D DI IS ST TR RA AC CT TI IO ON NS S

moanafternoonInternet και Εφαρμογές Web

11 Δεκ 2013 (πριν από 3 χρόνια και 5 μήνες)

115 εμφανίσεις

Distractions

is a
D&D
adventure
for

six

1st
-
level
characters set in the world
of Korinth. It
is the
beginning of a campaign
that will see the return of
the villain Neckroth.

Adventure
Backgroun
d

In a distant age a ba
ttle
raged upon the plains now
called Shelby Downs that
pitched a trio of brave
heroes against a horrible
demon from the Abyss.
The fight was long but in
the end the heroes were
victorious and the demon
defeated


but not slain.
Instead it was transforme
d
into a statue of ice and left
to melt away into nothing.

Time passed but this
statue never melted away.
The heroes moved on and
after enough years the
memory of

the battle
faded and there was only
the hideous statue of ice
that resisted even the
greatest summer warmth.
Eventually the earth
shifted and the statue fell
into a shallow cave where
it persisted even as all
memory of the demon and
the battle was forgot
ten.

There it remained for
hundreds of years but it is
no longer forgotten.
Underpriest Radoc of
Cliffside, a scholar of


D
D
I
I
S
S
T
T
R
R
A
A
C
C
T
T
I
I
O
O
N
N
S
S


A
A


K
K
O
O
R
R
I
I
N
N
T
T
H
H


A
A
D
D
V
V
E
E
N
N
T
T
U
U
R
R
E
E










Years ago a demon of the Abyss was defeated on the
grasslands called Shelby Downs today. This creature was not
killed however, only transformed into a statue of ice where it remains
still. Forg
otten by most, a wicked priest of Neckroth has
discovered the demon’s resting place and seeks to set it loose upon the
unsuspecting village of Gloinar…

by Lucas Curell

Distractions


A Korinth
Adventure

Page
2

o
f
29

forbidden lore, unearthed the tale of this demons
defeat and began a campaign to locate his form and
free him from his icy prison.
Radoc harbors no illusions
about the demons intentions. Once freed he fully
expects it will strike out in a violent and deadly rage
against everything nearby. The priest means to be far
away when the demon is unleashed upon the village of
Gloinar.

This

enterprise is a hobby of Radoc’s and not his
primary focus. He uses this as an escape from the
tension of his daily charade and longs for the day when
the demon will destroy Gloinar.

It took the Underpriests servants months to finally
locate the ice st
atue and Radoc was not able to visit the
locale for another several weeks. Finally he traveled to
the site but was unable to break the magic that held the
demon imprisoned. After consultation with others in
his service they settled on a ritual believed t
o hold the
key to the demons freedom and so Radoc sent away for
the required supplies.

With the arrival of spring the northern passes are
opening and Radoc looks forward to the arrival of his
contact


Bago Ripi


who has gathered the required
supplies.

All that remains now is to get those supplies
to the site and complete the ritual.

The Elves

Despite the efforts of both Radoc and his captain
Gragdish, the elves of Howling Wood have noticed an
unsettling trend among the humanoid tribes of Heln
Valley. Where once there was hatred and warfare now
there is organization and cooperation.

Concerned

for what these ill tiding might suggest,
they began watching the monstrous humanoids. They
have tracked their activity for months and keep a record
of the places that seem of greatest interest to Gragdish.
They have even snuck into many of the sites and

spied
on the creatures directly.

It was after the scout Delaralas returned from the
site in Shelby Downs that they decided they must break
their long
-
standing tradition of hiding from the people
of the valley. Long of life and long of memory, the elves

of Howling Wood recall still the battle that raged and
the demon that sleeps beneath the earth. Greatly do
they fear it and greater do they fear what might happen
if it awakes.

Their numbers are few however and so they
decided they could not move direc
tly against Gragdish
and his hoards. Instead they settled on sending
Delaralas to Cliffside to treat with the humans and
dwarves. Unfortunately for Delaralas, Gragdish set
spies upon the elves and when the scout made for
Cliffside so too did those intent

on killing him.

This led to a chase across the countryside with
Delaralas managing to keep ahead narrowly. When he
was still more than a day from Cliffside he narrowly
escaped capture and was struck with a poisonous bolt
that is slowly killing him. Th
e adventure begins when he
staggers into town and collapses…

Adventure Synopsis

After an elf staggers into Cliffside nearly dead the PCs
are drawn into the conflict. Afraid to kill him, the priest
can only hope to stabilize the elf but when he begins
mutt
ering in his sleep the PCs are called in and learn
that they need to travel to Howling Wood.

It will be on the road to Howling Wood that they
first encounter the enemy who has burned down a
couple of farmsteads outside of Gloinar. If they don’t
make the

connection here they press on to Howling
Wood where they learn that the elves have long been
hiding in the wood and are told something of the
activities in the valley. They also learn the true danger
and must rush back to where the farmsteads were
burnt
to deal with the problem.

The Three Parts

This adventure is broken out in several different parts.
The first section sees the PCs meeting the elves and
setting out on a journey to Howling Wood. It concludes
after they reach the small farming village of G
loinar.
The second section deals with their journey from
Gloinar to Howling Wood and concludes with their
conversation with the elves. The third and final part of
this adventure deals with their delving into the
dungeons where the demon lies.


Distractions


A Korinth
Adventure

Page
3

o
f
29

Part
1:
The Road to
Gloi nar

This first part of the adventure begins with a bang when
two elves stagger into Cliffside and the PCs, who don’t
know each other yet, happen to get swept up into the
action. It sees them deal with a marauding band of
hobgoblins and hel
p with a blazing fire before finally
settling in for a short rest in the village of Gloinar.

The PCs will also have a run
-
in with the peddler
Bago Ripi that will serve to foreshadow future events
not dealt with in the course of this adventure.

Two El ves

and Two Arrows

Encounter
1a Pages xxx


xxx

Encounter Summary

The PCs are going about their business when a pair of
elves staggers into town. One is dying and will die
without immediate help. This situation leads to
Encounter 1a: Elves

wherein the PCs
must help the
dying elf. If they help they could save a life and gain a
friend.

Development

Regardless of the outcome of the skill challenge, the elf
Delaralas will not be awake and conscious for several
days (or he may die if the challenge was a failur
e).
Calvaerus, h
is apprentice doesn’t know what specific
message he was to deliver but will recommend that the
town send representatives to Howling Wood to speak
with the elves.

If the PCs were successful in their skill
challenge the apprentice will reco
mmend they be sent,
if they failed he remains indifferent on who goes (and
the town then asks the PCs).

Audi ence

Non
-
combat Encounter

Setup

Some hours after the elves arrive each PC will be
summoned to the town hall (area 7 on the map) at the
request of Burgermeister Thomas Menvan. Assembled
with him are several important citizens of the town as
well as the young elven apprentice.

When the
PCs gather, read:

With some curiosity you answer the summons to the
town hall. Within the chamber sits the
burgermeister, Thomas Menvan, as well as Father
Nathan
,

Underpriest Radoc
, Shan’Del Dunari

and
the younger elf that you helped earlier in the day.

Burgermeister Menvan welcomes you and asks that
you sit and wait until everyone has arrived. You
take a seat at the oak table and wait, looking over
the walls with two centuries of trophies and medals
from the Midwinter Festival.

At last everyone has a
rrived and Menvan
begins. “Welcome, I have asked you hear because
this young elf,” he motions at the elf at this side,
“brings dire news.
I need folks to accompany him
back to his people and treat with the elves on
behalf of Cliffside. Will you help our

town?”

Burgermeister Menvan can offer a reward of up to
100gp and 2 healing potions (which will count as one of
the treasure parcels) but prefers to give others the
chance to volunteer. Make note of whether the PCs
demand payment or not as each of the NP
Cs in the
room will remember and react accordingly in future
encounters.

For example, if the PCs refuse to help without
money, Father Nathan will expect that they pay for
every service they receive from the church. Likewise,
Underpriest Radoc will learn

valuable information that
he may use against the PCs in the future.

Assuming the PCs agree to help, Menvan gives the
stage to the young elf to relate what little knowledge he
knows. This includes:



Something dire is occurring in the valley and of such
consequence that the elves of Howling Wood
decided to reveal their presence



Delaralas had the actual message but the elf can
lead a small party back to Howling Wood to speak
to the elves



The danger is imminent and time is of the essence

Hobgobl i n War Part y

Encounter
1b Pages xxx


xxx

Distractions


A Korinth
Adventure

Page
4

o
f
29

Encounter Summary

The PCs depart Cliffside and make for Gloinar before
pressing on to Howling Wood. The hobgoblins sent to
kill Delaralas are still an issue to be dealt with however
and either the PCs track them back to a ne
arby lair or
the hobgoblins ambush them on the road. This leads to
Encounter 1b: Hobgoblin Raiders
.

The Spi rel ands

About 12 miles outside of Cliffside is an area of Heln
Valley called the Spirelands. The place gets its name
from the large stone columns that jut up for miles in all
directions. The winding road to Gloinar cuts through
the Spirelands and this is known t
o be one of the more
dangerous legs of the journey between the two villages.

