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Lords of Rust Lv 5-9

Table of Contents

Advancement Track

Level XP Progression Milestone
5 PCs begin at Lv 5 PCs begin at Lv 5
6 Around completing Area D After completing Area D
7 Around completing Area J After completing Area H
8 After clearing Scrapmaster's Arena (Q1) After clearing Scrapmaster's Arena (Q1)
9 After completing Part 3 After completing Part 3

Part 1: Aldronard's Grave

Power Relay

  • Skills:
    • Recall Knowledge (Numerian Geography Lore, Engineering Lore or Society): DC20 - If a player can speak Androffan, they can confirm the device was transmitting power to a spot 105 miles northeast from Torch - Scrapwall.

Ensuring Torch's Safety

The town offers to pay the PCs a reward of 450 gp if they can ensure no further threat faces Torch.

Contacting Dinvaya

Joram Kyte promises to give the PCs his wand of continuation (1st-level spell) as a reward once they complete his mission.

A1. Barbican

  • Skills:
    • Climb (Athletics): DC20 - To scale the stone walls.
    • Force Open (Athletics): DC 28- To force open the iron portcullis.
    • Force Open (Athletics): DC 25- To force open the wooden doors.

The portcullis has Hardness 15, 60 HP (30 BT). Should the portcullis be dropped use the stats of a Slamming Door trap.

The wooden doors are both locked with an average lock. The doors have Hardness 5, 20 HP (10 BT)

A2. Courtyard (115XP, Severe Threat)

The book is very loose on where the Smilers are actually placed. It is expected they patrol or wander around the camp.

A3. Ruined Keep

  • Skills:
    • Recall Knowledge (Medicine): DC20 - To recognise the flesh being cooked as human.

A5. Ruined Chapel (60XP, Low Threat)

  • Creatures:

  • XP Award: Award PCs an additional 80 XP if they manage to put Aldronard to rest.

If the PCs put Aldronard to rest, they each gain Sarenrae's Minor Boon.

A6. Ruined Stable

  • Skills:
    • Recall Knowledge (Butcher Lore, Medicine): DC15 - To recognise the bodies as having been carved for meat.

A7. Watchtower (80XP, Moderate Threat)

Part 2: Becoming Scrap-worthy

Scrap-Worth

Award the PCs the following XP when they reach certain levels of Scrap-Worth:

  • Scrap-Worth 2: Award PCs 40 XP.
  • Scrap-worth 4: Award PCs 60 XP.
  • Scrap-Worth 6: Award PCs 80 XP.
  • Scrap-Worth 8: Award PCs 120 XP.
  • Scrap-Worth 10: Award PCs 160 XP.

Exploring Scrapwall

  • Skills in General:
    • Climb (Athletics): DC15 - To scale the junk walls.
    • Seek (Perception): DC24 - To find the hidden entrance into Area H.

B. Entrance to Scrapwall

B1. Front Gate

  • Skills:
    • Force Open (Athletics): DC25 - To force open the gate.

The front gate has Hardness 8, HP 50 (BT 25).

B2. Guard Post (15 XP, Trivial Threat)

  • Creatures:
    • Steel Hawk Brigand - Use the stats for a Bandit but with a Longbow instead of the sling.

B3. Observation Post (15 XP, Trivial Threat)

  • Skills:
    • Seek (Perception): DC20 - To notice the arrow slit.
  • Creatures:
    • Steel Hawk Brigand - Use the stats for a Bandit but with a Longbow instead of the sling.

B4. Common Room (60 XP, Low Threat)

  • Creatures:

  • XP Award: If the PCs enter into an alliance with the Steel Hawks to take down Birdfood, award them an additional 300 XP

B5. Bunkhouse (30 XP, Trivial Threat)

  • Creatures:
    • 2x Steel Hawk Brigand - Use the stats for a Bandit but with a Longbow instead of the sling.

C. Steel Hawks Territory (90 XP, Moderate Threat)

D. Hawk Palace

There's a total of 6 Orc Warriors in the palace. 1d4 are in D1, and the rest are in D3.

D1. Walkway (10 - 40 XP, Trivial Threat)

D3. Barracks (20 - 50 XP, Trivial to Low Threat)

D5. Throne Room (60 XP, Low Threat)

D6. Birdfood's Den

F. The Clockwork Chapel

F1. Clockwork Facade

  • Skills:
    • Seek (Perception): DC25 - To notice the hidden switch that opens the iron gear doors.
    • Force Open (Athletics): DC30 - To force open the iron gear doors.
    • Disable a Device (Thievery): DC25 - To disable the iron gear doors.

The iron gear doors have Hardness 18, 72 HP (36 BT).

