February 9, 2011

Red Hand of Doom: Enemy at the Gates


This chapter was one of my favorites to convert over. Almost the entirety of it focuses on an epic struggle to defend the city of Brindol from the advancing Red Hand horde. After the party has role-played through the beginnings of the chapter, restocking consumable magical items, finding new NPC Allies, etc., they engage in a freeform skill challenge to make battle plans for the defense of Brindol, convince any of the town's movers and shakers to their side of things, and do the actual fortifying of the town. Once the PCs have run out the clock on the ongoing campaign calendar, The Red Hand Horde attacks, with an overarching skill challenge representing the PCs and allies commanding the hodge podge Rebellion fleet Elsir Vale army, broken up by individual combat encounters representing crises situations which the PCs must rush to (such as when Hill Giants devastate the town walls), as they are the only heroes capable of handling such a threat.
The adventurer’s should be around 7th Level by the time the actual fighting starts.
The Battle of Brindol awesome skill challenge extravaganza uses a modified version of the Air War Skill Challenge, one of the rare bits of non-editorial work at Critical Hits.


Warhorse                               Large Mount
HP 58; Bloodied 29; see also out of control
AC 17; Fortitude 16, Reflex 14, Will 14
Speed 8
Ride (move; at‐will)                                           .
The warhorse moves up to its speed and
remains In Control.
Turn About (move; at‐will)                             .
The warhorse turns up to 180 degrees and
remains In Control.
Out of Control                                       .
If there is no rider on the warhorse, or if the
warhorse is bloodied, it becomes Out of
Control. When the warhorse is Out of Control, it
turns around and moves its speed straight
ahead, avoiding any dangerous terrain, until it is
brought under control.
Charger (while mounted by a friendly rider of .
3rd level or higher) Mount                                .
The warhorse grants its rider a +5 bonus to
damage rolls on charge attacks
NPC Allies                                                                  
Velorian                                            NPC Ally (Level 7)
HP 1; a missed attack never damages Velorian.
AC 22; Fortitude 18, Reflex 20, Will 19
Guarded By Heroes + At‐Will                                     .
Trigger: Velorian is hit by an attack and you are adjacent to her.
Effect (Immediate Interrupt): You are hit by the attack instead.

Hustle It! + At‐Will                                                       .
Minor Action
You command Velorian to take a move action (Speed 6). Velorian can shift 2 squares as a move action.

M Rapier + At‐Will                                                        .
Standard Action or Opportunity Action
Attack (one creature): Melee 1; +12 vs. AC

12 damage

m En Garde! + At‐Will                                                 .
Trigger: An enemy adjacent to Velorian makes an attack that does not include her.
Attack (opportunity attack):
Melee 1; +12 vs. AC
12 damage

Rillor Paln                                          NPC Ally (Level 7)
HP 1; a missed attack never damages Rillor.
AC 20; Fortitude 17, Reflex 20, Will 20
Guarded By Heroes + At‐Will                                     .
Trigger: Rillor is hit by an attack and you are adjacent to him.
Effect (Immediate Interrupt): You are hit by the attack instead.

Hustle It! (shadow, teleportation) + At‐Will               .
Minor Action
You command Rillor to take a move action (Speed 6; teleport 3).

M Poisoned Blade (poison) + At‐Will                          .
Standard Action or Opportunity Action
Attack (one creature):
Melee 1; +12 vs. AC

5 damage and ongoing 5 poison damage (save ends).

Cloak of Shadows                                                              .
Allies within line of sight of Rillor gain a +2 item bonus to Stealth checks.