History Check

DC
10

You are nearing
the Spirelands where
great stone columns
stretch hundreds of feet
into the air. The place is
dangerous, known to be
infested with drakes.

Thi eves!

Encounter 1c Pages xxx


xxx

Encounter
Summary

While passing through the
Spirelands the PCs disrupt a nest of
spiretop drakes leading to
Encounter
1c: Drake
Thieves
.
They may have something precious
stolen from them during this encounter which is

likely
to take them to the lair of the drakes.

Development

Presuming at least one drake makes off with a valuable
object of the PCs they are likely to pursue them to the
next and reclaim their lost gear. Watching where the
drakes make off to is as easy

as a
Perception check DC
10
.

If the PCs do not pursue the drakes jump ahead to
the Burning Farmstead encounter.

Guardi an Drake

Encounter
1d Pages xxx


xxx

Encounter Summary

AS the PCs press up the spire in sear4ch of their stolen
gear they encounter th
e male partner to the female
above (see next encounter). This leads to a bloody
conflict and
Encounter 1d: The Male Drake
.

The Nest

Encounter
1e pages xxx
-

xxx

Encounter Summary

The PCs track their stolen gear
to the summit of a nearby
spire. To recla
im their goods
they must overcome the brood
mother and her brood and in
so doing walk away with more
than they went looking for.

Burni ng
Farmst ead

Encounter 1f pages xxx


xxx

Encounter Summary

The PCs come upon a farm house
that is burning down, leading to
Encounter 1f: Fire!

If they help
they can rescue several children and make
friends of the people of Gloinar.

Development

After the fire has been dealt with the PCs have a few
options open to them. They may choose to press on
immediately to Gloinar, if they do jump ahead to
Gloinar. Alternately, they may poke about the
farmstead and see what they can learn about the fires.

Distractions


A Korinth
Adventure

Page
5

o
f
29

Talking with the Locals

Some of the folks that were scurrying about helping
fight the fire have been to three fires today. They can
share any or all of the following:



This is the farmstead of Osael Kealock. He lives
here with his wife, 6 daughters and
8 sons.



This is the first fire to have any survivors, all the
others left no one alive



The attackers seem to be targeting farms outside
the ‘safe’ area of Gloinar and beyond the reach of
the local guard



Very few bodies have been recovered at any of the
s
ites



A total of five farms have been burned in the last
few weeks

Talking with the Children

The children
are all young; the oldest is 10 and they
include 1 boy and 3 girls. The eldest girl (Paysa) will do
the talking and can

offer direct information abou
t their
attackers including:



The attackers were a mix of short, green and brown
skinned creatures with feral eyes and pointed teeth
and larger furry creatures with dark skin and thick
manes and skinny red
-
skinned creatures (all
humanoid)



They killed the c
hildren’s mother and eldest brother
but took the rest away



The four children hid in the house but became
separated after the fires began



There were at least 25 and perhaps more creatures
involved in the attack

Perception Check

DC
15

Tracks in the ground s
uggests that the
attackers headed off to the south. There were at
least 20 or more.

The Vi l l age of Gl oi nar

Non
-
Combat Encounter

Setup

Population: 420

50 miles west of Cliffside is the farming community of
Gloinar. When the PCs arrive the town is on edge

as
there has been a recent rash of burnings (the three
farmsteads today brings the total to 5 in the last 2
weeks). The government is similar to that of Cliffside
with a burgermeister and local noble.

Leadership
:
Lord Leif Adathew

(M, human)

is the
noble in charge of Gloinar.

He is renowned for his
justice but believes in true justice


an eye of ran eye
and a tooth for a tooth.

Because of this very few dare
to petition their case before Lord Adathew, instead
relying on Burgermeister Geart

Bemlison (M, dwarf).

Burgermeister Bemlison has three other
guardsmen that help him maintain law within the village
but they rarely have problems beyond a fistfight or
petty burglary.

Demographics
: The population of Gloinar is about
50/50 human and dw
arf with a smattering of other
races including halflings, half
-
elves and shifters. Most
of the villagers live outside the village walls in farms.

Economics
: Gloinar is a farming community that
produces much of the food consumed in Heln Valley.
The town has been burned to the ground on three
occasions but both Baron Rauld and Warden Denusson
refuse to abandon the village not wanting to be totally
dependent o
n out
-
of
-
vale sources for food.

Development

If the PCs managed to save the four Kealock children
they will find the town of Gloinar turns out to honor
them. Lord Adathew throws a feast in their honor and
that feast is whipped up and ready within a few ho
urs
of their arrival. The folk are all very friendly and the PCs
gain a permanent +2 bonus on Diplomacy checks when
dealing with people from Gloinar.

If they failed to save the children but tried to help,
the people of Gloinar are grateful and provide t
he PCs
with a place to stay and food and drink for the evening
free of charge. It is unlikely that they will meet Lord
Adathew in this event.

The PCs can also learn some information while in
Gloinar regardless of whether they saved the children
or not.

Streetwise Check

Related to the fire…

Distractions


A Korinth
Adventure

Page
6

o
f
29

DC
10

The fires today are only the latest. Five
farmsteads have been attacked in the last two
weeks.

DC
15

Goblins have been spotted moving around
outside the town. The last time they were seen in
such numbers Gloi
nar was attacked within a
month.

DC
20

It appears that goblins and bugbears are
being led in these attacks by hobgoblins. There are
whispers of a powerful new hobgoblin warlord in
the vale.






























General information…

DC
10

A few weeks ago a team of folks arrived from
Cliffside in the employ of the Temple of
Benevolence. They are working at a nearby
excavation site where supposedly a holy relic lies.

Concl udi ng Part 1

Allow the PCs to rest in Gloinar for a day or two if
ne
eded to recover from the events of the adventure
before pressing on to Howling Wood.



Distractions


A Korinth
Adventure

Page
7

o
f
29

Part
2:
Howl i ng Wood

The road from Cliffside to Gloinar, while not safe, is less
dangerous than the wilds beyond the civilized areas of
Heln Valley. The journey from
Gloinar to Howling Wood
is expected to be a
2
-
day trip.

Howling Wood
: The woods are believed to be
haunted by the local folk, a myth
propagated

by the
elves through the clever use of wind chimes. The
woods are known for the massive trees within,
which soar upwards some as high as 300
-

400
feet.
The woods are full of dangers aside
from the elves.

When the PCs enter Howling
Wood, read:

Howling Wood is, by any
estimation, impressive.
Thousands of massive trees,
each soaring upwards
hundreds of feet make up the Wood
which is said to be haunted by the
ghosts of departed
loved ones. Even
as you approach its dark interior the
sounds of moan
ing and an occasional
shriek can be heard, drowning out the
innocent sounds of wildlife.

Di re Awakeni ngs
Si de
-
t rek

If you plan to run the Dire Awakening side
-
trek a good
place to locate those encounters would be on the way
to Howling Wood on the evening
of the first day the PCs
depart from Gloinar. At the conclusion of the side
-
trek
the PCs will be portaled to a cave near the base of Mt.
Shah, west of Tower Point and just a short distance
from Howling Wood. Simply relocate the events with
Nelg Ereripper

into their path.

Orc Scout s

Encounter 2
a Pages xxx


xxx

Gragdish ordered the Eyeripper Orc Clan to set a watch
upon Howling Wood with the task of killing any union of
elf and city
-
dweller that might happen through. Nelg
Eyeripper, chief of the clan, is

eager to make a good
impression and has roused his entire clan (scores of
orcs) to the task. Each of his orc scouting parties has
been given instructions to provide warning if they
encounter the PCs.

Encounter Summary

Krugg Splitknuckle is an Eyeripper

sergeant who leads a
small, but
effective
, scouting party. The PCs happen
across their pass and combat ensues
, leading to
Encounter 2a: Orc Ambush
. Ultimately Krugg
is likely defeated but not before he sends a
signal to the other orcs that the quarry is

at
his site. This leads the PCs to a mad
-
chase
through the forest with orcs closing in on
them in sizable numbers.

Development

Once the PCs dispatch Krugg
they have a problem. They
remain at least a day from their
destination of Seddry and it will
beco
me quickly apparent that
orcs are closing in on them. If
one of the elves is with them, he can
volunteer that a half days run should put
the PCs inside the elven lands where
they will be safe from orcs.

Pursui t

Encounter 2b Pages xxx


xxx

Encounter Su
mmary

The PCs are being chased through Howling Wood by
Eyeripper orcs. This leads to a skill challenge described
in
Encounter 2b: The Chase

and depending on how the
PCs perform they may
repeat
Encounter 2c: Orcs!

several times. There performance in the s
kill challenge
will also provide bonuses they receive in the related
combat encounters.

Development

If the PCs become overwhelmed and are defeated by
the waves of orcs you could spare their lives and have
them taken prisoner by Nelg and his crew. This w
ould
Distractions


A Korinth
Adventure

Page
8

o
f
29

then lead to a daring prison break that is not covered in
this work.

