13
Def VI 20 Res V Fort +6, Ref +9, Will +5 
Health IV 120/18 Comp III +3
Search V +13 Tactics V +9

Qualities:
Achilles heel (cold): Double damage from cold.
Banned Action (swim)
Deadly Blow (edgemaster class ability): Spend 1 round to prepare a deadly blow. During your next melee Standard Attack your opponent is considered flat-footed, your weapon’s threat range increases by 4, and the weapon automatically inflicts its maximum possible damage (sneak attack damage, action dice, and other variable bonuses are still rolled). Your deadly blow is lost if you move before using it.
Damage defiance: Lethal: ½ damage from lethal
Damage Immunity: Fire.
Everlasting
Fearsome: Up to 3 times per scene, the NPC can invoke fear in all opponents who can see or hear him. Each
target suffers 1d6 stress damage and must make a Will save (DC 20 Hard) or become frightened.
Combat Focus (feat): The NPC double one of your attribute bonuses for a single attack, damage roll, or save. You may use this ability 2 times per scene.
Combat Instincts (feat):  Once per round when an adjacent opponent attacks you and misses, you gain a free attack against him. If this attack hits, it inflicts only 1/2 damage (rounded up).
Grueling combatant: Each time an adjacent opponent attacks the NPC and misses, the opponent suffers 2
subdual damage.
Natural defense (fire): Each time a character hits the NPC with an unarmed or melee attack, he must make a Reflex save (DC 14 average) or suffer 1d6 lethal damage.
Tough II: The NPC ignores the effect of 2 critical hits per scene.
Veteran II: TL +2.
 
Attacks/Weapons:
Slam IV (dmg 2d8 + 4 Fire, threat 18-20)
Finesse: Use dex bonus to damage
Keen 4: increases by 4 when determining critical injuries and massive damage. (page 208)
Fire: Reflex save DC equal to damage.

Heat Wave (dmg 3d8 Heat, threat 20)
40 ft Aura (8 squares)
Ref DC 14 (average) for ½ damage

Ignition (dmg. 3d8 Fire, threat 20) [I will use it if his vitality/wounds reach 50% and when are low]
20 ft blast (4 squares)
Ref DC 14 (average) for ½ damage

Combat: Achilles heel(cold), Tough II, Immune Fire, ½ damage from lethal, Combat Instincts and Grueling combatant (free attack if miss you and 2 subdual damage),
1 round. Slam.
2 round. Heat Wave and Slam
3 round. (deadly blow)
4 round. Deadly blow [Combat focus Dex +8 for damage]
5 round. Fearsome [if deadly blow connects increase stress damage +2]
6 round.


FIRE DAMAGE
• When a character suffers fire damage, he must also make a Reflex save (DC equal to the damage) or catch fire. While burning, a character suffers the fire’s full damage at the start of his Initiative Count each round. Further, he must make a Will save (DC equal to the damage) or immediately run as far out of the fire as possible, drop prone, and begin rolling to put himself out. While rolling, a character’s fire damagedrops by 10 per round until the fire is out.

• Each round that a character or object remains on fire, the GM rolls 1d20 and with a result equal to or lower than the
damage the fire spreads to the immediate scenery. Unless put out, a scenery fire spreads 5 ft. in a random direction every round, per the Deviation Diagram (see page 216).

• Until put out, any fire — whether on a character or scenery — worsens by 1d6 damage per round.

• Putting out a fire by any means — water, blankets, etc. — decreases a fire’s damage by 10 points per round.

HEAT DAMAGE
• Heat damage immediately becomes subdual damage and also has the following effects.

• Heat damage ignores Damage Reduction.

• When heat damage is inflicted by an extreme environment (i.e. a heat wave), an exposed character makes a Survival check (DC 20). With success, he suffers 1d6 subdual damage every four hours; otherwise, he suffers 1d6 subdual damage every hour.

Logged
royalfa
Agent
***
Posts: 108




View Profile
« Reply #1 on: July 26, 2012, 05:16:08 PM »

Here is the full story.

Please I need feedback:

Code:





Contents
Introduction 3
SCENE ONE: FIRE ON THE FIELD 3
SCENE TWO: DROWNED IN THE WELL 3
SCENE THREE: SHIFTING EARTH 4
SCENE FOUR: SWIFTH DEAD 4
MENACE 4
SLIDING DCS 4
CHECK BOXES 4
CHECK: Name 4
SCENE ONE: FIRE ON THE FIELD 5
OBJECTIVES 5
CHALLENGES 5
SYNOPSIS 5
LOCATION 5
ACTION 5
CHECK: Helping a frightened worker (Impress/Intimidate/Bluff) 6
CHECK: The elemental came from… 7
CHECK: You can see that? 7
KNOWLEDGE: Elder Elementals 7
KNOWLEDGE: Portals 7
KNOWLEDGE: Local History 7
SCENE ONE: DROWNED IN THE WELL 8
OBJECTIVES 8
CHALLENGES 8
SYNOPSIS 8
LOCATION 8
ACTION 8
CHECK: Down the well (Only Medium or smaller characters) 9
SCENE ONE: SHIFTING EARTH 9
OBJECTIVES 9
CHALLENGES 10
SYNOPSIS 10
LOCATION 10
ACTION 10
SCENE FOUR: SWIFTH DEAD 11
OBJECTIVES 11
CHALLENGES 11
SYNOPSIS 11
LOCATION 11
ACTION 11
APPENDIX I: LORE 13
ELDER ELEMENTALS 13
PORTALS 13
LOCAL HISTORY 13
APPENDIX II: STAT SHEETS 14
Elder Fire Elemental (Special NPC) 14
Town Guards 15
Elder Water Elemental (Standard NPC) (Equal to the number of players) 15
Elder Earth Elemental (Standar NPC) (Equal to the number or ½ the number of players) 17
Elder Air Elemental (Special NPC) 18


