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Expedition 1 - Southern Outpost - Notes

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Expedition 1 - Southern Outpost - Notes

DM Notes

The Feywild (Tavern and Inn)

The Feywild is known as a particularly raucous tavern and inn in Pabdos. But everyone also knows that members of the Cabinet often meet here. Anybody that is somebody, or hopes to be, makes sure they spend at least an hour or two at the Feywild in hopes of gaining the interest of one of the Secretaries. At dusk, the Feywild begins to charge a cover fee, partially to discourage riff-raff but mostly to cover the inevitable property damage.

A diverse group of patrons number just over a half dozen walk through the door. One of the barmaids quickly attends to them and ushers them to a few large tables near the back.

Allow the characters to make knowledge checks, prompt if necessary.

A Knowledge (local) (DC 15) allows the character to recognize the group as the Cabinet and a few of their close associates. A Knowledge (nobility) (DC 15) allows the character to recognize the eladrin as Eldin and Aelasyl Ruatylian. A Knowledge (religion) (DC 15) allows the character to recognize the orc as the Yoweth Svitrani.

After a few minutes, a shouting match between Azanos and Eldin begins. After the two are separated, the Yoweth Svitrani will leave the tavern` and Azanos will follow shortly there after.

The shorter of the two eladrin approaches the bar and leans over to whisper something to the barkeep. The barkeep puts down the ale he's pouring and shouts, "Last call." The tavern guards begin to usher a few of the more inebriated patrons outside while those that can move under their own power do so. The taller eladrin moves towards the table with a barmaid in tow, "Please stay a while longer. My brother and the kit wish to speak with you."

Eldin and Pewter will join the characters at their table. Aelasyl however will sit at the bar and talk with the barkeep. He will occasionally look over at the characters to ensure nothing is happening. The tavern door will open a few times and an armored guard or two will step in and take a seat at one of the front tables.

Eldin will introduce himself as the Chancellor of Aetheria University. Pewter will introduce herself as the Secretary of Commerce but inform the characters of her "former" association with WAGER. Eldin and Pewter will offer to become patrons of the characters. They want the characters to push further into the wilds of Aetheria to recover artifacts and historical knowledge of the continent. They offer to equip the characters with rations, bedrolls, rope and tents in exchange for the characters exploring a ruined fortress. Eldin will express that he simply wants any documents recovered from the expedition. Pewter will ask for nothing. Also willing to slightly overpay for art objects.

The map guides the players to follow near the river and then a bit further south through the pass.

The characters should rest for the night and begin their journey to the fortress the following day.

Abandoned Fortress Courtyard

Have the players setup their marching order through the forest.

Outside the Fortress

The journey to the fortress has been long and arduous but uneventful. Even with the map, it took several hours of travel to make it through the dense forest. Rain has begun to fall and within a few minutes, your clothes are soaked through. Before you stands a large stone fortress with several towers. The stones are well-weathered and the flora has grown over. A rotting, wooden drawbridge is lowered over an empty moat. The portcullis that once barred entry to the fortress has fallen half out onto the drawbridge.

Pause to let the players decide on a course of action.

The wooden drawbridge and empty moat together form a pit trap. Once a character weighing over 150 lbs has made it halfway across the bridge, the trap is triggered.
Pit trap: (CR 1); mechanical; location trigger; manual reset; DC 17 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 20; Disable Device DC 23.

If multiple adjacent characters fail the save, they will have to make a Jump (DC 15) check or two Climb (DC 15) checks to get down into the moat and back up. If they opt to climb up the portcullis the Climb (DC 10) check is easier.

Entering the Courtyard

The courtyard of the fortress opens up before you. The main keep is built into the face of the mountain. To the right is a smallish building against the stone wall. Slightly to the left is a larger building. A large pond dominates the center of the courtyard.

If the characters get too close to the pond or make loud noises, the crocodile will strike any character that gets too close to the edge of the pond.

Crocodile; Medium Animal; 22 hp; Init +1; Speed 20ft, swim 30ft; AC 15, touch 11, flat-footed 14; Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6); Space/Reach 5ft/5ft; Improved grab, hold breath, low-light vision; Fort +6, Ref +4, Will +2; CR 2.

Entering the NNW Tower

This watch tower is well-built. The door is broken down and you can see a spiral staircase that leads to the second level. A Listen (DC 15) check and the characters hear a soft hiss.

There is a giant constrictor in the room. It tries to bite and constrict the closest character.

Giant Constrictor; Huge Animal; 63 hp; Init +3; Speed 20 ft, Climb 20 ft, Swim 20 ft; AC 15; Touch 11; Flat-footed 12; BAB +8; Grapple +23; Bite +13 (1d8+10); Space/Reach 15ft/10ft; Constrict 1d8+10, improved grab; Fort +8, Ref +10, Will +4; CR 5.

Can start a grapple as a free action after hitting with a bite. On successful grapple checks, 1d8+10 damage.

Entering the NW Tower

Like the other watch towers, this one is built of stone. The stench of rotting flesh gently wafts through the air. Various sized bones are littered around the floor of the tower.