The Chi ef

Encounter 2d Pages xxx


xxx

Encounter Summary

At the end of the chase scene the PCs must face Nelg
Eyeripper

in
Encounter 2d: Nelg Eyeripper
.
This fight is
overwhelming for the PCs but they don’t have to win it
on their own. Their performance in
Encounter 2b: The
Chase

will determine how many rounds they have to
hold out before the elves arrive.

Development

Once the elves arrive
Nelg
calls o
ff his tribe but
nurses a
growing
hatred for the PCs. Depending on their
successes and failures they
may have killed dozens of the
orcs in his clan

and j
ust
when Nelg was to
take his revenge
the Aethon
elves arrived.

This will not
be the last
the PCs see

of Nelg
Eyeripper.


After
being
greeted by
the elves,
t
he PCs are

then
taken
to the
small
village of
Seddry

where their meeting will occur
.

This is still
several hours from their current location.

The elders
could

meet them in any of the villages of Ho
wling Wood
but it is customary to treat with outsiders in the home
village of the one who brought the visitors


in this case
the ranger apprentice Calvaerus.

When the PCs begin their journey, read:

The elves lead you away from the fight quickly, and
wi
th only brief introductions
. Attempts to make
conversation are met with short, direct answers or
outright silence. The pace they set is fast, and you
are already tired from the long chase, but
you
manage to keep up.

Finally, after hours you’re guides c
omes to a
stop and one says, “We have arrived.” You glance
about confused for a moment before Calvaerus
points upwards and you follow his motion to see a
small grouping of homes built into the massive tree
s
.
An elevator is descending presently to take yo
u into
the elven settlement.

The El ves of Aet hon

The elves have lived in Heln Valley (which they call
Aethon’s Rest) for longer than dwarves or humans.
Thousands of years ago the patriarch of their people
settled here and here they have stayed. They num
ber
only about 150 all
-
told but Aethon elves are fierce
fighters.

The elves live in tribal groups, each tribe able
to trace its ancestry back to a male heir of
Aethon no more than 2 generations
removed. Each tribe lives in a small
settlement, typically
high in the trees, and is
self
-
sufficient.

The elves have no central government and
although an elder from each tribe forms the
Council of Elders and these 12 elves make
important decisions that affect all Aethon tribes.

Separation

Aethon settled in Hel
n Valley because he wanted to be
alone and his people have followed his lead. For all
the years they have lived here they never
revealed their presence to outsiders. They
even propagated the myth that Howling Wood is
haunted in hopes that it would keep p
eople out. In
most cases it has done just that.

Despite their desire to remain distant, Aethon
elves are, by and large, good natured at heart and so as
they have watched Gragdish and the Devourer knit
together a formidable nation of humanoids they have
Distractions


A Korinth
Adventure

Page
9

o
f
29

b
ecome increasingly concerned for both their own
welfare and that of the others living in Heln Valley. The
Council was discussing means of notifying Cliffside when
Delaralas came to them to make the report wherein he
revealed the Devo
urer’s imminent intent

to awaken the
demon
Drekavac
.

The discovery by Delaralas changed the nature of
the Council’s discussion. Because the Devourer was
already nearing completion of the necessary rites time
was against them. They spent hours trying to resolve
the issue wit
hout needing to reveal their existence but
ultimately decided such would not be possible giving
the tight timelines involved

and so Delaralas was sent in
person to speak with them.

This went bad when Delaralas became poisoned
and unable to communicate. Hi
s apprentice Calvaerus
then decided to bring the people to the elves and sent
message via a bird (a ritual taught him by Delaralas).

The Council

When the Council learned of the fate of Delaralas and
the looming arrival of outsiders they immediately set
o
ut for Seddry, where Calvaerus would take them (his
tribal home). Although it is elven custom to wine and
dine visitors, the urgency of this matter will alter
custom somewhat and the council will seek to speak
with them shortly after their arrival.

The t
welve council members are:

Altreth (m), Amilmawein (f),Cebrinia (f), Isuriand
(m), Kelestar (m), Mithiel (f), Niwen (f), Radremidor (m),
Rimadia (f), Thurildur (m), Torion (m) and Uronia (f).

Roleplaying the Elves

Aethon did not like outsiders and his descendants share
that with him. Generally speaking the elves should be
role
-
played as polite, but chilly. They agree with the
decision of their council but are unhappy about it
nonetheless, expecting that civilizati
on will now
attempt to intrude on their retreat


and that other
elves will hear of their location.

By the time the PCs arrive word of Delaralas’ fate
will have reached the elves and at many are angry that
the respected ranger was left in the care of hum
ans and
that he came to harm while trying to help non
-
Aethon
elves. These elves are prone to being outright rude to
the PCs and to Calvaerus in particular, upon whom most
settle the blame.

The elves of Seddry respond somewhat differently
as Calvaerus is

one of them. They trust his judgment far
more than others and will be open and friendly with the
outsiders, though they still harbor the same fears of
intrusion. None are angry with him for leaving
Delaralas, instead assuming that he made the best
decis
ion at the time.

Most of the elves the PCs interact with
immediately following their rescue will not be from
Seddry. Once they arrive they will interact only with the
Council and the elves of Seddry.

Role
-
Playing the
Council

Unlike the others, the
Coun
cil fully supports Calvaerus
and his choices and they are warm and friendly with the
outsiders. This is a front for some of them who
disagreed with the decision to send Delaralas to
Cliffside in the first place but these generally just keep
quiet.

Altho
ugh all council members are equal, most of
the talking is done by Tirion, Mithiel and Kelestar.
These three were the most insistent on helping Cliffside
and Tirion is actually the eldest member of the council.

Seddry

Non
-
Combat Encounter

Setup

Population:
15

Seddry is one of
twelve tribal settlements. It is home to
15 elves including Calvaerus.
The PCs arrival causes
quite a stir, although anyone not intimately familiar
with the workings of an elven town will see only calm.
The elders are gat
hered but insist that the PCs take time
to bathe, eat and rest before their treatise.

Leadership
: No one ‘rules’ in Seddry. While the
twelve tribal elders are in town, everyone will defer to
them, but normally
Kelvandaar is considered in charge

(he is t
he eldest member of the tribe excepting Kelestar
who is one the Council)
.

Distractions


A Korinth
Adventure

Page
10

o
f
29

Economics
:
Seddry is self
-
sufficient as are all the
elven settlements of Howling Wood. They eat only
what their hunter’s kill and use all the parts of the
animals for something.

Meeting the Elders

The PCs are escorted to Seddry by more than two dozen
elven warriors. Once they reach the settlement
Kelvandaar greets them warmly and invites them to
visit his home. He will inform the PCs that the council
has already assembled and a
sks to speak with them as
soon as they have opportunity to bathe and eat.

When the

PCs

meet the elders
, they
have the
following things to relate:



An evil has been growing in Aethon’s Rest (Heln
Valley) for
a decade


o

Centered around a new and vile religi
on
venerating an unknown deity called only
Vegaal

o

Led by
2 figures of importance


Gragdish
and the Devourer



both of whom are not
native to Heln Valley and appeared just
over a decade past



With their newfound alliance the humanoids have
been searching
for something

o

Provide map of all locations the elves know
about



















Of pressing concern is the discovery of the ancient
battle site where
a

demon was turned to ice and
the imminent awakening of that demon

o

Include in this the story of the demon’
s
original defeat and its name (
Drekavac
)

o

Include information suggesting that with
the thaws required components would be
delivered



Promotion of Calvaerus from apprentice ranger to
Ranger of Aethon, charged with defending his
people and trusted to deal wit
h this issue in
Delaralas’ absence

Once the meeting is concluded the
matter is left in
the hands of Calvaerus.

The site they mark on the map is just a short
distance from the burning farmstead of encounter
1f
.

Concl udi ng Part 2

As part 2 draws to a
close the PCs should now
understand the urgency of stopping the ritual near
Gloinar. They should also have a good glimpse into the
larger problems facing Heln Valley and lastly they will
have made an enemy of Nelg Eyeripper and his clan o
f

orcs. As part
3 begins they must escape from Howling
Wood and make their way back to Gloinar in time to
avert a terrible tragedy.


















Distractions


A Korinth
Adventure

Page
11

o
f
29


























































Distractions


A Korinth
Adventure

Page
12

o
f
29

Appendix 1: Encounters



Distractions


A Korinth
Adventure

Page
13

o
f
29

Setup

The PCs are in the village of Cliffside going about their
business when Delaralas and his apprentice Calvaerus
arrive. About 24 hours ago, Delaralas was shot by a
couple of poisoned hobgoblin arrows and is now dying.
His condition becomes critical as Cal
vaerus carries him
into town.

A crowd of people gathers but none are
particularly helpful and if Delaralas is left to them
resolve the skill challenge as if it were a failure. The
younger elf has collapsed only momentarily from
exhaustion and will awake
n on his own in a few
minutes. Once Calvaerus is awake he can assist in the
skill challenge and attempt to help stabilize his dying
master.

