-Summer's Set - by Ryan Lucas Save VS. Weekend - Adventures

Another aspect of the adventure's format is the lack of proper maps to Summer's Set illustrate monster and player positions in encounters. The intention was to use a A 4th Edition Dungeons & variety of dry erase mats and map-tiles to Dragons Adventure in the make the adventure's presentation flashier. Each encounter includes an image of its vein of Wizards of the setup that can be roughed out on any Coast's "Encounters" battlemat. Exact dimensions won't be necessary, but a list of the play aids Seasons originally used in the adventure can be found in appendix in the back. Text featured in gray boxes is intended For the DM: "Summer's Set" was written to be read or paraphrased to the players. In as a series of brief encounters intended to order to keep up a brisk pace, this be played over a period of days at a summer adventure is much more of a "railroad" than gathering where far-flung friends once again the kind of games regular gaming groups had the time to sit at a table together and might be used to. While that's ok, don't let roll some dice without fear of work, or a need for speed lead you to ignore the worry interrupting the fun. It is intended player's input - if they're having fun getting for simplicity and speed and as such might off the beaten path, then you are still doing not be a bad choice for an introductory your job well! adventure a but would likely leave an This adventure seeks to emulate the experienced group of players wanting more. concise but satisfying style set forth by the It is designed as a stand-alone adventure D&D "Encounters" in-store events held at with the accompanying pre-generated Friendly Local Gaming Stores (FLGS) all characters as the recommended party. over. Hopefully this adventure will provide Character sheets are provided in you and some friends with a bit of quick accompanying files, though power and easy fun! descriptions will require copies of both D&D Essentials player's guides, as well as What You Need To Run This Heroes of Shadow and Heroes of the Feywild to Adventure: be on hand. Adjustments can be made, -The core D&D 4th edition books (Player's however, to accommodate other characters Handbook, Dungeon Masters Guide, Monster if the pre-generated options are not to your Manual). D&D Essentials core products liking, or those resources are not available. would also suffice. If so, keep an eye on skill choices and -In addition this adventure references change loot options accordingly. monsters and items printed in: Monster Likewise, since this adventure was Vault, , Monster Manual 2, and intended for easy "drop-in, drop-out" play Monster Manual 3, Adventurer's Vault, and and minimal bookkeeping, experience Adventurer's Vault 2 points are not awarded at the end of encounters (with magic items and Background: Feel free to share the consumables taking their place as the sole following blurb with the players: reward).

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"The seaside port of Summerset has long been a hub of trade and civilization. ...portly excuse for a soldier, who eyes you Though not as ostentatious as cities in with derision. "For whatever reason, the some parts of the world, it has resisted king sees some value in you 'freelancers' invasions, tsunamis, and internal conflict to as he calls them, and who am I to question stand as a point of light amid a world of his majesty? You, however, I am at liberty mystery and darkness. You, and many to question! I'll have yer names, point of others, have come here seeking adventure. origin, and purpose for being in our fair Summerset's glory has inspired many an city!" envious eye and as such, the city has no dearth of foes who would happily see it's Once the players have introduced their ivory spires and colorful roofs fall to ruin. characters, move on with the action Though a city of free men and women quickly. and free ideas; Summerset has not weathered the storm by forsaking suspicion, and so you are guided uphill to The captain shakes his head at you all. the drab keep where the king himself will "Well, no obvious terrorists among you it be handing out adventuring petitions to seems. Just bear in mind I have my eye on those who prove worthy of the city's you. There's not a thing that escapes my blessing." notice!" He motions for a guard behind him to help him open the doors. Before Scene 1 - Kingslayers In this scene, the you is a plushly decorated if plainly players introduce their characters, just before constructed throne room - and a scene of witnessing - and hopefuy foiling - an carnage. The King's body guards lie on assassination attempt against the king of the stone floor in pools of their own Summerset, sending them on the road to blood; the last brave man being run adventure! through as the doors open. The four assassins are creeping towards the king Read the following to the players: spin around to see you. Give the players a little time to introduce "No witnesses!" hisses a voice up on the pre-generated character they have the ramparts. It belongs to a tall man clad selected. Encourage them to assign a few in the cloak and bandit mask of a guild quirks and personality traits to their assassin. His voice is wrapped in a thick character to make them stand out. foreign accent. Glowering at you over the mask, he knocks an arrow to his bow. "Kill the adventurers, then leave the royal to me." The captain of the guard is shouting as you tromp through the massive portcullis and into Summerset Keep's courtyard. "I want all eyes on this lot!" the fat man in chainmail and pristine surcoat bellows. "I don't trust these adventurers! Footpads and opportunists if you ask me." You are all lined up in front of the...