F3. Chapel (40 XP, Trivial Threat)

F5. Workshop (60 XP, Low Threat)

G. Smiler's Territory (40 XP, Trivial Threat)

H. Smilers' Headquarters

H1. Facade (40 XP, Low Threat)

H2. Waiting Room (60 - 100 XP, Low to Moderate Threat)

It takes the Smilers in H3 three total actions to open the doors should they wish to join the fray.

H3. Barracks (40 XP, Low Threat)

H4. Specimen Storage (100 XP, Moderate Threat)

H5. Surgery (60 XP, Low Threat)

H6. Marrow's Inner Sanctum (100 XP, Moderate Threat)

I. Redtooth's Raiders Territory (40 XP, Trivial Threat)

J. Redtooth's Warren

  • XP Award: If the PCs safely escort Whiskifliss here, award them 200 XP.

J1. Entrance Warrens

  • Skills:
    • Seek (Perception): DC 24 - To notice the secret doors.

J2. Rat Nest (0 XP (?), Trivial Threat)

J3. Guard Room (60 XP, Low Threat)

J4. Rust Monster Pen (20 XP, Trivial Threat)

J5. Redtooth's Throne (80 XP, Moderate Threat)

  • Creatures:

  • XP Award: If the players ally with Redtooth award them an additional 200 XP.

J6. Redtooth's Lair

K. Manticore Lair (40 XP, Trivial Threat)

  • Creatures:
  • Hazards:
    • The Manticore's nest is hazardous terrain that deals 5 points of slashing damage to any non-Manticore creature that moves through a square or ends its turn there.
  • Loot:

M. Thralls of Hellion Territory (40 XP, Trivial Threat)

N. Receiver Array

  • Skills:
    • Recall Knowledge (Engineering Lore): DC18 - To know where to place the cylex^.
    • Climb (Athletics): DC15 - To reach the support structures of the array.
    • Disable a Device (Thievery): DC13 - To arm the cylex^
  • XP Award: If the PCs successfully destroy the receiver array, award them 200 XP.

N4. Holding Chamber

The door is made from glaucite^ (Hardness 9, HP 36 (BT 18))

N6. Rhu-Chalik Den (40 XP, Trivial Threat)

O. Haunted Canyon (80 XP, Moderate Threat)

P. Haunted Wreck

P2. Cargo Bay (60 XP, Low Threat)

P3. Engine Room (40 XP, Trivial Threat)

P4. Stasis Pods (60 XP, Low Threat)

P5. Bridge (70 XP, Low Threat)

Part 3: Hellion's Domain

Scrap-Worth Repercussions

Depending on the PC's Scrap-Worth, there may be additional encounters in the following areas.

  • Scrap-Worth 8-9: Bolster the encounters with the Lords of Rust by 20 XP.
  • Scrap-Worth 4-7: Bolster the encounters with the Lords of Rust by 20 XP and add 8 40 XP encounters to various rooms in the complex.
  • Scrap-Worth 1-3: Bolster the encounters with the Lords of Rust by 20 XP, add 8 40 XP encounters to various rooms in the complex and every level of the complex except Area T gains a patrol of Caligni (see below)
  • Scrap-Worth 0: As Scrap-Worth 1-3, but every encounter has one of the lowest-level creatures replaced with an elite.

The extra XP and encounters are built from the following list. Each of the following choices is worth 10 XP. e.g. 2x Elite Chokers and 2x Acolyte of Hellions would make an encounter of 30 XP.

Caligni Patrol

Q. Scrapmaster's Arena

Q1. Scrapmaster's Arena (120 - 140 XP, Severe Threat)

If PCs have a Scrap-Worth lower than 10, add 20 XP to this encounter - See Scrap-Worth Repercussions

Q2. Helskarg's Stage

Hellion is the first Artificial Intelligence in this adventure. It is present for pretty much the rest of the adventure. It can cast spells from any of the glowing red Hellion Monitors, and if PCs do not obey the command to kneel, Hellion casts divine wrath (evil) at 4th level from the monitors outside the doors into Q3.

Hellion Monitors have Hardness 5, HP 20 (BT 10) - PCs should be encouraged to smash them.

R. Temple of Hellion

R1. Temple of Hellion (100 - 120 XP, Moderate to Severe Threat)

If PCs have a Scrap-Worth lower than 10, add 20 XP to this encounter - See Scrap-Worth Repercussions

R2. Nalakai's Quarters

  • Skills:
    • Decipher Writing (Society): DC15 - To decipher the meaning of Nalakai's prayer book (need to speak Orcish)
    • Recall Knowledge (Numerian Lore): DC10 - To deduce this bigger threat is under Silver Mount.
  • XP Award: If the PCs find Nalakai's quarters and successfully decipher it award them a 100 XP

R4. Backup Batteries (60 XP, Low Threat)

R5. Sacrifice Disposal Pit (30 XP, Trivial Threat)

Note that glaucite^ isn't affected by the Black Pudding's Corrosive Touch and Corrosive Mass abilities.