Shortly after the challenge begins a third strang
er,
this one a myconian named Lycoperdon from

Scaled
Bog

arrives
to help as well. Place his miniature 100’
from the fallen elves at the start of his turn on the
second round.

Note
: Calvaerus and Lycoperdon are PC roles. The
encounter works without either of them by having
Delaralas stumble in on his own and having the PCs
piece together his needs through fevered ramblings.

As the elves come into town, read:

It has been quiet tod
ay but that, it seems is about
to change. As you are heading out for a drink at
the bar you hear a bit of commotion. Upon
investigation you see a crowd has gathered,
forming a circle around a pair of elves. One is lying
on his belly on the ground, a pai
r of nasty looking
arrows jutting out. The second has collapsed near
the first although you can see no particular wounds
on his body.






The Dying Elf

Skill Challenge

Level 1

XP
30
0

The PCs must act fast if they are to keep the elf from
dying.

Primary Skills
: Athletics, Diplomacy, Heal

Complexity

3 (requires 8 successes before 4 failures)

Special

after 8 rounds the challenge automatically fails

Skills



Athletics (DC

15)
: Run for help.



Diplomacy (DC 15)
:

Take control of situation and
crowd, dispatch runners to collect needed supplies
and others, instruct people on how to help.



Heal (DC 20)
:

Dress the wounds of the dying elf and
attempt to stabilize him while awaiting the arrival
of the priest. Up to 2 o
ther characters can assist
with the stabilization.



Heal (DC 15)
:

Administer first
-
aid to the younger elf
and wake him up


h攠ha猠捯汬慰獥搠晲om
數h慵獴楯nnly⸠



Insight (DC 10)
:

You recognize that without help the
older elf will die and suggest that some
one go fetch
Father Nathan (generally considered the most
accomplished healer in town). This skill can be used
in this fashion only once during the challenge and
opens the use of the Athletics and Streetwise skills.



Nature (DC 10)
:

You make an insightfu
l remark
about the type of poison the elf is suffering from.
Using this skill does not count as a success or failure
in the challenge but gives the character attempting
to stabilize the elf a +2 bonus on Heal checks until
the end of the encounter.



Str
eetwise (
DC
1
0
): You use your knowledge of the
streets to get help faster. This skill can only be used
by the character(s) going for help and it can only be
used once in this way during the challenge. The
skill check can be made as a Minor Action when
us
ed in this fashion.

Consequences

Success
: The elf survives until the priest arrives to care
for him; later the PCs will be able to speak with him
and learn useful information. This also assures them
of a warm reception in Howling Wood.

Failure
:

The elf’s condition worsens before the priest
捡c⁡牲楶攮†H攠睩汬⁤楥⁡晴 r⁡ 晥眠T慹af⁦ v敲敤
獵s晥物fg⸠†

From here to…

Return to page xxx in the adventure.




E
E
N
N
C
C
O
O
U
U
N
N
T
T
E
E
R
R


1
1
A
A
:
:


E
E
L
L
V
V
E
E
S
S


Distractions


A Korinth
Adventure

Page
14

o
f
29

Encounter Level 5 (1,200 XP)

Setup

At some point the PC
s will depart Cliffside and make for
Howling Wood. When they do so they are going to
have to deal with the raiding party that hunted
Delaralas in some fashion. If they do nothing, the
warband will hunt them down and ambush them. They
do have an opportun
ity as the warband is presently
recovering from the wounds it was dealt by Delaralas
and has taken shelter in a nearby cave system where
they could be ambushed.

This encounter includes:



1 hobgoblin warcaster

(C)



2 hobgoblin soldiers

(S)



8

hobgoblin
grun
ts (H)



7 hobgoblin archers (A)



2 gray wolves

(W)



4 gray wolf pups (P)

Tactics

Tactics vary depending on if the PCs find the hobgoblins
in their caves they have taken refuge within or are
ambushed.

In Cave
: The cave is split into several small
chambers. The hobgoblins are on high alert with a pair
of patrols ranging abroad (not shown on the map but
each patrol includes a hobgoblin grunt and a gray wolf
pup). The patrols have instructions to show themselv
es
to the guards at area 1 every 15 minutes.

In the event of trouble one of the grunts from area
1 runs back to alert area 2 while the soldier and
remaining grunt attempt to delay any attackers. The
hobgoblins will make their stand in area 2. A runner
will
go to area 3 and 4 to bring the others there while the
soldiers and grunts form a line that the archers can use
for cover while peppering their enemies with arrows.

Ambush
: The
hobgoblins line up
with their strikers
protected and send
in the grunts
and
soldiers. The
wolves make hit
-
and
-
run attacks
while the archers fire away and the warcasters uses its
force powers to bounce PCs back from the archers.


Features of the Area

Illumination
: In the cave there is dim light from
small fires the hobgoblins have set. If they ambush the
PCs they do so during the evening on a night when
there is dim illumination from the moon.

Treasure
: If the PCs defeat the hobgoblins they find
the weapons in each monsters stat block as well as
100gp and 2
potions of healing
.








E
E
N
N
C
C
O
O
U
U
N
N
T
T
E
E
R
R


1
1
B
B
:
:


H
H
O
O
B
B
G
G
O
O
B
B
L
L
I
I
N
N


R
R
A
A
I
I
D
D
E
E
R
R
S
S


H

C

H

H

H

H

H

S

S

W

W

P

P

A

A

A

A

A

A

A

1

2

3

4

Distractions


A Korinth
Adventure

Page
15

o
f
29

From here to…

Return to page xxx in the adventure.

Hobgoblin Grunt

Medium natural humanoid

Level 1 Minion

XP
25

Initiative

+3
Senses

Perception +1; low
-
light vision

HP

1;
a missed attack never damages a minion.

AC

15 (17 with
phalanx soldier
);
Fort
itude

13,
Reflex

11,
Will

10

Speed

6

(melee) Longsword

(standard; at
-
will)


坥慰on

⬴ v献⁁s;‴⁤慭慧攠

Hobgoblin Resilience

(immediate reaction, when the
hobgoblin grunt suffers an effect that a save can
end; encounter)

The hobgoblin grunt makes a saving throw against the
triggering effect.

Phalanx Soldier

The hobgoblin grunt tains a +2 bonus to AC whil
e at
least one hobgoblin ally is adjacent to it.

Alignment

Evil
Languages

Common, Goblin

Skills

Athletics +5, History +1

Str

18 (+4)

Dex

14 (+2)

Wis

13 (+1)

Con

15 (+2)

Int

10 (+0)

Cha

9 (
-
1)


Hobgoblin Archer

Medium natural humanoid

Level 1
Minion

XP
25

Initiative

+6
Senses

Perception +6; low
-
light vision

HP

1;
a missed attack never damages a minion.

AC

15;
Fort
itude

11,
Reflex

13,
Will

11

Speed

6

(melee) Longsword

(standard; at
-
will)


坥慰on

⬴ v献⁁s;‴⁤慭慧e

(ranged) Longbow

(standard; at
-
will)


坥慰on

剡Rg敤′0/40;‫7 v献⁁s;‵ d慭慧攬e慮d⁴h攠hobgob汩n
慲捨敲eg牡r瑳t慮⁡汬礠睩瑨楮‵⁳煵慲a猠潦⁩琠a‫2
bonu猠sn⁩瑳tne硴⁲慮 敤e慴瑡捫⁲o汬⁡条 n獴⁴h攠獡s攠
瑡牧整.

Hobgoblin Resilience

(immediate reaction, when the
hobgobli
n grunt suffers an effect that a save can
end; encounter)

The hobgoblin grunt makes a saving throw against the
triggering effect.

Alignment

Evil
Languages

Common, Goblin

Skills

Athletics +5, History +6

Str

14 (+2)

Dex

19 (+4)

Wis

14 (+1)

Con

15 (+2)

Int

11 (+0)

Cha

10 (+0)





Gray Wolf Pup

Medium natural beast

Level 1 Minion

XP
25

Initiative

+5
Senses

Perception +6; low
-
light vision

HP

1;
a missed attack never damages a minion.

AC

15;
Fort
itude

13,
Reflex

13,
Will

12

Speed

8

(melee) Bite

(standard; at
-
will)

+6 vs. AC; 3 damage, or 7 damage against a prone
target.

Combat Advantage

If the gray wolf pup has combat advantage against a
target, the target is also knocked prone on a hit.

Alignment

Unaligned
Languages




Str

13 (+1)

Dex

14 (+2)

Wis

13 (+1)

Con

14 (+2)

Int

2 (
-
4)

Cha

10 (+0)





Distractions


A Korinth
Adventure

Page
16

o
f
29

Level 2 Encounter (750 XP)

Setup

While within the Spirelands the PCs happen to pass
close to a nest of spiretop drakes, disturbing them. The
drakes swoop down from their high nests and attack.