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Encounter 1: Assassination

Attempt Features of the Area Setup Illumination: Brightly lit by candles and

The players begin the combat just braziers. outside the castle, lined up in any Castle Doors: These heavy double doors arrangement of their choosing. Place require a move action to open and close. miniatures for the guard captain and gate You may also bar the doors as part of this guard and roll for them as though they are action if closing them from the inside. participating in the battle, but assume their They are wide enough that two creatures attacks always miss - the PCs are the true are required to completely seal off the heroes here. The goal of this encounter is throne room. defeat the assassin's before they can carry Rampart Stairs: The climb is steep - out their plot. treat squares with stairs as rough terrain. Towers: These tall stone parapets are 1 Archer [Master Assassin] (Monster Vault crenelated to provide cover for ranged pg. 110) attackers shooting from atop. Climbing one requires an Athletics DC 10 check and 5 Halfling Thief [Assassins] (Monster Vault requires 3 squares of movement. pg. 169) Rug: This sleek rug is spun of a thick royal purple fibre with silk adornments. Tactics Any creature may attempt a STR vs. REF The assassins in the throne room will attack while standing in a rug square prioritize the PCs, trying to flank them to (targeting a creature in Burst 2 and also in a greater effect. If ever an assassin manages rug square) to knock the target prone. This to drop a PC to 0 HP or less, he will then is a move action. turn his sights on the king. The king will Braziers: Despite Summerset's warm survive any attacks against him, but if the climate, the king keeps these intimidating PCs allow him to come under fire, they will looking pots of fire around to illuminate lose some of their reward. the large throne room. They are magical Meanwhile, the master assassin will flames, and give off negligible heat despite move at least 4 squares along the tower to their size. Unlike many sources of gain an attack bonus, and to vary his range everburning flame, these fires are hot if the of attack. He always stays on the wall. actual flames are touched, and will deal If the PCs manage to bloody the master 1d10 fire damage. assassin, or climb the wall and get within melee range of him, he growls a curse at Rewards them in a foreign tongue, and leaps down To show his gratitude at being rescued, the from the rampart, making his escape into king grants the PCs the following boon: the city. 15 +1 Firestorm Arrows (Adventurer's If the PC's think to close and bar the Vault 2 pg. 26) castle doors and no targets are present, the 2 Potion of Healing (Player's Handbooks master assassin flees into the city. pg. 255 ) Regardless of what happens, the next scene hinges on a chase with the master assassin. If he seems to be in trouble, his best bet is to flee.

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Scene 2 - Needle in a Haystack The king offers the listed rewards at the With the Master Assassin having escaped, it is up end of the following skill challenge if asked. to our heroes to track down the only lead to Should the PCs bargain for more, he whomever is orchestrating this conspiracy. throws in a Potion of Deadly Striking They' need to use their wits and speed to track (Spend a healing surge, +5 to next down and catch the viain before he escapes the melee attack and damage). Otherwise city and vanishes for good. he offers the PCs room and board while they are in Summerset, but hustles them out into the city to find the assassin. Allow the PCs to take a short rest, expending healing surges as needed. After The PCs may wish to ask the king they have had a moment, the king will hold questions to aid in their investigation. audience with them in the throne room. Though he is in a hurry for them to get to work, he is amiable and will provide whatever help he can. Should the PCs wish The king nods at you as you assemble to question him or other witnesses, grant before him. "You have my thanks, them a free success towards the skill adventurers. Without your intervention challenge. Summerset would surely be leaderless and my family no doubt the next targets." He shoots a glare at the guard captain, sniveling at the foot of the throne. "It appears my wife's uncle was not up to the task of looking after my security. Perhaps he will be better suited to the honorable position of guarding the larder!" With a breath, the king regains his calm. "As for you all, I would hope you can aid me further. The leader of the assassins escaped into the city, as you know. My men have been tracking him but thus far have come up empty handed. "There is even greater reward in it if you can aid me in capturing this villain, but you must be quick about your task! I fear that he will return to his masters if he can slip past our patrols and should he escape, we will not know who has planned this cowardly deed giving them chance to strike again. So what say you? Will you seek the knave out and bring him to justice?"

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Encounter 2: Tracking the Streetwise (easy check): You can find Master Summerset's criminal safe-houses, Setup surreptitious escape routes, and out-of-the- Challenge Complexity: 8 Successes before 3 way hiding spots; helping to ferret out the would-be hit man. Failures This skill challenge is split into two parts Above are some vague examples of how - tracking down the assassin and then these skills might be used - be sure to have giving chase once he has been flushed out the players go into detail about how they of hiding. Allow the players to flex their utilize their skills to find a clue as to the creative muscle and use any skill that they assassin's whereabouts. Once the players can justify to contribute once; allowing have accumulated 5 successes, move on to primary skills to be used as often as section two's skill list. They have found the possible. Unless otherwise stated, the DCs Master Assassin - but not before he notices will be moderate. them and takes flight! These second set of skills represent the player's contribution to Easy DC 8 ModerateDC 12 Hard DC 15 a foot chase through the city. If the player improvises some tricky tactic that you Part 1 Primary Skills: Bluff, Diplomacy, think would be effective - it works, and the Insight, Intimidate, Perception, Streetwise player uses their turn to gain a free success. (easy) Part 2 Primary Skills: Acrobatics (easy), Bluff: Your honeyed tongue convinces Athletics, Endurance, Intimidate, Stealth, unwilling bystanders of your authority in Streetwise this matter, and they pass along some hints as to where the assassin fled to. Acrobatics (easy): Bounding onto a building Diplomacy: You interview witnesses and you leap across roofs and shimmy across appeal to Summerites sense of civic duty, clotheslines, avoiding obstacles on the taking down eye witness accounts of the ground to keep pace. villain's escape. Athletics: He's fast, but you're much faster. Insight: If you were fleeing from the law, You close the gap between yourself and the where would you hide? Your deductive assassin. reasoning and the occasional hunch lead Endurance: He can't keep up that speed for you right to clues the assassin carelessly left long - already he's red in the face, huffing in his rush. and puffing. You've hardly even started Intimidate: There are elements in the city warming up. who would help a criminal like the assassin Intimidate: Your party is hot on his heels, for the right price - fortunately those his hiding places exposed, and the guards elements respond well to threats as well as will surely follow the commotion of the bribes. chase. You call out an order to surrender, Perception: An overturned vegetable cart, a breaking down his resolve and will to piece of cloak snagged on a fence, escape. footprints in the mud - you keep to the Stealth: He's doing his best to get lost in signs of the assassin's passage. this crowd and it's working - but that means he isn't able to see you shouldering