A colony of Huge Monstrous Centipedes has invaded this tower. They attack animals that pass by the entryway to the tower and fortress.

Huge Monstrous Centipede; Huge Vermin; 33 hp; Init +2; Speed 40 ft6, climb 40ft; AC 16; Touch 10; Flat-Footed 14; BAB +4; Bite +5 melee (2d6+4 plus poison); Space/Reach: 15ft/10ft; Darkvision 60ft; Fort +6, Ref +4, Will +3; Poison (Fort DC 14) 1d6 Dex/1d6 Dex; CR 2.

The Storehouse and Well

This wooden storehouse has mostly rotted away. Broken shelves line the walls. A Search (DC 15) check reveals a few jars of pickled foodstuffs and a small stash of 100 gp.

Stables

This wooden building hasn't rotted away as much of the others. In fact, some of the panels look recently replaced. An Open Lock (DC 20) check will allow the players to quietly enter the dark building. If they instead choose to knock the door down, all the kobolds awaken and start yapping. The kobolds in the stalls may be dazzled based on their locations.

As your eyes adjust to the darkness, you notice several pairs of glowing red eyes.

Kobold (pg 161), Dire Weasel (pg 65) Gang (4-9) Warband (10-24 and 2-4 Dire Weasels)

9 kobolds

10pp [100 gp value]

NE Tower

This growth of the forest has overtaken most of this tower.

Vines snake through the open windows and down the walls. 75% Assassin Vine (pg 20) A steel chainshirt seems to be suspended in mid-air. 25% Gelatinous Cube (pg 201)

SE Tower

A stone watch tower that looks out over the forest and the southeastern parts of the fortress. Cobwebs seem to be everywhere.

Monstrous Spider, Medium (pg 288) Colony (2-5)

Abandoned Fortress Interior

Commander's Office

As you open the door inwards, a sickly looking, slim figure rises from behind a desk and picking up a shield and drawing a scimitar.

Yuan-Ti Pureblood (pg 263)

A Search (DC 15) check reveals a chest filled with treasure. A Search (DC 20) check reveals a hidden compartment in the desk with a few roughly sketched maps.

Masterwork scimitar (315 gp) Masterwork studded leather (325 gp) Masterwork heavy shield (320 gp) Amber (120 gp) 80gp 400sp [1200 gp value]

NW Barracks

This room is filled with bunk beds, trunks and a foul odor. Yapping echos off the walls and fills your ears.

Kobold (pg 161), Dire Weasel (pg 65)

NW Kill Slots

This narrow room has just enough space for a few people to cram in and jab spears through the arrow slits into the foyer.

Foyer

Entering the main keep, the keep has been carved directly into the mountain. The floor is a checkered pattern of darker and lighter stones.

The characters must start on what would be a knight's square and travel in the L-shape that knights on a chessboard do. Once across, a Search (DC 20) check will locate the reset mechanism. A Disable Device (DC 20) check will temporarily turn off the trap for 24 hours.

If the characters touch any square that is not in the knight's path, roll a +8 ranged attack. If the attack hits, the character is paralyzed for 1d6 rounds. CR 4

NE Kill Slots

This narrow room has just enough space for a few people to cram in and jab spears through the arrow slits into the foyer.

SE Barracks

This unlit room is filled with bunk beds and trunks. The room seems almost unnaturally dark.

Darkmantles (pg 38) Clutch (3-9) Swarm (6-15)

One of the darkmantles immediately uses it's darkness ability.

Armory

This large room seems to have once been the fortress' armory. There are several shields, pieces of armor and weapons scattered across the floor.

ARMS +1 weapon (2000 gp) composite longbow (100 gp) 3 longswords (45 gp) 5 javelins (5 gp) heavy crossbow (50 gp) ARMOR breastplate (200 gp) chain shirt (100 gp) breastplate (200 gp) SHIELDS +1 buckler (1015 gp) buckler (15 gp) light steel shield (10 gp)

[3725 gp value]

Vault

An Open Lock (DC 25) will unlock the door to the vault. Your torches illuminate the room as you explore you find a few open chests filled with trinkets. Against the southern wall are a few shelves of books and flasks. Rocks are scattered across the western part of the room. It seems a cave-in occurred in the past.

TREASURE 3 Solid gold idols (10lbs) [500, 500, 700] 100 platinum pieces Potion of cure light wounds (50 gp) Potion of aid (300 gp) Potion of cure light wounds (50 gp) White pearl (110 gp) Moonstone (50 gp) Rose quartz (40 gp)

Mess Hall

This large room has several tables and a large fire pit in the center. Crushed and broken bones are still on or near the metal plates and wooden bowls on the tables.

When the first characters enter the room, they hear a series of rapid clicks.

If they continue to move further into the room, a slight tingling sensation runs across their skin.

If they advance further, the shocker lizards will begin combat.

Shocker lizards (pg 224)

Training Room

This room was obviously used for sparring when the fortress was inhabited by humanoids. Now it is home to what seems to be a large tribe of kobolds.

The kobolds have had plenty of time to prepare for the party and cannot be surprised.

Kobold warband (pg 161)