This encounter includes:



4 spiretop drakes



4 spiretop drake runts



2 spiretop drak
e

swarms

When the encounter begins, read:

The Spirelands are remarkable to gaze upon.
Everywhere you look there are stone monoliths
reaching skyward, some as tall as 3
-
400 feet. You
have traveled perhaps a mile through this forest of
pillars when suddenly there
comes a shrill cry and
you look upwards to see a flight of small, pale
-
green draconic creatures descending upon you.

Tactics

The swarms charge into the midst of the PCs, dragging
them to the ground and shredding them with their
swarm of teeth

power while
the drakes and runts make
flyby attacks
. Each of these attempts to use its
snatch

power to grab something shiny (and important) from a
PC. If it succeeds it doesn’t return to the battle, instead
it flies to its nearby nest.














































From here to…

Return to page xxx in the adventure.

E
E
N
N
C
C
O
O
U
U
N
N
T
T
E
E
R
R


1
1
C
C
:
:


D
D
R
R
A
A
K
K
E
E


T
T
H
H
I
I
E
E
V
V
E
E
S
S
!
!






Distractions


A Korinth
Adventure

Page
17

o
f
29

Spiretop Drake

Small natural beast (reptile)

Level 1 Skirmisher

XP
100

Initiative

+6
Senses

Perception +3

HP

29;
Bloodied

14

AC

16;
Fort
itude

11,
Reflex

14,
Will

13

Speed

4, fly 8 (hover); see also
flyby attack

(melee) Bite

(standard; at
-
will)

+6 vs. AC; 1d6+4 damage

(melee) Snatch

(standard; at
-
will)

+4 vs. Reflex; 1 damage, and the spiretop drake steals a
small object from the target, such as a vial, scroll, or
coin.

(melee) Flyby Attack

(standard; at
-
will)

The spiretop drake flies up to 8 squares and makes one
melee basic attack at any point during that
movement. The drake doesn’t provoke opportunity
慴a慣歳⁷h敮ov楮g⁡ ay⁦牯m⁴h攠瑡牧e琠o映fh攠
慴a慣欮a

Alignment

Unaligned
Languages




Str

11 (+0)

Dex

18 (+4)

Wis

16 (+3)

Con

13 (+1)

Int

3 (
-
4)

Cha

11 (+0)


Spiretop Drake Runt

Small natural beast (reptile)

Level 1 Minion

XP
25

Initiative

+6
Senses

Perception +3

HP

1;
a missed attack
never damages a minion.

AC

16;
Fort
itude

11,
Reflex

14,
Will

13

Speed

4, fly 8 (hover); see also
flyby attack

(melee) Bite

(standard; at
-
will)

+6 vs. AC; 5 damage

(melee) Snatch

(standard; at
-
will)

+4 vs. Reflex; 1 damage, and the spiretop drake
steals a
small object from the target, such as a vial, scroll, or
coin.

(melee) Flyby Attack

(standard; at
-
will)

The spiretop drake flies up to 8 squares and makes one
melee basic attack at any point during that
movement. The drake doesn’t provoke opportunity
慴a慣歳⁷h敮ov楮g⁡ ay⁦牯m⁴h攠瑡牧e琠o映fh攠
慴a慣欮a

Alignment

Unaligned
Languages




Str

11
(+0)

Dex

18 (+4)

Wis

16 (+3)

Con

13 (+1)

Int

3 (
-
4)

Cha

11 (+0)






Spiretop Drake Swarm

Medium natural beast (reptile, swarm)

Level 2 Soldier

XP
125

Initiative

+7
Senses

Perception +7

Swarm Attack

aura 1; the spiretop drake swarm makes
a basic attack as a free action against each enemy that
begins its turn in the aura

HP

38;
Bloodied

19

AC

18;
Fort
itude

15,
Reflex

17,
Will

14

Immune

fear;
Resist

half damage from melee and
ranged attacks;
Vulnerable

5 against close and area
attacks

Speed

4, fly 8 (hover)

(melee)
Swarm of Teeth

(standard; at
-
will)

+8 vs. AC; 1d10+4 damage, or 2d10+4 damage against a
prone target

(melee)
Pulldown

(minor; at
-
will)

+7 vs. Fortitude; the target is knocked prone

Alignment

Unaligned
Languages




Str

15 (+3)

Dex

18 (+5)

Wis

12 (+2)

Con

14 (+3)

Int

2 (
-
3)

Cha

10 (+1)




Distractions


A Korinth
Adventure

Page
18

o
f
29

Encounter Level 3 (
875

XP)

Setup

Assuming the PCs need to hunt the drakes down and
reclaim their lost gear they have to ascend a nearby
spire. The spire in question is large, but easy to ascend
as there is a path that winds its way upwards. Partway
up the trail the PCs will have to deal

with the spires
guardians however.

This encounter includes:



Massive rage drake

Perception Check

less than
DC
10

As you work your way up the slope
to reclaim your lost treasure you are vigilant,
expecting tro
uble from above. The low growl and
then stampe
ding charge from the cliff face to your
left totally takes you by surprise…

DC
10

As you work your way up the slope to reclaim
your lost treasure you are vigilant, expecting tro
uble
from above but alert to trouble all around. You
notice an opening in the
cliff face to your left
moments before a large, lumbering draconic beast
charges out!

Tactics

The male drake will attempt to throw as many PCs from
the ledge as possible using its tail slap ability.

Features of the Area

Ledge
: The ledge is 25’ wide and s
loped. All
squares a character enters that move them up the slope
are considered difficult terrain although moving
laterally or down is not. The encounter takes place
when the PCs are 20’ from the ground, a fall from this
height will result in 2d10 falli
ng damage.









Massive Rage Drake

Large natural beast (reptile)

Level 4 Solo Brute

XP
875

Initiative

+3
Senses

Perception +3

HP

212;
Bloodied

106; see also
bloodied rage

AC

18;
Fort
itude

18,
Reflex

16,
Will

14

Immune

fear (while bloodied only)

Saving Throws

+5

Speed

8

Action Points

1

(melee) Bite

(standard; at
-
will)

+8 vs. AC; 1d10+4 damage; see also
bloodied rage

(melee)
Claw

(standard; at
-
will)

+7 vs. AC; 1d6+4 damage; see also
bloodied rage

(melee)
Tail Slap

(standard; recharge 5,6)

Reach 2; +8 vs. Reflex; 1d10+4 damage and the target is
pushed 4 squares and knocked prone; see also
bloodied rage

(melee) Raking Charge

(standard; at
-
will)

When the massive rage drake charges it makes 2 claw
attacks against a

single target

(melee)
Raging Rebuke

(immediate reaction; when hit
by a melee attack; at will)

The massive rage drake makes a claw attack.

Bloodied Rage

(while bloodied)

The rage drake gains a +2 bonus to attack rolls and deal
an extra 5 damage per
attack

Alignment

Unaligned
Languages



Str

11 (+0)

Dex

18 (+4)

Wis

16 (+3)

Con

13 (+1)

Int

3 (
-
4)

Cha

11 (+0)







From here to…

Return to page xxx in the adventure.


E
E
N
N
C
C
O
O
U
U
N
N
T
T
E
E
R
R


1
1
D
D
:
:


T
T
H
H
E
E


M
M
A
A
L
L
E
E


D
D
R
R
A
A
K
K
E
E


Distractions


A Korinth
Adventure

Page
19

o
f
29




Distractions


A Korinth
Adventure

Page
20

o
f
29

Encounter Level 5 (1,200 XP)

Setup

When the PCs
finally reach the nest at the top of the
spire they will have to deal with the mother of the
brood as well as a number of smaller drakes to claim
their treasure and a bit the drakes have hidden away.

The brood
-
mother is typically near the center of
the nes
t with all the young runts scattered around. Any
of the drakes that escaped the PCs in the first encounter
will also be found here.

This encounter includes:



1 spiretop brood
-
mother



10 spiretop drake runts



2 spiretop drakes



Any spiretop drakes that esca
ped the first
encounter

Features of the Area

Nest
: The nest is 250’ above ground, a fall from this
height would be deadly but none of the creatures in the
encounter make any attempt to throw PCs from the
nest.

Treasure
: If the PCs defeat the brood
-
mother
they
regain anything that was taken from them by the
spiretop drakes and find the treasure that has been
amassed by the drakes from other victims. This
includes:



+1 Frostbow (see lvl 3 frost weapon pg 234)



30gp



100sp











































From here to…

Return to page xxx in the adventure.

E
E
N
N
C
C
O
O
U
U
N
N
T
T
E
E
R
R


1
1
E
E
:
:


T
T
H
H
E
E


N
N
E
E
S
S
T
T




Distractions


A Korinth
Adventure

Page
21

o
f
29

Spiretop Drake Brood
-
Mother

Large natural beast (reptile)

Level 3 Solo Brute

XP
750

Initiative

+1
Senses

Perception +7

HP

200;
Bloodied

100; see also
bloodied
breath

AC

18;
Fort
itude

20,
Reflex

16,
Will

17

Immune

fear

Saving Throws

+5

Speed

8, fly 10 (hover); see also
flyby attack

Action Points

2

(melee) Bite

(standard; at
-
will)

Reach 2; +6 vs. AC; 1d10+4 damage.