Introduction
An Elemental Trouble is an adventure I design for my players in the home campaign. The world has a tendency to open gates to other worlds and dimensions. Few people in the world know this but an elite of those peoples can even access or control this gate and bring some goods from other worlds, the most valuable commodity are slave.
My campaign star with the players being carried on wagons with bars, they scape, help other slaves and then establish in a near town but none of them remember his past very well, they have some fuzzy memories.
Almost 2 years later the town is attacked by Elder Elementals. The players may think some power or agenda behind this attacks but is a “natural event” that occurs randomly and periodic in the world. Only some sages have records of these events but the Elementals don’t really realize this then they “think” the world has reached his end and begin the conquest because is in their nature then a peaceful solution is not at hand.
Even defeating the elementals is not enough to really win the battle against them because his everlasting nature. The trick is to gain the knowledge to close the gates to their respective home realms. They must perform some kind of ritual to really solve this “elemental trouble”.
An Elemental Trouble consists in 4 scenes:
SCENE ONE: FIRE ON THE FIELD
In the night the fire alarm sound in the town the players watch the town’s fire brigade, some villagers and two water wagons running to one of the farms, the second larger. A bright radiance caused by the flames lights the horizon. The field is in flames, an elder fire elemental is the cause of this, the elemental will attack all living things and try to rend all to ashes. The brigade is in danger, the barn is on fire and two crew people of the farm are inside.
SCENE TWO: DROWNED IN THE WELL
Two days later a new menace appears in the common well of the town: elder water elementals. The elementals came from the well and attack the people, when the players reach the well they see two men floating inside of a bubble they can try to save them but one is already drowned.

SCENE THREE: SHIFTING EARTH
Once again two days pass when the gate to the plane of earth opens and some earth elementals came from there. This event catches the players in their own backyard. This gate requires more time to close because the resilient nature of the earth elementals maybe the players will discover this too late.
SCENE FOUR: SWIFTH DEAD
Maybe the most dangerous of all the elementals: an air elemental. This attacks directly from above the store in the town the second tallest building because in the roof of the tallest, the inn is the gate to his home plane: more than 500 ft. from the attack. The players will need to split to save the store and close the gate.
MENACE
An Elemental Trouble assumes a Menace of II (Routine), though you can easily adjust that if you like. Keep in mind that a higher or lower Menace will adjust the number of Dramatic scenes and the threat level of the elementals but be careful because the veteran quality of the elder elementals already adjusts the threat level to +2.
SLIDING DCS
To allow for play at any Threat Level, this adventure features sliding DCs
(see Fantasy Craft, page 370).

CHECK BOXES
I create some “check boxes” with these characteristics:
CHECK: Name
Type of check: Team or Individual.
SKILL: required skill/sub skill [Highest or Lowest; Number of success]
DC: Sliding: Difficulty [NOTE]
Time:
Success: Result Critical Result
Fail: Result Critical Fail
Modifiers:

SCENE ONE: FIRE ON THE FIELD

A farm or open location in the home base of the PCs.
OBJECTIVES
• (Optional) Help the farm/location workers (2) to get out unharmed: 25 Xp. (each)

A. Close the portal to the plane of fire with the ritual (no errors): 100 Xp
B. Close the portal to the plane of fire with the ritual (with error):75 Xp.
C. Close the portal to the plane of fire without the ritual (narrative control): 25 Xp. plus 25 Xp per good roll playing.

CHALLENGES
• The field/location is on fire when the players arrive.
• Two workers are trapped in the barn or other place that it’s being consumed with fire.
  (The place will collapse in 50 rounds = 5 minutes)
• The rift to the elemental plane of fire is located 2 miles far away the location.
SYNOPSIS
Scene Type: Dramatic
GM Briefing:  The fire alarm sounds in town and the town’s fire brigade get ready to combat the fire, but is something odd about it: Is like a living thing. This scene can be introduced to the PCs if one of them are in the fire brigade; in my case 2 PCs have fire resistance and some people in town know it; those people can ask for help to the PCs. The NPCs can offering some small payment or convince about a good reward from the location owner.
LOCATION
A farm or location in the PCs base at fire.
 
Ambiance: Is hot, because the fire.
The PCs must deal with Heat damage besides the Elder Elemental that set this place on fire.
Terrain: Outdoors
Cultural Interest: Elemental plane of fire. Natural rifts. Elementals.
ACTION
Begin the action by reading the following aloud.
 

Roll Initiative
(There is not a surprise round because the movement of the Elder Elemental is obvious and is the same case for the group of PCs and the town people.)
GM’s NOTES:

The town people will not fight with the elemental they at most will try to put the fire out in the field or around the battle the PCs will have.

The town people neither will try to reach the place where the 2 workers hidden when they realize about the Elemental; because the field is on fire and they must pass the battle to get there.