Magic Item Shopping                                                         
Red Magic & Sundries
potion of vitality, potion of healing, alchemist’s acid, alchemist’s fire, alchemist’s frost, blinding bomb, tanglefoot bag, thunderstone, sovereign glue, scroll of shrink, scroll of arcane mark, scroll of analyze portal, scroll of magic map, scroll of seal portal
Summary of Encounters                                                    
The Brindol Defense Council, Skill Challenge
Fortify Brindol, Skill Challenge
Fight at the Walls (EL 8)
Enemies: 3 Hill giants (Level 8 Brute),Earth Shaman (Level 8 Controller), Protect the Walls Skill Challenge
Terrain: ballista, catapult
Abithriax’s Rampage (EL 10)
Enemies: Abithriax (Level 10 Solo Soldier)
Terrain: ballista, catapult
Put Out the Fires, Skill Challenge
Sniper Attack (EL 6)
Enemies: Skather (Level 11 Elite Skirmisher)
Terrain: 30 ft. drop off of rooftops
Cathedral Showdown (EL 9+)
Enemies: Wyrmlord Kharn (Level 8 Elite Soldier (Leader)), Ogre Juggernaut (Level 10 Brute), 4 Hobgoblin Honor Guards (Level 5 Soldier), + any surviving wyrmlords, previous chapter’s dragons, or The Ghostlord
Terrain: altar of pelor, sudden reinforcements

STREETS OF BLOOD                                       Level 8 Encounter (350 XP each)
The Battle of Brindol                                         Level 8
Skill Challenge                                                         XP --

The Red Hand Horde attacks Brindol in waves. Armies clash as the heroes rush about the city to destroy the most dangerous elements of the horde before the armies of the Vale are destroyed.
Setup                                                                  .
Give the party the army tracker. Some units have one special ability that can be used once during the entire skill challenge at any time. Each unit has 3 HP. Each PC should control at least one unit, ideally.
The Dungeon Master places the enemy waves on the Brindol map. The PCs then place their units on the Brindol map. The enemy waves charge in, heading straight for the cathedral and fight the Brindol defenders as they pass.
Gauge Your Target                                                        .

Once at the start of the engagement, the commanding PC can make a Perception or Insight check to identify what the enemy wave is strong or weak against.
Choose Actions                                                              .

In each round, the DM will describe the wave of enemies that the PC is currently fighting. Then, the PC commanding the unit stopping that wave will take any combination of 3 primary actions. Actions fall under one of the following categories:
+ Offense: The PC uses his skills to increase the fighting ability of the unit. Common skills include: Arcana (tossing magic spells at the enemy), Diplomacy (rallying the troops), History (call upon military strategies), and Dungeoneering (utilizing siege weapons).
+ Defense: The PC uses his skills to try to mitigate incoming enemy fire. Common skills include: Acrobatics (dodging maneuvers), Athletics (quick running), Streetwise (use knowledge local geography), and Endurance (long running to outmaneuver the enemy).
+ Feint: The PCs uses his skills to put the enemy off-balance and setup for the next engagement. Common skills include: Bluff (trick the enemies into a bad position), Intimidate (rattle the enemy), and Insight (try to predict what the enemy will do next).
+ Use a Daily power (free). The PC says what power they are expending, and how it is used in the scene. This will provide an automatic success towards one Offense or Defense check.
Resolution                                                          .
The PCs roll 1d6 plus 1d6 for every “Offense” success. This is the amount of damage dealt to the enemy wave.
The DM rolls 1d6, and subtracts 1 for every “Defense” success. This is the amount of damage dealt to the PCs’ unit. Any unit that takes 3 damage is routed and dispersed. Each “Feint” success grants a cumulative +2 bonus to all The Battle of Brindol skill checks in the next round.
If the PCs destroy an enemy wave, they move onto the next wave.
Overrun                                                              .