5 -Summer's Set - by Ryan Lucas Save VS. Weekend - Adventures past bystanders and getting as close as you The players receive no magic item rewards can. and no offer from the king for resources to Streetwise: You know where the streets and be made at their disposal, though he thanks closes lead, and split your party up to cover them for their efforts and shares the his likely exits. If this works, you'll funnel assassin's confession. him right into a dead-end. During the second part of the The assassin's grudging testimony to the king encounter, a PC may elect to spend a varies little from what he confessed to you. healing surge to cancel out a failed roll. "So," the king muses, "some conniving This represents them drawing on deep creature returned from beyond the grave wells of adrenaline to keep up the chase and offered you pay for this deed? To trust the close distance the master assassin has kept undead! You disgust me!" Turning from the between them. sullen assassin, the king's looks at you with weary eyes. Success "Friends, it seems that some vile sorcery is The PCs manage to capture the assassin afoot out at Fort Sunderwood. This hired knife either by force or coercion. In addition to claims an intelligent undead creature lurking spilling his guts about who hired him, his there was his benefactor. The fort is an fate is also in the players hands! Patting him abandoned palisade redoubt from the old wars. down they will find one of the magic items Since those days it has become a common covered in the rewards section. hideout for bandits, smugglers, and now something worse. If the players opt to execute the assassin, "I cannot help but think there is more to this the king will be miffed at their lawlessness than a simple raid planned by some monster! and not extend an invitation to the Why go to all the trouble? The answers are in kingdom's resources in their future that fort, and I would like you to investigate adventures. If they turn him in, the king with all haste. If you do not go immediately, will offer nearly any mundane assistance the our chance might be lost." He grins. "But worry players ask for (including a handful of city not, The reward shall match your peril." guards if the players ask). His offer is vague and is meant to facilitate any plots the players devise for scene 3. Rewards Failure Patting down the assassin, the PCs find the The PCs lose track of the assassin, and following: towards the end of the day it seems they 1 Elixir of Speed (Adventurer's Vault pg. will come up empty handed. Finally they 187) arrive at the docks where a contingent of The king also grants them an offer of the city guard is proudly leading the assistance in their future investigations into assassin away in chains. The portly guard the matter, as well as: captain who menaced them early is now +1 Acidic Longsword (Adventurer's Vault gloating over his men's success and his pg. 62) redemption, throwing the victory in the faces of the PCs.

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Scene 3 - The Rotting Fort Our 1 Deathlock Wight (Monster Manual pg. 262) heroes are now ready to take the fight to the Tactics conspirators - planning to siege a supposedly While the decrepit skeletons are abandoned fortress that is now headquarters for straightforward combatants, the proper undead agents of their true foe. The numbers are skeletons have been infused with a against them, but they have the advantage of semblance of insight, and will hang back in surprise. cover, waiting for the PCs to get near to them. When this happens, they will charge The players will now have the after any ranged attackers, attempting to opportunity to plan their attack. Set up the keep them marked and in easy reach. map with only the monsters walking the The decrepit skeletons will mostly walls and indicate their patrol patterns. If pursue foes, though a few should remain on the players manage to get a view from a the walls to rain down arrows. better vantage point, place any other visible Roll initiative for the Deathlock wight monsters and describe their actions. These right away. He does not emerge until the undead minions are tireless guards but not first time a normal skeleton has been the strongest of undead minions, and their reduced to zero hit points - giving him an senses aren't especially sharp. opportunity to restore the creature to the The monsters will attack on sight, thus fight right away and turning the tide the beginning of the battle is entirely up to unhappily for the PCs. He does his best to the player's choosing and they will likely remain away from melee attacks, and his gain a surprise round. During the battle, servants will come to his aid and block the group's leader will emerge from his approaching attackers if able to (they are at headquarters to join the fight and add a least that intelligent). further dangerous complication. Features of the Area Encounter 3: Siege of Fort Illumination: Depends on when the Sunderwood players attempt their siege - the undead Setup have no need of light and thus will not keep Make sure that only visible monsters are any (the pictured campfire is cold.) placed when the fight begins. Each wall- Main Gates: These thick oak gates are walk has two decrepit skeletons at either closed and barred from the inside. It would end (marching back and forth, meeting in take a lot of pounding to break through. the middle. Another two stand guard at the The log that forms an arch over the gate ground level, just outside the gates. can be used to cross the wall-walks, but One of the normal skeletons waits just each square is rough terrain. inside the main gate, another beside the Palisade Walls: These sturdy wooden door to the Wight's cabin. Place the final walls stand a bit over 15 feet high. They skeleton at your discretion, as he wanders provide partial cover for those using the the camp keeping a cold, dead eye out for wall walk on the inside. It takes an trouble. Athletics DC 15 check to climb up. Catapults: These siege weapons have 12 Decrepit Skeleton (Monster Vault pg. 255) seen better days but look to still be useable. Use the following guidelines if the players