The workers are hidden but the place is on fire and will collapse in 5 min (50 rounds). There is a window or door that can be used to escape but only one can reach it and will not get out without help; the other worker is to scare to try to escape but if one PC impress, persuade or intimidate him he recovers his “head” (see check below).
CHECK: Helping a frightened worker (Impress/Intimidate/Bluff)
Type of check: Individual
SKILL: Impress/Persuade
DC: Sliding: Tricky
Time:  1 Minute
Success: The worker gets out. The worker helps to put the fire down.
Fail: He stays The character can’t be persuaded
Modifiers: The NPC thinks is an extreme risk to get out with that monster (-4)
The PC (through role play) can incentive the NPC with saving his own life  (negate the -4)

Type of check: Individual
SKILL: Bluff/lie
DC: vs Sense Motive (Comp II)
Time:  1 Full action
Success: The worker gets out. The error range for the Sense motive check increase by 2 per action die spent.
Fail: He stays  The NPCs don’t believe any more the PC (2 die spent) The NPC can be persuaded either.
Modifiers: Depends on the lie (role-play; see modifiers page 72)
[The NPC can feel the fire and hear the battle]

Type of check: Individual
SKILL: Intimidate/Coerce
DC: vs Resolve (Comp II)
Time:  1 Full action
Success: The worker gets out. The worker helps to put the fire down.
Fail: He stays (2 die spend) This PC can’t help the worker.
Modifiers: The NPC thinks is an extreme risk to get out with that monster (-10)
The PC (through role play) can incentive the NPC with saving his own life  (The penalty reduce to -6) [The NPC is more afraid of the elemental than you]

The elemental is nothing but fire energy, will attack the PCs without hesitation and concern of his material body; the only thing is his mind is destruction. It thinks the “final days” are here.
If “defeated” his body will reform in 5 days unless the rift to the elemental plane is closed in the right way this will return the elemental to his home plane.

The rift to the fire plane is 2 miles far away from the location. A survival/track check is needed to track the elder elemental’s path from the rift to the location. A search/perception check is needed to find the rift. (see below)

CHECK: The elemental came from…
Type of check: Team check
SKILL: Survival/Track [Highest; 2 checks]
DC: 14 (Sliding: Average) [The elemental don’t hide his trail]
Time:  Varies
Success: You arrive to an “empty” a spot in the field. Cover twice the distance (only 1 check if the first one is critical).
Fail: Lose trail if fail 2 in a row Lose the trail.
Modifiers: See page 83
CHECK: You can see that?
Type of check: Team check
SKILL: Search/perception [Highest]
DC: 17 (Sliding: Tricky; if day/some bright light)
14 (Sliding: Average; if night time or low light)
Time: 1 full action
Success: You can see some weird, bright and flickering aura. You see through the rift some flames.
Fail: Don’t see anything special can’t find the rift. 3 die spend to move the rift  from the original place.
KNOWLEDGE: Elder Elementals
Type of check: Knowledge Check
SKILL: d20 + Int bonus + Studies
DC: Knowledge depends on roll.
See Appendix I: LORE Elder Elementals
KNOWLEDGE: Portals
Type of check: Knowledge Check
SKILL: d20 + Int bonus + Studies
DC: Knowledge depends on roll.
See Appendix I: LORE Portals
KNOWLEDGE: Local History
Type of check: Knowledge Check
SKILL: d20 + Int bonus + Studies
DC: Knowledge depends on roll.
See Appendix I: LORE Local History
The players can know that here was a great fire

SCENE ONE: DROWNED IN THE WELL

The common well in the center of the town.
OBJECTIVES
• (Optional) Rescue the hunter from the water Elemental: 25 Xp.

A. Close the portal to the plane of water with the ritual (no errors): 100 Xp
B. Close the portal to the plane of water with the ritual (with error):75 Xp.
C. Close the portal to the plane of water without the ritual (narrative control): 25 Xp plus 25 per good roll playing

CHALLENGES
• 5 hunters are the “law” of the town 2 are “inside” of the water elementals. One already dead the other drowning
• The players maybe need to avoid die drowning.
• The portal is inside the well above the water.
SYNOPSIS
Scene Type: Standard
GM Briefing:  Once again is alarm in the town, this time from the center of town around the well. When the players arrive to the location the can see some “large bubbles” of water, an inside of two of these guards of town one still alive.
LOCATION
The center of the town
 
Ambiance: Clear sky good ambient temperature
The players maybe need to deal with the challenge to be caught by one of the elementals and start to drown.
Terrain: Outdoors
Cultural Interest: Elemental plane of water. Natural rifts. Elementals.
ACTION
Begin the action by reading the following aloud.
 
Roll Initiative
(There is not a surprise round because the movement of the Elder Elemental is obvious and is the same case for the group of PCs.)

 
GM’s NOTES:

The guards realize that they can’t fight these monsters even one of them is already dead they don’t help the players.

The guard still alive will hold his breath only 3 more turns and in the start of the four he will die. If a player hits the elemental twice in a row the elemental releases his pray to try to swallow the player instead. If more than one character hits the elemental in the same round the elemental releases the guard too.

If the players can seal the portal by any means, there is a chance of 70% that two water elementals return to his home plane before the portal close, if 4 or more players. If only 3 players are at the table then only one may leave and has a 80% of leaving.

I allow the elemental to grab even medium character (guards and most players) instead of only small and smaller. This is an extra challenge not reflected in the XP but can award reputation to the player that rescue the guard and to each one that scape from drowning.

To reach the portal they must get inside the well and descend near the water, this makes the performing of the ritual more challenging (see Appendix III:  The ritual complex task)
 
CHECK: Down the well (Only Medium or smaller characters)
Type of check: Individual check
SKILL: Athletics/Climb
DC: Average
Time:  Varies
Success: Descend up to ½ of the character’s speed [Take the rope in the well as climber’s gear]. The character move up to twice his base speed
Fail: Don’t move. The character freezes and must make a Resolve check against the same DC above to move again.
Modifiers: See page 70

To reach the portal they must get inside the well and descend near the water, this makes the performing of the ritual more challenging (see Appendix III:  The ritual complex task)
SCENE ONE: SHIFTING EARTH
A large space of earth near the players house.
OBJECTIVES
• (Optional) Close the portal before all the elder elementals arrive: 50 Xp.