(melee)
Claw

(standard; at
-
will)

Reach 2; +6 vs. AC; 1d8+4 damage.

(melee) Brood
-
Mother’s Fury

⡳瑡湤慲a;⁡W
-
睩汬w

周攠獰s牥rop⁤牡步⁢ ooT
-
mo瑨敲Wm慫敳e2⁣污眠慴瑡W歳k
楦⁩琠桩瑳⁡⁳楮 汥⁴慲a整 睩瑨⁢ 瑨⁣污眠a瑴慣歳Ⱐ楴
m慫敳e愠扩W⁡ 瑡捫c慧慩as琠Wh攠獡s攠W慲a整.

(close area)
Brood
-
Mother’s Cry

⡳(慮T慲a;⁲ 捨c牧攠
5ⰶ)


Sonic

Close burst 3; targets non
-
drakes; +4 vs. Fortitude;
3d6+4 damage, and the target is dazed and
deafened (save ends both)

(close area) Bloodied

Cry

(free, when first bloodied;
encounter)



Sonic

The brood
-
mother’s cry recharges and the brood
-
mo瑨敲⁵W敳e楴⁩ m敤ea瑥汹⸠

(close area) Frightful Presence

(standard; encounter)


Fear

Close burst 5; targets enemies; +4 vs. Will; the target is
stunned until the end of the brood
-
mother’s next
瑵牮⸠.
Af
tereffect
: the target takes a
-
2 penalty to
attack rolls (save ends).

Alignment

Unaligned
Languages



Str

18 (+5)

Dex

10 (+1)

Wis

12 (+2)

Con

18 (+5)

Int

10 (+1)

Cha

8 (+0)










Spiretop Drake

Small natural beast (reptile)

Level 1
Skirmisher

XP
100

Initiative

+6
Senses

Perception +3

HP

29;
Bloodied

14

AC

16;
Fort
itude

11,
Reflex

14,
Will

13

Speed

4, fly 8 (hover); see also
flyby attack

(melee) Bite

(standard; at
-
will)

+6 vs. AC; 1d6+4 damage

(melee) Snatch

(standard; at
-
will)

+4 vs. Reflex; 1 damage, and the spiretop drake steals a
small object from the target, such as a vial, scroll, or
coin.

(melee) Flyby Attack

(standard; at
-
will)

The spiretop drake flies up to 8 squares and makes one
melee basic atta
ck at any point during that
movement. The drake doesn’t provoke opportunity
慴a慣歳⁷h敮ov楮g⁡ ay⁦牯m⁴h攠瑡牧e琠o映fh攠
慴a慣欮a

Alignment

Unaligned
Languages




Str

11 (+0)

Dex

18 (+4)

Wis

16 (+3)

Con

13 (+1)

Int

3 (
-
4)

Cha

11 (+0)


Spiretop Drake Runt

Small natural beast (reptile)

Level 1 Minion

XP
25

Initiative

+6
Senses

Perception +3

HP

1;
a missed attack never damages a minion.

AC

16;
Fort
itude

11,
Reflex

14,
Will

13

Speed

4, fly 8 (hover); see also
flyby attack

(melee)

Bite

(standard; at
-
will)

+6 vs. AC; 5 damage

(melee) Snatch

(standard; at
-
will)

+4 vs. Reflex; 1 damage, and the spiretop drake steals a
small object from the target, such as a vial, scroll, or
coin.

(melee) Flyby Attack

(standard; at
-
will)

The spiretop drake flies up to 8 squares and makes one
melee basic attack at any point during that
movement. The drake doesn’t provoke opportunity
慴a慣歳⁷h敮ov楮g⁡ ay⁦牯m⁴h攠瑡牧e琠o映fh攠
慴a慣欮a

Alignment

Unaligned
Languages




Str

11
(+0)

Dex

18 (+4)

Wis

16 (+3)

Con

13 (+1)

Int

3 (
-
4)

Cha

11 (+0)




Distractions


A Korinth
Adventure

Page
22

o
f
29

Encounter Level 4 (1,100 XP)

Setup

The PCs should expect to reach Gloinar by the end of
their second day of travel. Shortly after noon on the
second day they will see a plume of smoke followed an
hour or two later by another and again an hour or so
later by a third. They are witnessing at
tacks on the
farmsteads of Shelby Downs perpetrated by goblinoids
in the employ of Gragdish.

The ritual to free the demon will be completed
soon and Gragdish has ordered his minions to gather
people that will be needed for sacrifice during the ritual.

The PCs will not be able to reach the first or second
farmsteads in time to help but if they hustle they can
reach the third farmstead early.

When it’s over, if the PCs decide to track the
goblinoids back to their lair skip to the end of the
adventure after the dealings with the elves when the
PCs return to Shelby Downs aware of the insidious plot
afoot there.

This encounter includes 2 differe
nt skill challenges
that must be dealt with at the same time. The first is
the fire that is consuming the farmstead. The PCs can
take an active role in combating that fire. The second is
several children trapped inside the burning house.
Successes in c
ombating the fire (or failures) have a
direct impact on the difficulty of rescuing the children
as noted below.

As the PCs see the burning farmstead, read:

In the early afternoon of your second day of travel
you spot a plume of smoke in the distance.
Pe
rhaps an hour later a second plume of smoke
goes up and as the day draws on and you near
source a third, closer than the others comes into
view. Somewhere, nearby, a fire has recently been
set.

When the PCs approach the burning
farmstead, read:

You hus
tle to the source of the third fire and
quickly arrive at a farmstead ablaze. The
barn is hopelessly lost, but the home and
several outbuildings could perhaps be saved.
A dozen or so people are racing about the
farmstead trying to form a bucket brigade f
rom the
nearby well. Suddenly a shriek pierces the air;
someone is alive in that house!


Burning Farmstead

Skill Challenge

Level 1

XP
50
0

The PCs rally to the aid of the villagers who are valiantly
trying to douse the flames of the burning farmstead.

Primary Skills
: Athletics, Diplomacy, Insight

Complexity

5 (requires 12 successes before 6 failures)

Skills



Athletics (DC 15)
:

Use this skill to lug buckets, toss
aside debris, pile on sand, and other physical
actions meant to inhibit or extinguish the
fire.



Diplomacy (DC 15)
:

Use this skill to direct the crowd
of fire
-
fighters and coordinate the effort.



Heal (DC 20)
:

Use this skill to administer first aid to
anyone who gets harmed by the fire or to the
children that are rescued from the burning house.



Insight (DC 15)
:

Use this skill to help direct the effort
against the area’s most in need of attention or most
likel
y to have an impact on the fire.

Special

Skill Bonus
: Every round the PCs make more successful
skill checks than unsuccessful checks grants all the
PCs in the burning house a cumulative +1 bonus on
all checks made within the house. Contrarily, every
round more failures occur incurs a cumulative
-
1
penalty
on all checks made within the house.

Consequences

Success
: The PCs manage to get the flames out before
the farmhouse and several outbuildings are
destroyed.

Failure
:

The flames consume the house but if the
children live the people don’t fret over the
loss of
the house. If the house burns and the children die
the people of Gloinar don’t make much of the PCs
help.




E
E
N
N
C
C
O
O
U
U
N
N
T
T
E
E
R
R


1
1
F
F
:
:


F
F
I
I
R
R
E
E
!
!


Distractions


A Korinth
Adventure

Page
23

o
f
29

Trapped Children

Skill Challenge

Level 1

XP
50
0

Fearlessly the PCs bust into a burning farmhouse to
rescue four young children trapped within.

Primary Skills
: Acrobatics, Athletics, Endurance

Complexity

5 (requires 12 successes before 6 failures)

Special
: There are only 4 children in the house, if the
PCs get them out before succeeding at 12 skill
checks but also before failing 6 they overcome the
skill challenge automatically.

Skills



Acrobatics (DC 15)
:

Use this skill to run into and
dodge through the farmhouse and rescue the
children within. A character can only use Acrobatics
or Athletics in this fashion in any given round, not
both.



Athletics (DC

1
5
)
: Use this skill to run into and
muscle your way th
rough the farmhouse and rescue
the children within. A character can only use
Acrobatics or Athletics in this fashion in any given
round, not both.



Endurance (DC 15)
:

Use this skill to survive in the
harsh conditions within the burning farmhouse.



Insight

(DC special)
:

Locate one of the trapped
children. The result of the check determines how
many rounds it takes the PC to locate the child, as
noted below.

o

DC 10
:

You spend the next two turns
searching for the child and reach the child
at the start of your third turn.

o

DC 15
:

DC 10
:

You spend the next turn
searching for the child and reach the child
at the start of your third turn.

o

DC 20
:

You reach the child at th
e start of
your next turn

Special

Flaming Debris
: Every round any PC is within the house
they are attacked by the Flaming Debris hazard (see
below).

Smoke
:

Every round each PC in the house must make an
Endurance check (DC 10 + 1 per round of exposure).
On a failure they lose 1 healing surge. When they
exhaust their healing surges, the PC falls unconscious
on the next failed save and must begin making death
saving throws every round. He is automatically hit
by the hazard every round.