S. Underlevels.

For XP advancement, it should be noted that players do not have to clear every room on this floor to proceed.

S2. Guardpost (45 XP, Trivial Threat)

S3. Central Processor (40 XP, Trivial Threat)

  • Skills:
    • Force Open (Athletics): DC 34 - To force open the doors to the room.
    • Recall Knowledge (Engineering Lore): DC 20 - To realise the inhibitor facet^ from Area P5 can be slotted in here to inhibit Hellion.
    • Seek (Perception): DC 29 - To realise one of the slots on the central processor looks like it'd fit the inhibitor facet^

The doors to the room have Hardness 10, HP 40 (BT 20).

The central processor has Hardness 9, HP 36 (BT 18).

S4. Control Room (120 - 140 XP, Severe Threat)

S6. Kulgara's Quarters

  • Loot: On top of cabinet
  • Skills:
    • Force Open (Athletics): DC30 - To force open the doors of the cabinet.
    • Disable Device (Thievery): DC31 - To pick the electronic locks of the cabinet.

The glaucite^ cabinet has hardness 10, HP 40 (BT 20)

S7. Cavern Access (40 XP, Trivial Threat)

S8. Tatterface's Domain (100 XP, Moderate Threat)

S9. Toxic Slump (40 XP, Trivial Threat)

  • Creatures:

Creatures ending their turn in the toxic sludge must make a DC 15 Fortitude save or become sickened 1. This is a poison effect.

Drinking the toxic sludge has a 5% chance of rolling on the Numerian Fluids table and 95% chance of being afflicted by Wolfsbane

S10. Blood Ghost Shrine

  • Skills:
    • Recall Knowledge (Planar Lore): DC22 - To recognise the creature depicted is a Xill
    • Recall Knowledge (Occultism): DC24 - To recognise the creature depicted is a Xill
    • Recall Knowledge (Religion): DC15 - To realise this is a place of worship, but not what the religion is.

S11. Lair of the Blood Ghost (60 - 80 XP, Low to Moderate Threat)

For those wishing to help, Zagmaander's curse is a Level 5 curse, DC 26.

If PCs have a Scrap-Worth lower than 10, add 20 XP to this encounter - See Scrap-Worth Repercussions (the Caligini Slayers would be the best fit here)

S12. Great Cavern (40 XP, Trivial Threat)

  • Creatures:
  • Skills:
    • Balance (Acrobatics): DC13 - To move along the beam successfully
  • Loot: Draigs' Nest

T. Excavator Arm

T1. Observation Post (60 XP, Low Threat)

T2. Excavator Arm (60 XP, Low Threat)

  • Skills:
    • Recall Knowledge (Numeria or Geography Lore): DC10 - To recognise the scrawl as Silver Mount.
    • Recall Knowledge (Society): DC15 - To recognise the scrawl as Silver Mount.
  • Hazards:
    • 3x Glyph of Warding - The glyph casts sound burst at 3rd level, triggered by a any creatures walking over that aren't constructs or androids. DC 24.

T3. Hellion's Redoubt (170 XP, Extreme Threat)

  • Creatures:
  • XP Awards: There should be more than enough XP for your PCs to hit level 9 here but just to be safe award them 200 XP for completing the adventure!

Scrapwall Gazetteer

Scrapwall

Scrapwall Encounters

d% Result Encounter Level
01-04 1d6 acolytes of Hellion^ 5
05-09 1 scrapyard robot^ 5
10-14 1d6 caligni stalker 6
15-19 1d2 junk golem 6
20-24 1d12 husk zombies 6
25-29 1d12 nuglubs 6
30-34 1 mutant manticore 6
35-39 1d6 observer robots^ 7
40-44 1d12 Elite husk zombies 7
45-49 2 caligni callers 7
50-52 1 gearghost^ 7
53-57 1d12 Elite gnagrifs 7
58-62 1d8 rust monsters 7
63-67 1d8 caligni stalkers 8
68-72 1d8 Elite giant vultures 8
73-77 2 black puddings 8
78-82 1d8 rust-risen^ 8
83-87 1d6 will-o'-wisps 8
88-92 1d6 sabosans 8
93-94 1 ogre boss & 2 ogre gluttons 8
95-100 a 40 XP encounter from Scrap-worth Repercussions varies