A. Close the portal to the plane of earth with the ritual (no errors): 100 Xp
B. Close the portal to the plane of earth with the ritual (with error):75 Xp.
C. Close the portal to the plane of earth without the ritual (narrative control): 25 Xp plus 25 per good roll playing

CHALLENGES
• The players maybe need to resist a lot of subdual damage caused by hitting the earth elementals.
SYNOPSIS
Scene Type: Standard
GM Briefing: A player can know that is no record or memory in town about of earthquakes. The past two days they feel some minor tremors. If the players investigate can find the portal to the plane of earth in a random direction about 1 mile his base of operations, with the condition the place is a desolated area .If the players close the portal before the encounter with the elementals then only half earth elementals are in the encounter.
LOCATION
A desolated area near the base of operations of the players
 
Ambiance: Clear sky. Morning
Terrain: Outdoors
Cultural Interest: Elemental plane of earth. Natural rifts. Elementals.
ACTION
GM’s NOTES:
The encounters with each elemental have 2 or 3 days of distance. In this case since the encounter with the water elementals, some minor earthquakes happened in town.

The players can find and close the portal to the plane of earth before the encounter this will reduce in half the elder earth elementals in the encounter and give the players some XP.

The encounter occurs near the players base of operation:


Begin the action by reading the following aloud.
 
If the players assume are elder air elementals or are outdoors when the action begins then the earth elementals have a surprise round. Unless the players can discover they by any other means.

Remember that hitting earth elementals is like hit a wall of stone. Then you need to keep good track of the subdual damage.

Normally the elder elementals don’t have treasure in this case the players can find some ore from the meteorite, the last piece, that fall years ago in this place. (see Appendix II Local History)

Roll Initiative


SCENE FOUR: SWIFTH DEAD
The new store in town, the second largest building.
OBJECTIVES
A. Save the store before the 1 minute of combat: 150 XP.
B. Save the store before the 3 minutes of combat: 75 XP
C. Save the store before the 6 minutes of combat: 25XP

A. Close the portal to the plane of earth with the ritual (no errors): 100 Xp
B. Close the portal to the plane of earth with the ritual (with error):75 Xp.
C. Close the portal to the plane of earth without the ritual (narrative control): 25 Xp plus 25 per good roll playing
CHALLENGES
Find the portal that is located in the roof of the inn.
Combat in the roof
Combat versus an aerial opponent
Moon light vision
SYNOPSIS
Scene Type: Standard
GM Briefing: The players already may realize each encounter happened 2 or 3 days apart. The third day nothing happens until they go to sleep (or is midnight) again a sound of alarm and heavy “banging” draw  their attention: a living cyclone is smashing the almost new store in town. If the players find and close the portal the elemental stop his attack against the building and attack them. The elemental attacks them if they connect a critical hit or reduce his vitality one quarter of his maximum.
LOCATION
The new store in town
 
Ambiance: Moon light
Terrain: Outdoors
Cultural Interest: Elemental plane of air. Natural rifts. Elementals.
ACTION
GM’s NOTES:
The players maybe figure it out the time of each encounter then this encounter is the night of the third day.

The players maybe figure it out that close the portals help them with the encounters, in this case finding the portal is tricky because the portal is in the roof of the inn, the tallest building in town, and the only thing they achieve is save the store building from the elemental because then it attacks the players.


Begin the action by reading the following aloud.
 
As an additional reward the players can gain a discount in the general store from the orcs.
(see appendix IV: Town)

 Roll Initiative
only count the players initiative the elemental acts last in the combat because is attacking the building. The elemental attacks the players if they close the portal or loss ¼ his vitality or the players lands a critical hit on it. Don’t use the thought quality in this hit because the elemental is not aware of it.

The inn is a three floors building and the roof is a rectangle with only the chimney outlet. A 6m (20 ft) fall. Every time the air elemental use the blasting wind attack there is a change the affected players fall from the roof.


CHECK: Beware of the fall
Type of check: Individual check
SKILL: Acrobatics/Balance
Sliding DC: Sliding: Average [Only players that fail save against the blasting wind]
Time:  Free action
Success: You avoid fall. Gain +2 in your next balance check [2AD] Your manage to recover your feet and repositions as a free action, lose the sprawling condition
Fail: You fall of the roof
You can make the roll for less damage but your error range increases by 2.

CHECK: Less damage from the fall
Type of check: Individual check
SKILL: Acrobatics/ Break Fall
Sliding DC: Sliding: Average
Time:  Free action
Success: ½ damage from the fall (3d6+3 lethal) no DR. ¼ damage from the fall and auto reposition in an adjacent square
Fail: 3d6 + 3 lethal damage 
Additional 1 point of damage per die rolled per AD spend