3 Skeleton (Monster Manual pg. 234) wish to fire the catapults into the fort:

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Rewards Move Action - rotate the catapult to +1 Pure Spirit Totem (Player's Handbook select a target. 2 pg. 208) Move Action - reload the catapult. 1 Alchemist's Fire (Adventurer's Vault pg. Minor Action - take aim at a target. 24) Standard Action - fire the catapult: In the wight's room they will find a tiny Range - any square beyond 6 squares from purple crystal - a magic device used to the catapult. record messages. It is constantly replaying Targets burst 1 within range. the orders given by the wight's master: DEX or WIS or INT +1 vs. AC; Hit 2d6 + 4 damage, Miss half damage Hovering in a mist above the small, A creature (player or skeleton) must rotate violet shard of crystal you see a pale the catapult to face a target, take aim, and humanoid, an eladrin by the look of can then fire. If the target moves they will him, clad in blue and silver robes. His need to rotate the catapult again. An face is tightly drawn, his hair as white as operating PC must always take aim with fresh fallen snow, and his countenance the catapult or incur a -5 penalty to the one of dread. It seems as though he has attack. Each catapult has 3 shots. The just finished speaking, when his image skeletons are not smart enough to operate flickers, and begins its monologue again: the catapults. "Morgrim, my sad creature;" he Ladder: Requires 4 squares of movement hisses with a smile, "You will be to ascend/descend. responsible for paying and aiding my Buildings: The buildings slate tops slope assassins. They will create the necessary very gradually. A creature could walk across diversion. Without the king, Summerset them with little difficulty. will be slow to respond to your attacks Holding Cells: Dug into ten foot deep on their trade routes. And without vital pits are three cells where bandits once kept supplies, these summerborn wretches stolen goods and prisoners. The cells are shant survive long when the ritual is now empty but wooden gates are propped complete." over them. The cruel wizard gives a wicked grin. Secret Entrance: If the PCs opt to "Winter unending will crash upon circle around the fort grant them a Nature Summerset like an inevitable wave - DC 17 or Passive Perception DC 19 check making the city safe for you and my to notice an unnatural outcropping of rocks other followers. No longer will we be nearby. These lead to a secret passage into trapped on this island. Our time is and out of the fort. It connects to the far coming!" right holding cell. The wight and his underlings are unaware of this flaw. The PCs will wish to return this news to Wagon: The wheels on this hefty wagon the king, who is troubled indeed. While he were broken long ago, and only extensive plans their next mission, they will be given repairs or giant-like strength will move it safe beds and hearty meals at the keep. out of the way. Allow the players to take an extended rest to gear up for the next leg of their adventure.

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Scene 4 - The Long Grasp of Vortigurn At last a viain is revealed! Vortigurn the Icehearted, a wizard banished many ages ago to an island off the coast has After you awaken the next morning and gained aies near and far and is seeking to change finish your meals, you are summoned to the the weather in this part of the world, dooming main chamber for an audience with the king. Summerset to a certain death if its people do not Has he been awake all night? flee. The king begs the heroes to go on an "Young adventurers" he says, addressing expedition at sea - to risk life and limb to stop this you as you enter, "In the space of a mere day madman. But the voyage to the island is not an I have asked very much of you, and at every easy one... turn you have proven your mettle. But now I fear that Summerset's end may be upon us. When the players return, the mood will These warm lands have never felt the be mixed. The king is ecstatic that the embrace of a natural winter, and one brewed players have halted the threat of the of anger and dark sorcery will surely mean undead bandits before it had a chance to our end." truly weaken the city - but news of this He very well might be right. Your impending attack by a villain long-thought inquiries last night revealed that this dead is troubling indeed. The king will ask Vortigurn was a dangerous wizard who the players if they are willing to embark on schemed against the city and her people. the most dangerous quest yet - a journey Murder, theft, kidnapping, enslavement, across the sea to stop the wizard Vortigurn necromancy - there seemed to be no cruelty once and for all. the wizard would not commit. He was finally The king also provides the following defeated and exiled to a far away island. rewards for completing the previous After a hundred years of terror, Vortigurn assignment: had finally been ousted, and has neither been seen nor heard of for about the same Rewards length of time. Elixir of Dragon Breath (Adventurer's "I beg of you," the king breathes in a Vault pg. 186) hushed tone "Stop this villain! If you will do +1 Battlecrazed Halberd (Adventurer's this thing, I shall make available to you a Vault pg. 64) great mountain of gold from my personal treasuries, and titles and lands that shall make you comfortable for all of your days." It is as though he cannot believe what He motions to the door guard, who permit he sees. The king has watches the pale inside a mix of rough and ready sailors. image of the evil elf mage several times, These experienced seamen do their best to saying nothing. Courtiers all around you put on a bold face, but they know the risks stop what they are doing and stare, their involved in accepting this perilous mission. faces stricken with panic at hearing the The king nods his assent. "The crew of message of their impending doom. Even the Spirea has volunteered to travel with you the castle guard shift uncomfortably. across the ocean to Vortigurn's island prison. Little else is said. You are given fresh Can you be counted upon to sail out with clothes and a good supper, but finding out these bold men, and bring an end to the more about Vortigurn comes before sleep. wizard's machinations once and for all?"