For each point of damage a Red Hand Horde wave deals to a unit in excess of what is needed to destroy that unit, the unit’s commanding PC loses a healing surge.
WAVE 1: Hobgoblin Legions led by Doom Hand Clerics       
HP 20; Offense DC 16, Defense DC 12, Feint DC 24
Proceed to encounter: Fight at the Walls
WAVE 2: … led by Manticores                                  
HP 20; Offense DC 16, Defense DC 16, Feint DC 16
The unit retreats at Bloodied, allowing the PCs to proceed to the next wave.
The unit heals 6 HP, and joins the last wave.
Proceed to encounter: Sniper Attack
WAVE 3: …led by Blood Ghost Barbarians                
HP 20; Offense DC 24, Defense DC 16, Feint DC 12
Proceed to encounter: Abithriax’s Rampage
WAVE 4: … led by Mindbenders                               
HP 20; Offense DC 16, Defense DC 12, Feint DC 24
Proceed to skill challenge: Put Out the Fires
WAVE 5: … led by Bluespawn Thunderlizards                      
HP 20; Offense DC 24, Defense DC 16, Feint DC 12
Proceed to encounter: Cathedral Showdown
Clan Silveraxe Dwarven Warriors                            
5 HP
Tiri Kitor Hippogriff Riders                                         
3 HP
Arrows of the Elves                                                    
The first time the Tiri Kitor Hippogriff Riders engage an enemy unit, roll one additional Offense check against that unit.
Old Wracklegnaw’s Kin                                              
3 HP
Brutal Smash                                                               
Once per round, you may reroll a single Offense damage die.
The Lions of Brindol                                                   
3 HP
Home Field Advantage                                             
The Lions of Brindol gain +2 to Feint checks.
Militia Recruits                                                           
2 HP
House Kaal Mercenaries                                           
3 HP
Superior Arms                                                           
House Kaal Mercenaries gain +1 to Defense checks.
Terrain Powers                                                         
Ballista                                           At-Will Terrain Power
The old ballista on the tower still has some life left in it.

Standard Action
Each creature in the catapult basket.
Attack: Ranged 20; +15 vs. Armor Class.
Hit: 2d8+13 damage.
Special: The ballista requires a move action and a DC 15 Dungeoneering check to reload.
Catapult (w/ person)                     At-Will Terrain Power
The aged war machine is the perfect conveyance for getting someone up into the air.

The catapult ropes are cut or a creature adjacent to the catapult wench pulls the wench as a standard action.
Target: Each creature in the catapult basket.
Effect (Immediate Reaction): The target flies up to 12 squares, to an altitude of 30 ft. (6 squares).
Special: The catapult requires a move action and a DC 15 Dungeoneering check to reload.
Catapult (w/ rock)                        At-Will Terrain Power
The old catapult still has some life left in it.

Standard Action
One creature.
Attack: Ranged 10; +15 vs. Armor Class.
Hit: 2d8+13 damage.
Special: The catapult requires a move action and a DC 15 Dungeoneering check to reload.
Altar of Pelor                                             Lair Magic Item
The holy light of Pelor shines down upon this gloriously appointed altar. Its magnificence gives you divine hope and inspiration, to fight on against evil and bring peace to the land.
Minor Action                                              Personal
You must be adjacent to the altar of Pelor.
Check: Religion DC 25
Effect: You may gain one of the following benefits:

+ Spend a healing surge
+ Make a saving throw, against an effect that a save can end
+ Remove an effect that lasts until end of next turn
Sudden Reinforcements             At-Will Terrain Power
During your struggle, scattered remnants of your army begin to come through from the fighting outside.

Immediate Reaction                                  Personal
You roll a natural 1 or 2 on an attack roll.
Effect: You gain a Wounded Soldier minion under your command. The minion has a full set of actions and takes its turn immediately after yours.
Wounded Soldier                               Level 7 Minion Soldier
Medium natural humanoid                                             XP --

HP 1; a missed attack never damages a minion. Initiative --
AC 23, Fortitude 22, Reflex 19, Will 19               Perception +11
Speed 5

Standard Actions                                                           .
M Longsword (weapon) + At-Will                              
Attack (one creature): Melee 1; +12 vs. AC;

Hit: 8 damage.
20 (+8)                Dex 14 (+5)                Wis 15 (+5)
Con 18 (+7)                Int 10 (+3)                Cha 10 (+3)

Alignment unaligned                 Languages Common

No comments:

Post a Comment