APPENDIX I: LORE
In this appendix you will find the knowledge the players can access. In case of a critical success treat the knowledge check as one or two levels higher. The ultimate word or narrative is left to the GM.
ELDER ELEMENTALS
Obscurity Sliding DC Knowledge
Common Easy Elder elementals are living embodiments of the primal energies of creation — air, earth, fire, and water. Though their lesser brethren are often summoned. Also is know that every elemental is resistance or even impervious to certain type of damage but vulnerable to others.
Uncommon Average The legends say that the only time the four elder elementals are seen together is on the Final Days and they will bring the new age through destruction and chaos.
Rare Tricky Once a brave party records their battle against the four elder elementals, they mention the fall of two of the heroes because the ignorance that elementals can’t be killed, at least in this world. They reform his body past certain amount of time between 5 to 10 days. The sage of the party performs a ritual to close each portal. 
Obscure Hard One lost record about a fight with elder elementals held by an academy of magic tells about tactics (attacks) they use in combat. (GM DISCRETION)
Presumed Lost Desperate All elder elementals are say can fight with an army and won the battle, because spells don’t seams to affect them, can avoid hits that can kill or at least injure and his lack of fear because his immortality
PORTALS
Obscurity Sliding DC Knowledge
Common Easy A portal can be transparent, translucent or opaque. Sometimes are like windows to other planes. To use a portal need to walk through as a door step.
Uncommon Average Some portals are permanent others only exist for a certain amount of time. The portals can be opened in many ways some require only time, others a command word others are open at random and some can be created by a combination of circumstances.
In the case of elemental portals they can appear in sites with accumulation of the element.
Rare Tricky This world has some magical properties that allow the existence of portals. Some portals are only a one way trip this are “dangerous” because a person who put some part of his body inside can retrieve it back and must enter before it close.
Obscure Hard Exist some magical spells to create or use portals, other spells allows to travel between worlds and dimensions without the use of portals.
Presumed Lost Desperate Once a church create an item called Dimensional sextant to manage the portals.
LOCAL HISTORY
Obscurity Sliding DC Knowledge
Common Easy A silo was set on fire near the largest farm in town
The well was built above a natural underground river.
Uncommon Average The inn has some rocks from a near mountain in his structure.
Never in the history of town has been an earthquake.
Rare Tricky Once the village was at the edge of extinction because illnesses that kill almost the 80% of the population, the survivors make a funerary pyre to cremate the dead. 
Obscure Hard Near the house of the players or his base of operations many years ago a meteorite landed. During a period of time people collect pieces of the meteorite.
Presumed Lost Desperate Once a mage makes experiments involving the elements and the calling of elementals near this place and in the woods.

APPENDIX II: STAT SHEETS
In this appendix are listed the NPCs and characters in order of apparition and some notes.
Permission granted to print and copy this pages for personal use.
 Elder Fire Elemental (Special NPC)
(Large Elemental Flyer - 160):
Str 14, Dex 18, Con 12, Int 6, Wis 10, Cha 10; SZ L (2×2, Reach 2); Spd 80 ft. flight
 
Init VI Atk VIII melee  range
Def VI Res V Fort Ref    Will   
Health IV Comp III
Search V Tactics V

Qualities:
Achilles heel (cold): Double damage from cold.
Banned Action (swim)
Deadly Blow (edgemaster class ability): Spend 1 round to prepare a deadly blow. During your next melee Standard Attack your opponent is considered flat-footed, your weapon’s threat range increases by 4, and the weapon automatically inflicts its maximum possible damage (sneak attack damage, action dice, and other variable bonuses are still rolled). Your deadly blow is lost if you move before using it.
Damage defiance: Lethal: ½ damage from lethal
Damage Immunity: Fire.
Everlasting
Fearsome: Up to 3 times per scene, the NPC can invoke fear in all opponents who can see or hear him. Each
target suffers 1d6 stress damage and must make a Will save (DC 20 Hard) or become frightened.
Combat Focus (feat): The NPC double one of your attribute bonuses for a single attack, damage roll, or save. You may use this ability 2 times per scene.
Combat Instincts (feat):  Once per round when an adjacent opponent attacks you and misses, you gain a free attack against him. If this attack hits, it inflicts only 1/2 damage (rounded up).
Grueling combatant: Each time an adjacent opponent attacks the NPC and misses, the opponent suffers 2
subdual damage.
Natural defense (fire): Each time a character hits the NPC with an unarmed or melee attack, he must make a Reflex save (DC 14 average) or suffer 1d6 lethal damage.
Tough II: The NPC ignores the effect of 2 critical hits per scene.
Veteran II: TL +2.
 
Attacks/Weapons:
Slam IV (dmg 2d8 + 4 Fire, threat 18-20)
Finesse: Use dex bonus to damage
Keen 4: increases by 4 when determining critical injuries and massive damage. (page 208)
Fire: Reflex save DC equal to damage.

Heat Wave (dmg 3d8 Heat, threat 20)
40 ft Aura (8 squares)
Ref DC 14 (average) for ½ damage

Ignition (dmg. 3d8 Fire, threat 20) [I will use it if his vitality/wounds reach 50% and when are low]
20 ft blast (4 squares)
Ref DC 14 (average) for ½ damage

In Combat: Achilles heel(cold), Tough II, Immune Fire, ½ damage from lethal, Combat Instincts and Grueling combatant (free attack if miss you and 2 subdual damage),  
FIRE DAMAGE
• When a character suffers fire damage, he must also make a Reflex save (DC equal to the damage) or catch fire. While burning, a character suffers the fire’s full damage at the start of his Initiative Count each round. Further, he must make a Will save (DC equal to the damage) or immediately run as far out of the fire as possible, drop prone, and begin rolling to put himself out. While rolling, a character’s fire damagedrops by 10 per round until the fire is out.

• Each round that a character or object remains on fire, the GM rolls 1d20 and with a result equal to or lower than the
damage the fire spreads to the immediate scenery. Unless put out, a scenery fire spreads 5 ft. in a random direction every round, per the Deviation Diagram (see page 216).

• Until put out, any fire — whether on a character or scenery — worsens by 1d6 damage per round.

• Putting out a fire by any means — water, blankets, etc. — decreases a fire’s damage by 10 points per round.