Consequences

Success
: The PCs manage to rescue 1 or more of the
trapped children and become heroes to the town of
Gloinar.

Failure
:

The children die and while the people of Gloinar
are grateful for their help they don’t make a big fuss
ov敲e瑨W⁐䍳⁩湶olvem敮琮e


Flaming Debris

Hazard

Level
1 Lurker

XP 1
0
0

Flaming debris tumbles down from all around you.


Hazard
: Flaming debris falls down, targeting any
character inside the house.

Perception



Characters are automatically aware of this hazard.

Additional
Skills
: Acrobatics



Acrobatics
:

A DC 20 Acrobatics check makes you
immune to the hazard until the start of your next
turn. A DC 15 Acrobatics check renders you
immune to damage on a miss until the start of your
next turn. This check can be made as a Minor

action on the characters turn.



Initiative
:

+3

Trigger

A PC enters the burning house.

Attack

Standard Action

Melee

Target
: All creatures in the farmhouse.

Attack
: +4 vs. Reflex

Hit
: 2d6+2 fire and bludgeoning damage

Miss
: Half damage

Sustain

Standard
: The falling debris continues until the
house collapses.

Countermeasures



A character in the house can make use of

Acrobatics

(as a Free Action) to avoid or eliminate
damage for one round. A DC 20 check renders the
character immune to the hazard until the start of
his next turn and a DC 15 Acrobatics check renders
the character immune to damage on a miss until
the start of his
next turn.

















From here to…

Return to page xxx in the adventure.



Distractions


A Korinth
Adventure

Page
24

o
f
29

Encounter Level
3

(
900

XP)

Setup

The PCs have just entered Howling Wood

and they
stumble into an ambush set by some of Nelg’s orcs.
The
orcs have located
themselves within the wood either
hiding being trees or within the underbrush. The PCs
should place their miniatures anywhere along the top of
the battlemat with the lead PC 5 squares from the first
tr
a
p.

The orcs are dressed in camouflage and well
hidde
n so spotting them before they break cover will be
difficult. Once they make their locations known
however they don’t even attempt further Stealth
checks.

The encounter includes:



Krugg Spitknuckle (K)



3

orc raiders

(O)



2 false
-
floor pit traps

(T)

Percep
tion Check

DC
25

You see a glint in the path ahead. For a
moment you pass it off but then realize you’re
looking at a creature that is lying on the ground in
ambush!

Tactics

The orcs
use the traps to their advantage. Once the first
PC triggers the nor
thernmost trap the raider hiding
across from it attacks. Krugg joins him at the first
opportune moment, but takes his minor action to blow
his horn.

The raiders hiding near the second pit wait for
Krugg and the first raider to make a sort of ‘front line

that they use as cover while hurling their handaxes.

As Krugg joins the fray, read:

A brutish orc wearing a mish
-
mash of armor and
sporting a helm with 2 large horns sprouting from it
charges from behind a tree, as he races towards
you he lifts a horn
to his lips and lets out a
long peal, in the distance you hear an
answering note…

Features of the Area

Illumination
: This encounter occurs in the middle
of the day when there is bright light in all squares.

Tree
: Howling Wood is known for the massive
trees. These trees fill the entire square, making it
impossible to enter.

Underbrush, heavy (

)
: Squares marked with a


” are filled with dense underbrush. These squares
provide concealment to anyone within them but are
considered difficult terrain.

Underbrush, Light (x)
: Squares marked with an “x”
have light underbrush. Anyone in these squares has
concealment.

Treasure
: In addition to the equipment they wear
the orcs have 10gp and a
potion of healing

and each
wears an amulet marked with their tribal symbol


a
skull of sorts surrounded by a red circle
.
Krugg also
carries a letter from Nelg.

History Check

DC
25

You rec
ognize the orc symbol as that of a
local tribe from the foothills of Mt. Shah. They have
long troubled the more distant mining operations of
Tower Point.

The Letter

The letter contains writing in two languages and clearly
from two different writers. T
he first missive is written
at the top of the page in fairly neat handwriting, the
second is scrawled diagonally beneath that. The letter
is provided as a PC handout.

The letter refers to some locations by their savage
names.



Gomaithsol is the River Dr
im



Reeknal is Howling Wood



Bael’Kartuush is Cliffside (the keep really)



E
E
N
N
C
C
O
O
U
U
N
N
T
T
E
E
R
R


2
2
A
A
:
:


O
O
R
R
C
C


A
A
M
M
B
B
U
U
S
S
H
H


Distractions


A Korinth
Adventure

Page
25

o
f
29

Krugg Spitknuckle

Medium Natural Humanoid

Level 3

Elite

Skirmisher

XP
300

Initiative

+5
Senses

Perception +1; low
-
light vision

HP

84
;
Bloodied

42
; see also
warrior’s
surge

AC

17;
Fortitude

1
6
,
Reflex

1
5
,
Will

12

Speed

6 (8 while charging)

Action Points

1

(melee)
Twin Strike

(standard; at
-
will)



Martial,

Weapon

+
8

vs. AC; 1d12 damage
; 2 attacks

(melee) Greataxe

(standard; at
-
will)



Weapon

+8 vs. AC; 1d12+3 damage
(crit 1d12+15)

(melee)
Hunter’s Bear Trap

(standard;
recharge 6
)



Martial,

Weapon

+
8

vs. AC;
2d12+4, and target is slowed and takes ongoing 5
damage (save ends both)

(melee) Thundertusk Boar Strike

(standard, recharge 5,6)


Martial,

Weapon

+8 vs. AC;

1d12+4, and the target is pushed 1 square, 2
attacks

(ranged) Handaxe

(standard; at
-
will)


Weapon

Ranged 5/10; +7 vs. AC; 1d6+3; see also
killer’s eye

Hunter

s Quarry

(minor; at
-
will)

Designate nearest enemy and deal +1d6 damage once/round.

(melee)
Warrior’s Surge

(standard, usable only while
bloodied; encounter)


Healing
,
Weapon

Krugg

makes a melee basic attack and regains 11 hit points.

Yield Ground

(immediate reaction; recharge 5,6)



Martial,

Weapon

Trigger

Krugg is missed by a melee attack; Krugg shifts 2
squares and gains +2 to all defenses until the end of his
next turn

Prime Shot


If his allies are nearer to his target, Krugg gains a +1 bonus on
ranged attack rolls.

Killer’s Eye

When making a

ranged attack,
Krugg

ignores cover and
concealment (but not total concealment) if
his

target is
within 5 squares of it.

Alignment

CE
Languages

Common, Giant, Orc

Str

17 (+4)

Dex

15 (+3)

Wis

10 (+1)

Con

14 (+3)

Int

8 (+0)

Cha

9 (+0)

Equipment

leather armor, greataxe,
8

handaxes


Orc Raider

Medium Natural Humanoid

Level 3 Skirmisher

XP
150

Initiative

+5
Senses

Perception +1; low
-
light vision

HP

46;
Bloodied

23; see also
warrior’s surge

AC

17;
Fortitude

15,
Reflex

14,
Will

12

Speed

6 (8 while charging)

(melee) Greataxe

(standard; at
-
will)


Weapon

+8 vs. AC; 1d12+3 damage (crit 1d12+15)

(ranged) Handaxe

(standard; at
-
will)


Weapon

Ranged 5/10; +7 vs. AC; 1d6+3; see also
killer’s eye

(melee)
Warrior’s Surge

(standard, usable only while
bloodied; encounter)



Healing
,
Weapon

The orc raider makes a melee basic attack and regains 11 hit
points.

Killer’s Eye

When making arranged attack, the orc raider ignores cover
and concealment (but not total concealment) if the target
is within 5 squares of it.

Alignment

CE


Languages

Common, Giant, Orc


Str

1
7

(+
4
)

Dex

1
5

(+
3
)

Wis

1
0

(+
1
)

Con

1
4

(+
3
)

Int

8

(
+0
)

Cha

9

(+0)

Equipment

leather armor, greataxe, 4 handaxes


False
-
Floor Pit

Trap

Level
1 Warder

XP 1
0
0

A covered pit covered with lumber, leaves and other natural
debris.

Trap
: A

2
-
by
-
2 section of the ground hides a 10
-
foot deep pit.

Perception



DC 20: The character notices the false ground.

Trigger

The trap attacks when a creature enters one of the trap’s four
squares.

Attack

Immediate Reaction

Melee

Target
:
The creature that triggered the trap
.

Attack
: +4 vs. Reflex

Hit
:
The target falls into the pit, takes 1d10 damage, and falls
prone.

Miss
:
Target returns to the last square it occupied and its
move action ends immediately.

Effect
: The
false cover is gone and the pit is no longer hidden.


Countermeasures



A
n adjacent character can trigger the trap with a DC10
Thievery

check (standard action).



An adjacent character can disable the trap with a DC25
Thievery

check (standard action).



