Published on

Expedition 2 - Sunset Outpost - Prep Notes

DM Prep Notes

Elaina the Purifier, Cleric of Caexorn (CR 6) Reliquary Holy Symbol of Caexorn (MIC pg 120) A silver dragon against a sky blue oval.

Kellen, Human lich, Cleric of the Creator (CR 13) Hold Person (Clr2) V,S,DF, 11 rounds, Will Negates (DC 18) 3,3,3 2,2,2

1800 3000 2700 7500

1250

CR 3x2 CR 2x5 CR 1x9 Leaving Pabdos Setting out from Pabdos and following the directions of the treant, the path to outpost is fairly clear. The journey will take about a days travel through the forest, following closely to the Thersum River. Stopping to Rest (Encounter, CR 3)

The sun is shining brightly high in the sky without any cloud cover. While the expedition travels along the riverside, they keep under the shade of the forest trees. After traveling several hours, the expedition halts to take a short break before continuing on.

A Spot check (DC 20) will prevent the surprise round.

Assassin Vine (1): CR 3; Large plant; HD 4d8+12; hp 30; Init +0; Spd 5ft; AC 15, touch 9, flat-footed 15; Base Atk +3; Grp +12; Atk slam +7 melee (1d6+7); Space/Reach 10ft/20ft; SA Constrict 1d6+7, entangle, improved grab; SQ Blindsight 30ft, camouflage, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10; AL N; SV Fort +7 Ref +1, Will +2; Str 20, Dex 10, Con 16, (pg 20)

42

38

Finding the Encampment (Skill Challenge, CR 2)

The expedition slows they near the site of the encampment. The treant's directions were a bit non-specific and after some guessing, you figure you are about a day's travel from Sunset Outpost.

Knowledge (Geography) (DC 20) - Most of the continent is unexplored but you have a general idea of where the encampment might be. +5 circumstance bonus if the character traveled to the Southern Outpost. Knowledge (Nature) (DC 20) - You're not sure exactly where the encampment is but the growth patterns of the trees suggest a direction. +5 circumstance bonus if the character traveled to the other Treant/human encampment. Survival (DC 15) - Based on your travels thus far, you figure it the human encampment couldn't be too far from the river but far enough to use the forest as a deterrent.

Pass three before failing two.

Trudging through the Forest (Encounter CR 2)

With a firm belief that you're headed towards the encampment, you turn north away from the river. The trees are dense but the underbrush is thin enough to move through without much trouble.

A Listen check (DC 10) reveals the presence of rustling bushes.

Boar (2): CR 2; Medium animal; HD 3d8+12; hp 25; Init +0; Spd 40ft; AC 16, touch 10, flat-footed 16; Base Atk +2; Grp +4; Atk gore +4 melee (1d8+3); Space/Reach 5ft/5ft; SA Ferocity; SQ Low-light vision, scent; AL N; SV Fort +6, Ref +3, Will +2; (pg 270)

37

40

Outer Encampment Treehouse (CR 2) This treehouse seems to be of a similar construct to the ones in the treant's encampment. You hear a low growl coming from behind you. Leopard (2): CR 2; Medium animal; HD ; hp 19; Init +4; Spd 40ft; AC 15, touch 14, flat-footed 11; Atk bite +6 melee (1d6+3); Full Atk bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1); SA Improved grab, pounce, rake; AL N; SV Fort +5, Ref +7, Will +2 Improved Grab (Ex): Must hit with bite attack. Start grapple can hold and rake. Pounce (Ex): Charge. Can make full attack including 2 rakes. Rake (Ex): Attack bonus +6 melee (1d3+1)

Outer Encampment Treehouse Wreckage (CR 3)

The remains of another treehouse lie collapsed on the ground.

Snake, Huge Viper (CR 3)

Inner Encampment Patrol (CR 4)

Dusk falls as you near the encampment. The sounds of footsteps and chatting drift through the air from nearby.

3x Troglodyte Guards (CR 1) 2x Monitor Lizards (CR 2)

trog1 18 trog2 18 trog3 15 (13) mon1 26 mon2 24

Encampment Glade (CR 1)

The concentric circles of trees open up into a large glade. A putrid stench rises up and you see slight movements in the darkness.

12x Human Zombies (CR 1/2)

zom1 20 zom2 12 zom3 25 zom4 11 zom5 22 zom6 5

Encampment Shrine (CR 13/CR 2)

A ruined shrine stands in the middle of the glade.

Troglodyte Clr2 Healing Belt 28 (28)

Elaina (Eladrin cleric5 of caexorn) Reliquary Holy Symbol of Caexorn (MIC pg 120) A silver dragon against a sky blue oval.

Kellen (human lich, cleric of the creator)

100gp heavy mace belt breastplate

Centaur Ambush (CR 3)

As you exit the shrine, the sounds of heavy hooves against the forest floor startle you. An arrow flies by the party and lands on the ground.

Harenth the Centaur Chief (CR 3)

Friendly forest creature. In their territory. Upset about the human zombies and the eladrin cleric. Thinks the party made the zombies.