HEAT DAMAGE
• Heat damage immediately becomes subdual damage and also has the following effects.

• Heat damage ignores Damage Reduction.

• When heat damage is inflicted by an extreme environment (i.e. a heat wave), an exposed character makes a Survival check (DC 20). With success, he suffers 1d6 subdual damage every four hours; otherwise, he suffers 1d6 subdual damage every hour.

Town Guards
 (Medium Folk Walker — 36 XP):
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground;
Init IV; Atk IV; Def III; Res II; Health IV; Comp I; Skills: Athletics III, Intimidate III, Notice III, Tactics III;
Qualities: Class ability (Soldier: rugged weapons), feat (All-Out Attack, Combat Instincts)
Attacks/Weapons: Glaive (dmg 1d8 lethal; threat 19–20; qualities: keen 4, reach +1), metal shield (dmg 1d4+2 subdual;
threat 20; qualities: guard +2), short sword (dmg 1d8 lethal; threat 19–20; qualities: keen 4)
Elder Water Elemental (Standard NPC) (Equal to the number of players)
(Large Elemental Walker — 153 XP):
Str: 20/+5; Dex: 10/+0; Con: 20/+5; Int: 6/-2; Wis: 10/+0; Cha: 10/+0;
 
Init V Atk V melee  range
Def V Res IV Fort Ref    Will   
Health VI Comp IV
Athletics VII Search IV

Qualities:
Achilles heel (cold, heat): Double damage from cold.
Blindsight The NPC has extraordinarily or supernaturally acute senses that replace his vision. His
blindsight operates like vision out to10 blindsight increments, each equal to his Wisdom score × 10 ft. Within
this range he ignores ambient light penalties and cannot be blinded. He also sees hidden and invisible
characters/objects without restriction
Evasion II (buglar class ability): whenever you aren’t flat-footed and fail a Reflex save to reduce damage, you suffer only ½ damage (rounded down).
Damage Immunity: Bows, Edge
Everlasting
Ferocity Basics: When rolling sneak attack damage, you inflict +1 damage per die.

Ferocity Mastery: You gain a trick.
Crippling Strike (Attack Trick): Choose 1 of the target’s attributes. With a hit, the attack inflicts 1/2 damage and the opponent suffers a –4 penalty with attack and skill checks using the attribute for the rest of the scene. With a miss, you become flat-footed. Each character may suffer from only 1 successful Crippling Strike per scene.
Ferocity Supremacy: Once per round, you may take a half action to Coup de Grace a helpless character.
Grappler The NPC gains a +4 bonus with Athletics checks made during a Grapple.
Improved Stability: The NPC is considered 1 Size category larger for carrying capacity, Trample attacks, and
resisting Bull Rush and Trip attempts so long as he’s standing firmly on the ground and not climbing, flying, or riding.
Combat Instincts (feat):  Once per round when an adjacent opponent attacks you and misses, you gain a free attack against him. If this attack hits, it inflicts only 1/2 damage (rounded up).
Knockback: When the NPC scores a threat with an unarmed or natural attack, he may push the opponent 1
square away per 10 damage inflicted and cause him to become sprawled.
Quench (natural spell): pag 142
Move Water I (natural spell): Pag. 137
never outnumbered: The NPC can never be outnumbered (see page 85).
superior swimmer X: If the NPC is a walker, he moves the resulting distance one additional time per grade with a successful Swim check (e.g. a walker with swimmer III and a result of 10 ft. moves 40 ft.).
Tough II: The NPC ignores the effect of 2 critical hits per scene.
Veteran II: TL +2.
 
Attacks/Weapons:
Slam IV (dmg 2d8 + 5 Subdual, threat 18-20)
Grab: With successful hit, NPC may Grapple target as free action
Reach 1

Drown (Swallow III: dmg 2d12 +5 lethal, threat 20)
Grapple benefit: Medium or smaller.

Riptide (stunning attack III)
30 ft beam (6 squares)
Will DC Average or become stunned for 3d6 rounds

SWALLOW
Grapple Benefit • Requires Swallow Natural Attack
With a critical success during a Grapple Athletics check, the character may use 1 Grapple benefit to consume a target 2 or
more Sizes smaller than himself, inflicting his Swallow natural attack damage in the process. The grapple ends and the victim is subject to suffocation (see page 217). The victim cannot act except to make an opposed Athletics or attack check to escape. The character suffers a –2 penalty with all attack and skill checks until his new meal escapes or expires (and stops struggling).
Should the victim win an opposed check to escape, he exits the character’s gullet, inflicting his unarmed or weapon damage along the way. Until then, however, he suffers the character’s Swallow damage at the end of each round.

SUFFOCATION
A character may hold his breath for a number of rounds equal to his Constitution score. At the start of each round thereafter, he makes a Fortitude save (DC 10 + 1 per previous save). With failure, his vitality drops to 0 (if he’s a special character), or he falls unconscious (if he’s standard). At the start of his Initiative Count during the following round, the character must start breathing if he’s able. If not, his wounds drop to 0 (if he’s a special character) and he begins to die regardless of his type.