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There are likely no major preparations the players need to make before setting out Then a sailor in the crow's nest calls on their voyage. Food, water and adequate out to the men below. "Waves are supplies have already been arranged. churning something fierce!" As if on cue Show the players the ship map and ask a great, grasping tentacle shoots out of where everyone's character will tend to the water and slaps the seaman out of spend his or her time while sailing. Once the wooden basket, sending him flying miniatures have been placed to represent The arms of a fiend-spawned kraken their "marching order" aboard the ship, come slipping out of the ocean and over move on to the next sequence. the sides of the boat, dripping water as they twitch predatorily. "Calm down lads!" shouts the captain, Between the cool sea breeze, warm sun, drawing a cutlass from his belt. "It's just and cloudless azure skies it's easy to forget a baby. Nothing we cannot handle." hat you are sailing into peril. As a Tentacles snap up through the boards refreshing sea spray is tossed up by the fast of the deck, one wrapping itself around moving Spirea you notice that even her the captain. The muscular appendage grim crew has perked up. The sailors who pulls until its victim's face turns a regarded this as a suicide mission are back sickening gray. to singing their songs and tossing around "Baby or not," shouts a sailor near jests and boasts. you, "We're going to need a bigger boat!"

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Encounter 4: The Kraken Unleashed! The Wheel: By taking the wheel and Setup making an Athletics, Acrobatics, Nature, or Set the map up as pictured. Though you Perception, check DC 15, a creature can should narrate the actions and untimely ram the kraken with the ship, denying the ends of the various sailors, it isn't necessary tentacled beast it's next move action and to place miniatures to represent them as invoking a -2 attack penalty until the end of they are fleeing the threat. However, have a the kraken's next turn (this penalty applies few on hand in case players want to know to tentacles as well). This constitutes a their positions and use them in some way. move action. Ship's Railing: Against targets attacking 1 Fiendish Kraken Hatchling (see appendix) from squares on the opposite side, the ship's waist high edge grants partial cover. # players Hatchling Tentacles (see appendix) Water: The kraken has churned up the waters around the ship, making it an

Tactics Athletics DC 14 check to successfully swim The Kraken will pull alongside the ship, back to the ship. Climbing up the sides of shifting its position every round to avoid the ship is an Athletics DC 12 check and being attacked directly. Meanwhile it will requires a move action to get back up on attempt to strike at individual targets with deck. If a PC is grabbed by a tentacle while its Tentacles, using its own attack on any in the water, the kraken pulls them under grabbed target. the waves and sucks the breath out of them The kraken's half-fiend blood has given with it's constricting tentacles. The PC its limbs the sickening ability to stretch takes an additional 5 damage from beyond normal limits. It can move its drowning. tentacles to any square aboard or adjacent to the ship, busting through the sides of the Kraken and Kraken Tentacle stats can be found in vessel and up through the deck to get a the appendix better reach at its prey. It doesn't think to try puncturing the bottom of the hull to sink the vessel, however. Features of the Area Mast: Climbing the mast is an Athletics DC 10 check, or to climb up via the rigging an Acrobatics DC 10 check. Though only one check is required, it will take two full move actions to climb up into the crow's nest 25 feet (2d10 fall) up above the deck. Crow's Nest: This sturdy wooden basket provides partial cover from attacks. Below Deck: A creature peering up from hiding in the open section leading belowdecks can gain partial cover. Sterncastle Stairs: The stairs up to the helm of the boat are steep and count as rough terrain.