Elder Earth Elemental (Standar NPC) (Equal to the number or ½ the number of players)
(Large Elemental Walker/Borrower - 150):

Str: 20/+5; Dex: 8/-1; Con: 18/+4; Int: 6/-2; Wis: 10/+0; Cha: 10/+0; Size: Large (2×2); Reach: 2; Speed: 40 ft. ground, 30 ft. burrow;

Init III Atk V melee  range
Def VIII Res VI Fort Ref    Will   
Health VII Comp II
Athletics VIII (Str) Notice III
Search II

Qualities:
Achilles heel (sonic): Double damage from sonic.
Banned Action (swim, tumble)
Battering: Each time the NPC hits with an unarmed or melee attack, the target also suffers 2 subdual damage.
Charge attack: Up to 3 times per combat, the NPC may take a free Standard Move before attacking.
Last Stand (lancer class ability): once per adventure as a full action, you may declare a last stand. For a number of rounds equal to your Class Level, you and each hero within 10 ft. suffer only 1/2 damage after Damage Reduction and Damage Resistance are applied (rounded down). Also, you — but not affected heroes — may continue to act
normally even if your wounds drop below 0. At the end of the last stand you become fatigued. You still die if you have less than –9 wounds
Damage Reduction:5
Darkvision II. The NPC ignores all ambient light penalties.
Everlasting
Iimproved Stability: The NPC is considered 1 Size category larger for carrying capacity, Trample attacks, and
resisting Bull Rush and Trip attempts so long as he’s standing firmly on the ground and not climbing, flying, or riding.
Lumbering,  The NPC suffers a –2 penalty with Reflex saves and becomes flanked whenever 2 or more opponents
are adjacent to him in any configuration.
Monstrous Defense II: The threat ranges of attacks targeting the NPC decrease by 1 per grade. If this reduces a threat range to less than 20, the attacker may not score a threat.
Tough II: The NPC ignores the effect of 2 critical hits per scene.
Veteran II: TL +2.
 
Attacks/Weapons:
Slam IV (dmg 2d8 + 5 lethal, threat 18-20)
Armor Piercing 4.

Rift Strike (sprawling attack III: 50 ft. beam; Fort DC 20 or become sprawled)
Sprawled: A character is sprawled when he’s knocked off
his feet. He is flat-footed and suffers a –2 penalty with all attack
checks. This condition is lost when the character Repositions (see page 220).

Shifting Earth (slowing III: 30 ft. aura; Fort DC 20 or slowed for 3d6 rounds)
Slowed: The character may take only 1 half action during
each round. Further, he suffers a –1 penalty with attack checks
and Reflex saves, his Defense decreases by 1, and his Speed drops
to 1/2 standard (rounded down).

In Combat: Achilles heel(Sonic), Tough II, Damage Reduction 5, ½ Monstrous Defense II (theart range -2) and Battering (unarmed or melee attk receive 2 subdual damage strike a wall!)

SUBDUAL DAMAGE
• Subdual damage doesn’t affect objects.

• Subdual damage is not applied to the target’s vitality and wounds and cannot inflict critical injuries; rather, it accumulates over time until it wears off.

• Each time a special character suffers subdual damage, he must make a Fortitude save (DC 10 + 1/2 his total subdual damage, rounded down). With failure, he becomes fatigued and his total subdual damage resets to 0. If he’s already fatigued, the condition worsens by 1 grade (see page 213). With a critical hit, the character is also stunned for 1 round (if the Fortitude save succeeds), or stunned for 1d6 rounds (otherwise).

• Subdual damage can eventually kill. When an unconscious character suffers subdual damage, the character instead
suffers the same amount of lethal damage.

• Outside combat or once all sources of physical strain are removed, subdual damage wears off at the rate of 1 point per
10 minutes.
Elder Air Elemental (Special NPC)
(Large Elemental Flyer - 150)
Str: 12/+1; Dex: 20/+5; Con: 12/+1; Int: 6/-2; Wis: 14/+2; Cha: 12/+1; Size: Large (2×2); Reach: 2; Speed: 100 ft. flight
Init VI Atk VIII melee  range
Def VI Res V Fort Ref    Will   
Health IV Comp III
Acrobatics V (Dex) Search V

Qualities:
Achilles heel (electric): Double damage from electric.
Blindsight The NPC has extraordinarily or supernaturally acute senses that replace his vision. His
blindsight operates like vision out to10 blindsight increments, each equal to his Wisdom score × 10 ft. Within
this range he ignores ambient light penalties and cannot be blinded. He also sees hidden and invisible
characters/objects without restriction
Cagey II: The NPC may automatically succeed with 1 save per scene per grade.
Critical Surge: The NPC gains clarity with each critical hit or success, immediately gaining 1 additional half
action
Master Tracker 2/session (Scout class ability): You frequently have uncanny insight about your prey. At Level 10, once per session when you make a successful Track check, you also gain 1 clue about the target (see page 335).
Damage Immunity:(lethal, sonic)
Everlasting
Mobility Basics: You may make turns freely during a Run and don’t become flat-footed afterward. Also, when you take a Total Defense action, you may take 2 Standard Move actions.
Mobility Mastery: Each time you perform a Standard Move or Run, you gain a +2 dodge bonus to Defense until the start of your next Initiative Count.
Knockback: When the NPC scores a threat with an unarmed or natural attack, he may push the opponent 1
square away per 10 damage inflicted and cause him to become sprawled.
Tough I: The NPC ignores the effect of 1 critical hits per scene.
Veteran II: TL +2.
 
Attacks/Weapons:
Slam IV (dmg 2d8 + 5 Subdual, threat 18-20)
Finess.
Trip: +2 bonus with Trip attempts.

Blasting Wind (sprawling attack III: 30 ft. cone; Fort DC 20 or become sprawled)
Sprawled: A character is sprawled when he’s knocked off
his feet. He is flat-footed and suffers a –2 penalty with all attack
checks. This condition is lost when the character Repositions (see page 220).

Dust Cloud (blinding III: 50 ft. aura; Fort DC 20 or blind for 3d6 rounds)
Blind: The character is flat-footed and cannot see anything.
He cannot make skill checks that require sight and suffers a –8
penalty with attack checks. Meanwhile, his opponents gain a +2
bonus when attacking him.


In Combat: Achilles heel(Electric), Tough I, Damage Immunity (lethal, sonic), Cagey II (auto save), critical surge (1/2 action per critical strike)
APPENDIX III: THE RITUAL
Here are the skills checks involved in the ritual: Has three stages or phases. First, finding the ritual, then gathering the materials and last a complex skill to close each portal.
GM’s NOTES:
The first stage the players need to find about the elementals and the portals. These type of knowledge is not easy to find therefore is a complex cooperative task.

The players can have a personal library in their operation base in other case they must go to the city in the south (15 miles). Horse travel is 3 hours. They must paid a feed in silver or reputation to use the city library. (Several tomes well organized)

Here the players must do two challenges not in a consecutive order but every time they fail increase his error range and his time spended.

You can give the players information about the elementals, the portals and  the ritual. In my campaign the players discover they are from another plane and by some way the memory was altered. Each one that success a Will save (DC: Average) remembers his/her real past.
COMPLEX TASK: Finding about portals (2 Challenges)
Type of check: Cooperative check
SKILL: Investigation/research
Sliding DC: Hard – 4 (Well organized)
[Up to 2 helpers in a personal library, Up to 5 in the city records: Average DC - 4]
Time:  4d6 hours x ½ (Well organized)
Success: You find about elementals (see Appendix I: Lore). Reduce the research time ½ (1/4 total)
Fail: Increase the error range by 1 (up to +6).
Double the time of the research.



The next stage is gathering the materials. Here is a complex task involving 2 challenges, one for the common materials and the other for some special ones. Not included a special component for each plane: related with water, fire, earth and air. Those components are purchased only with reputation and are not lost in the ritual, unless critical failure and grants the players a +4 gear bonus to challenges 2 and 4 in the ritual.

Originally I write this as a complex task but during play the players roll this part. And in the case of some components they used the “narrative control”. I allow it buy only once, I grant them “less” experience because the “closing without the ritual” (not all the challenges involved), grant them 25 XP because roll playing and some reputation for the same reason.

I only allow the use of “narrative control” once.
COMPLEX TASK: Gathering the material for the ritual (2 Challenges)
Challenge 1: Simple components
Type of check: Team check
SKILL: Haggle
Sliding DC: Haggle (Highest)
Time:  2d4 in town and  ½ this time in the city
Success: You find about the normal components: Candles, chalk, some metals and a bell and some other stuff (50sp total).
Reduce the time and the cost ½ (1/4 total)
Fail: Increase the error range by 1 (up to +4).
Wait one day to find all the stuff.
Challenge 1: Complex components
Type of check: Team check
SKILL: Haggle
Sliding DC: Haggle (Highest)
Time:  4d4 hours in town and  ½ this time in the city
Success: You find about the complex components.
20 reputation cost and every especial component 10 rep cost
Reduce reputation cost by 5 for each AD spend (up to 4)
You can have 2 components for free.
Fail: Increase d4 hours the time spend.
You find the components the next day but the reputation cost is 30 and each special 20.

COMPLEX TASK: The ritual (5 Challenges)
Challenge 1: In the same frequency
This challenge is to be “accepted” by the force that opens the gate in order to manipulate them to close it.
Type of check: Individual check
SKILL: Impress/Influence or Spellcasting
Sliding DC: Tricky [Average in the case of the water portal]
Time:  1 full action
Success: You are in harmony with the portal now.
You are in commune with the portal you skip the challenge 3.
Fail: Increase the DC by 2.
(two AD) The portal changes location is no closed.

Challenge 2: Preparation
Type of check: Cooperative check
SKILL: Prestidigitation [Up to two helpers with prestidigitation or Spellcasting]
Sliding DC: Average [helper with Spellcasting: Easy]
Time:  1 minute
Success: You are ready to link and control the energies of the portal.
You link the energies of the portal skip challenge 4.
Fail: You lose time try again. Increase the DC by 2.
Lose some materials need new ones. (3 AD) Need all materials!!

Challenge 3: Dancing!! (all rituals need some movement!!)
Type of check: individual check
SKILL: Acrobatics/Balance
Sliding DC: Average [In the well: Hard]
Time:  1 minute
Success: You commune with the energy of the portal.
You need only ½ time to complete this task.
1 more die to skip the challenge 4
Fail: You dance is not well. Increase the DC by 2.
[2 AD] !Stop please another dancer!
Challenge 4: Offering
Type of check: cooperative check
SKILL: Prestidigitation [Up to two helpers with prestidigitation or Spellcasting]
Sliding DC: Average [If they found the special material is an Easy check]
Time:  1 minute
Success: The portal is ready for closing.
 [up to 2 AD] +2 per die spend to close the portal
[4 AD]You close the portal
Fail: You lose time try again. Increase the DC by 2.
Lose some materials need new ones.
(4 AD) Lose all materials or the special one!! [Only 2AD in the fire portal]
Challenge 5: Closing
Type of check: individual check
SKILL: Resolve or Spellcasting
Sliding DC: Average [Two successful consecutive checks in the earth portal]
Time:  1 minute
Success: You close the portal
You find some special material from the plane or gain some reputation
(GM decision)
Fail: You lose time try again. Increase the DC by 2.
You can’t close the portal someone else needs to try.
[Up to 3AD] Return steps in the ritual. Someone else needs to try.

Logged
Pages: [1] Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!