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Scene 5 - Beach Storming The fiend- Encounter 5: Surviving the kraken was only the first obstacle Vortigurn has Squall set in our heroes' path. Using a powerful ritual, Setup the viainous wizard has sent a supernatural Challenge Complexity: 10 Successes before storm to end their journey. Without a fu crew to 3 Failures sail their battered ship, it is up to the adventurer's to step up and save their vessel - and The goal of this challenge is to keep the themselves - om the churning tempest. ship afloat during a terrible storm dredged up by magical forces. The PCs must use Once the PCs have bested the kraken, read their own physical prowess, knowledge of the following: navigating the waves and dealing with enchanted weather, and even some As it dies, the kraken flails its arms inspiring management of their crew to about, striking a sailor off the deck to his survive. As always, reward clever or well demise beneath the waves. Though you described/executed plans with major have won, and the beast's heaving corpse bonuses or automatic successes. Unless begins to sink back into the ocean, the otherwise stated, the DCs will be battle has taken its toll on the ship. moderate. In the stillness after the fighting, the Have the players dictate their actions in men sailing your boat creep back on deck initiative order, bearing in mind some and out of hiding. In the fray many of might wish to use the aid another action. these men lost their lives, and you are now All skills can be attempted repeatedly. down to half a proper crew, and without a captain. On Any Failed Skill Roll: Make the And that isn't even the bad news. The following attack against all players. This bad news is that during the battle you damage represents injuries from falling failed to notice the gathering of angry chunks of the mast, snapped lines, steel-gray clouds on the horizon. Even buffeting of frigid waves, and exhaustion: temperamental summer squalls don't just strike up out of nowhere with that much +4 vs. Fort, 1d6+2 damage (2d6+2 for anyone speed. When a fork of crackling green in the crow's nest) lightning shoots through the sky you know; this is no natural storm, but the Easy DC 8 ModerateDC 12 Hard DC 15 work of sorcery. The sailors turn to you and your Primary Skills: Acrobatics, Athletics, companions. If the kraken broke their Diplomacy (easy), Endurance, Nature, courage, the storm seems poised to break Thievery them. Both the ship and the expedition are now entirely left in your hands. Acrobatics: You fling yourself with animal Already the unnaturally high waves, biting, grace up the wild rigging, making ice-leaden winds and needling raindrops adjustments to the sails and spot repairs to approach. ropes up high as the wind claws at your Good a time as any to learn how to tie a body. sturdy knot. Athletics: Holding the wheel steady you keep your course and steer away from the

12 -Summer's Set - by Ryan Lucas Save VS. Weekend - Adventures highest waves. Alternately, you might be Success holding ropes steady, rolling dislodged Though the remaining sailors are lost in cargo out of the way, or rescuing sailors the storm and the ensuing shipwreck, the trapped beneath debris. PCs manage to bring the vessel to ground Diplomacy (easy): Between the kraken and in a safe spot, and do not take any the storm, your small crew of men are tired, additional injury during the wreck. Their terrified, and wounded. But a firm, expert seamanship has also preserved some confident voice cuts through their despair. of the cargo in the hold, and they will have Your inspiring words and swift a cache of supplies to help them finish their organizational skill are keeping them held quest (see "rewards" below). together and working their best. Endurance: Work on a ship isn't easy in the Failure best of weather, but you are bearing the Though the PCs make it to the island, heaviest loads and taking on the most their ship is all but ruined, her crew dead or arduous tasks, weathering frigid sea spray missing, the cargo lost, and the heroes and heavy burdens alike. themselves are tossed into the pitiless surf, Nature: Though chaotic, there is a music broken and bruised. Each PC loses 2 and rhythm to a storm that those attuned healing surges. to nature can discern. You advise and direct the crew, watching the waves for signs of a Rewards dangerous tidal surge and correcting the Regardless of victory in the skill challenge, ship's course to avoid trouble. the PCs will find the following amid the Thievery: With deft hands you manage wreckage of previous ships that attempted some makeshift repairs on severed ropes, to brave the island. and broken pulleys. Staff of Resilience (Adventurer's Vault 2 Secondary Skills: Arcana, Perception pg. 39) (special) 1 Potion of Resistance [Cold] Arcana: Dispelling the storm itself would (Adventurer's Vault pg. 188) require many material components - none of which are on hand. What you can do is If the PCs succeed at the challenge, they disrupt the spell and carve out some also find the following: moments of calm amid the chaos (A success 1 Potion of Healing (Player's Handbook grants a +2 to all actions until the start of pg. 255) your next turn. A failure does not count towards the total number of failures for this Additionally, there is a locked and magically challenge). warded chest among the debris of older Perception (special): Keeping an eye out for ships. A Thievery DC 20 check is necessary the worst of the waves and guiding the to open it. A failure indicates that this helmsman through the wind and rain will character simply cannot open the chest. make this harrowing voyage all the safer (a Inside is the following: success grants a +2 to all Athletics rolls until 1 Potion of Life (Player's Handbook pg. the start of your next turn. If you make this 255) check from the crow's nest it is easy difficulty).

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Scene 6 - Island of Exile Despite Encounter 6: Mansion Crashers powerful monsters and perilous weather, the Setup heroes have succeeded in the unenviable task of This encounter begins once the players making their way to Vortigurn's cursed island have entered the mansion. Depending on exile. The wizard's home, a palatial and rather their plan of exploration, you may wish to out of place manse stands before them. wait to trigger combat until they have Somewhere in its sumptuous has is a despicable spread out among a few rooms. The most foe with catastrophic intentions. What obstacles likely area for a clash to occur is the lie between our heroes and their prey? entrance hall. 1 Enchanted Lesser Water Elemental When you come to, you are blinded by (Monster Vault pg. 109) a bright light. Body sore, you move to your Give the elemental the following feet quickly and shift to a defensive pose, modifications: your reflexes unchecked and ready to -Size increases to large respond to danger. As your eyes adjust to -Add 20 HP the brightness you find yourself once again -Melee attacks are reach 2 under crisp blue morning skies, the sun -After hitting with Slam, make a bright and warm. Hot sand stretches out secondary attack +5 vs. Fort on hit: the around you and a calm surf laps against target it sucked into the elemental's body. It your boots. No signs of danger are yet is considered grabbed and restrained (-2 to apparent. escape attempts) and may not make saving So strange that Vortigurn's exile would throws against ongoing damage. A nearby seem to some a paradise. ally can attempt to pull the PC out. Treat Around you is the wreck of your ship. It this as breaking a grab (-2 penalty to the seems you were the only survivors - your attempt) bold crew vanished beneath the waves, their final screams beseeching you to make 3 Enlarged Lesser Earth Elementals (Monster their sacrifice worthwhile. Vault pg. 108) But the debris on this beach is too Give the elemental the following varied and widespread to belong to your modifications: ship alone. It seems that through malign -Size increases to large spells or accident, several vessels have -Add 10 HP wrecked upon these deceptively beautiful -Melee attacks are reach 2 shores. There is time yet to search them -After hitting with a slam, the elemental for valuables but you dare not linger can push thee target 1 square overlong. The only notable feature inland past Tactics the beach is a marble mansion with a While the earth elementals move to attack colorful shingled roof. This far from any ranged opponents, the water elemental civilization it is small wonder that will zero in on any defenders in the party, Vortigurn would choose such an obvious doing its best to use its secondary attack to and audacious abode. absorb the hero and negate his ability to Dragging him out of there, kicking and protect his allies. Otherwise the water screaming, will be quite gratifying.

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elemental seeks out the most dangerous rest before they move on. Point out that if melee opponent and tries to absorb them. they camp out in the mansion's lobby, they can keep a guard on the wizard's comings Features of the Area and goings and ensure he is trapped in his Walls: These interior walls are handsome lair. and well decorated, but fairly thin. The final battle will occur on the heroes' Creatures that are forced to move time; but on Vortigurn's terms. Time may through squares containing a wall break out be of the essence for completing their a section of the wall and take 1d6 damage. mission, but they can spare the hours to Mark off any squares broken through - prepare for the final battle. creatures may now pass through, treating the square as rough terrain. Furniture: PCs can vault over the Descending the stairs, the beating of expensive furniture, treating it as rough your heart begins to pick up. This is it - terrain. If a PC chooses appropriate the final confrontation with Vortigurn. furniture, (settees or tables) these items can You know he will not come quietly, but it be used as cover against creatures on the is hard to tell just what to expect from a opposite side. wizard of his skill. The warm summer air quickly gives way Rewards to a frigid chill, growing colder with each Potion of Deadly Striking - (Spend a step downward. It is not long before you healing surge, +5 to next melee attack and can see the condensation of your breath damage) spreading out before you. Finally your party reaches the bottom of the basement and all slowly creep forward, wary for In its death throws, one of the traps and ambushes. elementals flings itself towards a wall. It The leader of the formation signals grasps at and twists a torch sconce: silently for caution - against a wall in the triggering a secret door that opens nearby. main chamber you can see the villain's Within the threshold are a set of stairs, shadow. "So you have made it all this way." barely lit, and leading down into the rocky The wizard rasps. hill on which the mansion is built. The "A pity it is all for nothing. A day or so creature paws its way through, seeking to more and the ritual will be complete. warn its master of your arrival - but you Summerset will never know warmth again silence the creature swiftly. and her people shall be a feast to last me years. "But take heart, heroes!" he coos. The Scene 7 - The End of Winter This is wizard's shadow begins to shift and it - the heroes have made their way through contort. Wings burst from his back, his mystery and trial to the very inner sanctum of neck elongates, the pointed elven ears the arcanist seeking to destroy Summerset. But expanding into a fanned frill, a tail the foe they anticipate is not nearly as deadly as emerging behind him. "You will not live to the enemy they wi find waiting for them. see the fruits of your failure!" It is said that all dragons can eventually The final battle won't be easy, so give the take on a humanoid guise - often in the players the opportunity to take an extended form of an elf...

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The Blizzard dragon that Vortigurn ...Vortigurn may not be very old by a keeps as his "apprentice" will attempt to dragon's standards, but men have had time flank dangerous opponents and use its to forget his true form. abilities to slide defenders and melee A ripple of icy breath streams attackers out of range of the larger dragon. threateningly through the door toward you. Features of the Area "Come out and die like heroes!" Frozen Pillars: Standing in the middle of the room and stretching to the ceiling are enormous pillars of living ice. These Encounter 7: The Dragons of conduits to a frigid realm in the Elemental Winter Eternal Chaos are part of Vortigurn's massive ritual Setup to change the climate of Summerset. His early attempts failed, causing one of the Allow the players to set themselves up pillars to shatter. Though not in use at the on the map at one of the entrances (north moment they bristle with freezing energy west, north, north east, southeast, and are extremely dangerous. The pillars southwest, or western edges of the map). are solid and provide cover. Tunnels connect each entrance to the main Any creature that starts its turn in, or stairs up to the mansion's lobby and thus enters a square within burst 2 of the pillar the PCs can move about to enter from (using the pillar's square as the origin whatever angle they wish. Vortigurn is square) takes 1d8+1 cold damage. Those confident enough in his victory that he has adjacen to sections of the shattered pillar no problem allowing the heroes this small take only 1d4 cold damage. tactical advantage. The Pit: The pit is 25 feet deep (2d10 Vortigurn begins in the center of the fall). The sides are roughly worked stone, room between the crystal pillars. His but cold and a bit slippery, and would Blizzard Dragon apprentice is hiding in the require an Athletics DC 15 check to climb up pit, ready to fly up and join the fray when or down. Lurking at the bottom is the players least expect it. Vortigurn's apprentice, the Blizzard Dragon. Any hero falling into the pit will 1 Blizzard Dragon Wyrmling (Monster Manual 3 pg. 65) land right in front of the creature, surprising it. 1 Vortigurn, Young White Dragon (Monster At the bottom of the pit is a room 6 by 6 Vault pg. 67) squares and 2 squares high. It is sparsely adorned, with a slick of ice for the blizzard Tactics dragon's bed and several book cases and Vortigurn will make the best of the auras writing tables. This room is the apprentice's surrounding the frozen crystals in his chambers. sanctum. His usual tactic will be to employ "instinctive rampage" to plow through the Finale - Guardians of Summer biggest grouping of PCs possible, then When the heroes have defeated the during his action make an attack and fly villain (if they can!) then they have back to the center of the room and the completed the adventure! Read the cover of the crystal's freezing auras. following epilogue to them, paraphrasing as necessary.

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encounters and, maybe the occasional full adventure. Updated nearly every Hateful light and cruel weekend and aimed at serving Dungeon determination fade out of the dragon's Masters with their sight set on the heroic eyes as the killing blow lands true. The tier. "wizard" Vortigurn - a cruel white dragon that had plagued the land for over a hundred years - is no more. You take the time to undo what parts of the catastrophic ritual the creature managed to complete. Had he been spared a day or so more, then freezing winds would have blown out of a portal to the Elemental Chaos and descended upon Summerset, killing all plant-life and freezing over the shoreline. The city's people would have been doomed. Vortigurn's hoard is yours for the taking; as is the galley he had concealed on the opposite side of the island. She's a sturdy ship that is easy enough for you to crew, and more than capable of making it back to the mainland, where your other rewards await you in Summerset. With so much wealth, land, and the eternal gratitude of the city, it would be easy to retire to the safety of the seaside port and make an easy and comfortable existence for yourself. But easy and comfortable is not the path destined for an adventurer. When you have drank your fill of the finest wines, eaten the richest foods, and donned magnificent finery; the call to danger and glory will find you again. Summerset may be your headquarters, but the road is ever your home...

I hope you've enjoyed "Summer's Set!" Be sure to check out my ongoing blog, "Save Vs. Weekend" (http:// savevsweekend.wordpress.com/) for more Dungeons & Dragons 4th Edition

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Appendix Encounter 1 - Summerset Keep

The painted miniature on the wall represents the Master Assassin. Unpainted miniatures represent starting positions for the other assassins (not necessarily halflings despite the use of the "halfling thief" stat block). Red markers represent the PC's starting area. The king begins the encounter on the throne.

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Encounter 3 - Fort Sunderwood

Painted skeletons indicate the normal Skeletons. Unpainted undead figures are the Decrepit Skeletons. The cowled undead in the north eastern cabin indicates the starting position for the Wight.

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Encounter 4 - Aboard the Spirea

The large fiendish spider miniature is a stand in for the kraken. Beads indicate the placement of the kraken's tentacles (the number of tentacles will vary depending on how many players you have tackling this encounter. Use your judgement as to which ones to remove for smaller parties)

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Encounter 6 - Vortigurn's Mansion

The large water elemental is positioned at the top of the steps. The other elementals represent the Earth Elementals, though their starting positions can be much more malleable. If the players wish to explore the mansion quietly, this opens up the opportunity for the elementals to ambush the heroes - or vice-versa. Be flexible.

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Encounter 7 - Vortigurn's Sanctum

The dragon Vortigurn begins the encounter somewhere between the glowing pillars. His apprentice should not be place on the map until it reveals itself.

Obtaining Maps: -The map used for Vortigurn's Sanctum is an accessory with the adventure "Keep on the Shadowfell" by Bruce R. Cordell and . You can find it at your friendly local gaming store (FLGS) or most booksellers. -All other maps are a combination of flip mats and map packs: part of Publishing's "Gamemastery" set of gaming accessories, and can be found at your FLGS or the following web address (as of June 2012): http://paizo.com/gameMastery/maps

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