A character who makes an
Athletics

check (DC 11, or 21
without a running start
) can jump over the pit.



A character can climb out with an DC 15
Athletics

check.

From here to…

Return to the adventure, page xxx.

Distractions


A Korinth
Adventure

Page
26

o
f
29

Encounter Level xxx (xxx XP)

Setup

This skill challenge begins after the PCs defeat Krugg
Spitknuc
kle. Orcs are closing in on them by the
hundreds and they must race through Howling Wood
hoping to make for the safety of elven lands.
Every two
failures in this challenge leads to an encounter with orc
raiders (see next page)
.

Additionally, every 3 rou
nds
the run the encounter regardless of skill
successes/failures.








Orc
Chase

Skill Challenge

Level 1

XP
50
0

Hopelessly outnumbered, the PCs must race through the
woods and reach the safe lands of the elves before the
orcs cut off their chances.

Primary Skills
: Acrobatics, Athletics, Perception, Nature,
World Lore

Complexity

5 (requires 12 successes before 6 failures)

Special
:
Every two skill failures mean that the PCs have
been caught by a band of orcs. Immediately
interrupt this encounter and run
Encounter 2c: Orcs
.
Repeat this encounter each time the skill failures
indi
cate it.

Skills



Acrobatics (DC 15)
:

You dodge past fallen branches
and around trees, vault small ravines and duck
beneath thick brambles to lengthen the distance
between you and the pursuing orcs. A failed check
indicates that you take a spill and los
e one healing
surge, in addition to counting as a failure for the
challenge.



Athletics (DC

1
5
)
: You run fast, climb over a pile of
fallen lumber, leap a stream and drag your slower
companions along. A failed check indicates that you
get banged up and los
e one healing surge, in
addition to counting as a failure for the challenge.



Perception (DC 10)
:

You spot a shortcut, notice a
hiding space, or otherwise aid your cause. Using
this skill doesn’t count as a success or failure in the
捨c汬敮e攬ebu琠楮獴敡e

prov楤敳e愠a2⁢onu猠sr
-

p敮慬瑹⁴o 瑨攠湥硴 捨c牡捴敲猠獫楬s 捨散欮†



Nature

(DC
20
)
:

You know enough about the forest
to use this to your advantage during this flight.



1
World Lore (DC 15)
:

You know Howling Wood like
the back of your hand and


Consequences

Success
:
The PCs reach the elven lands and must survive
Enoucnter 2: Nelg Eyeripper

for 3 rounds before the
elves arrive.


Failure
:

The
PCs reach the elven lands but must survive
in
Encounter 2d: Nelg Eyeripper

for 1
0

additional
rounds fo
r every failure.








1

If you do not have Howling Wood noted under known locations add
+5 do the DC. If you do not have Heln Valley noted under known locations
you cannot use this skill.

E
E
N
N
C
C
O
O
U
U
N
N
T
T
E
E
R
R


2
2
B
B
:
:




T
T
H
H
E
E


C
C
H
H
A
A
S
S
E
E


Distractions


A Korinth
Adventure

Page
27

o
f
29

Encounter Level
3

(
750

XP)

Setup

As this encounter can happen multiple times at
different places in Howling Wood no map is provided.
Put on several trees and scatter difficult terrain as well
as terrain that
provides

concealment.
To offer a bit of
variety mix up orcs and wolves in the encounter. The
encounter should always contain six skirmishers
.

This encounter includes:



1
o
rc
s
haman



(up to) 6 orc raiders



(up to) 6 gray wolves

Orc Shaman

Medium Natural
Humanoid

Level 3 Controller (Leader)

XP
150

Initiative

+6
Senses

Perception +3; low
-
light vision

Wrath of Vegaal

aura 10; orcs in the aura can use
death
strike
(see below)

HP

48
;
Bloodied

24
; see also
warrior’s surge

and
death strike

AC

1
7
;
Fortitude

1
5
,
Reflex

1
2
,
Will

1
3

Speed

6 (8 while charging)

(melee) Spear

(standard; at
-
will)



Weapon

+10 vs. AC; 1d8+2 damage

(melee)
Warrior’s Surge

(standard, usable only while
bloodied; encounter)


Healing
,
Weapon

The shaman
makes a melee basic
attack and regains 1
6

hit
points.

(melee) Death Strike

(when reduced to 0 hit points)

The orc makes a melee basic attack

(ranged) Eye of Wrath

(minor; at
-
will)


Fear

Ranged 5; +8 vs. Will; the target takes a
-
4 penalty to AC
(save ends).

(ranged)
Swift Arm of Destruction

(standard; recharge 5,6)


Healing

Ranged 5; one orc within range makes a melee basic attack
(as a free action) and regains 15 hit points on a hit or 5 hit
points on a miss.

(area) Chaos Hammer

(standard; encounter)


Force

Area

burst 1 within 10; +8 vs. Reflex; 2d6+2 force damage,
and the target is knocked prone.
Miss
: Half damage, and
the target is not knocked prone.

Alignment

CE
Languages

Common, Giant, Orc

Skills

Endurance +9, Intimidate +9, Religion +6

Str

17 (+
4
)

Dex

1
4

(+3)

Wis

1
2
(+
2
)

Con

1
6

(+
4
)

Int

11

(+
1
)

Cha

17

(+
4
)

Equipment

leather armor,
fur cloak
,

spear

Orc Raider

Medium Natural Humanoid

Level
1

Skirmisher

XP
1
0
0

Initiative

+5
Senses

Perception +1; low
-
light vision

HP

30
;
Bloodied

15
; see also
warrior’s surge

AC

17;
Fortitude

15,
Reflex

14,
Will

12

Speed

6 (8 while charging)

(melee) Greataxe

(standard; at
-
will)


Weapon

+8 vs. AC; 1d12+
2

damage (crit 1d12+1
4
)

(ranged) Handaxe

(standard; at
-
will)


Weapon

Ranged 5/10; +7 vs. AC;
1d6+
2
; see also
killer’s eye

(melee)
Warrior’s Surge

(standard, usable only while
bloodied; encounter)


Healing
,
Weapon

The orc raider makes a melee basic attack and regains 11 hit
points.

Killer’s Eye

When making arranged attack, the orc raider ignores cover
and concealment (but not total concealment) if the target
is within 5 squares of it.

Alignment

CE
Languages

Common, Giant, Orc

Str

17 (+4)

Dex

15 (+3)

Wis

10 (+1)

Con

14 (+3)

Int

8 (+0)

Cha

9 (+0)

Equipment

leather armor, greataxe, 4 handaxes


Gray Wolf

Medium natural beast

Level 1 Skirmisher

XP
100

Initiative

+5
Senses

Perception +6; low
-
light vision

HP

30;
Bloodied

15

AC

15;
Fortitude

13,
Reflex

13,
Will

12

Speed

8

(melee) Bite

(standard; at
-
will)

+6 vs. AC; 1d6+2 damage, or 2d6+2 damage against a prone
target.

Combat Advantage

If the gray wolf pup has combat advantage against a target,
the target is also knocked prone on a hit.

Alignment

Unaligned
Languages




Str

13 (+1)

Dex

14 (+2)

Wis

13 (+1)

Con

14 (+2)

Int

2 (
-
4)

Cha

10 (+0)









From here to…

Return to the adventure, page xxx.

E
E
N
N
C
C
O
O
U
U
N
N
T
T
E
E
R
R


2
2
C
C
:
:


O
O
R
R
C
C
S
S
!
!


Distractions


A Korinth
Adventure

Page
28

o
f
29

Encounter Level xxx (xxx XP)

Setup

This encounter happens immediately following the
conclusion of Encounter 2b: The Chase and the PCs are
not expected to overcome it. Instead they must survive
until help arrives. The time they must give over to this
encounter varies based on their success
es in 2b. At
absoluate minimum, they will need to last for 3 rounds
and it is likely they will need to go 4
-
6 rounds. If they
did














E
E
N
N
C
C
O
O
U
U
N
N
T
T
E
E
R
R


2
2
D
D
:
:




N
N
E
E
L
L
G
G


E
E
Y
Y
E
E
R
R
I
I
P
P
P
P
E
E
R
R


Distractions


A Korinth
Adventure

Page
29

o
f
29

Caravan

Non
-
Combat Encounter

Setup

When the PCs are about 12 miles outside of Cliffside
they come upon the sce
ne of a caravan raid. The raid,
while real, was staged. Bago Ripi came to Heln Valley to
deliver supplies to Underpriest Radoc but ever
-
vigilant
against discovery he has concocted an elaborate
scheme to have the items Radoc wants stolen by
bandits.

As
the PCs near the caravan, read:

You are no more than half a day’s march out of
Cliffside when you come upon the devastated
remains of a caravan. It is a short distance up but
you can see that it has been attacked. A few
people seem to be moving about.

When the PCs approach, continue:

As you draw closer you realize that you are looking
at the wagons of Bago Ripi. He has been in the
vale less than a week. Two of his wagons have
been overturned and the third has its wheels
shattered. On the ground, in

a pile, are the bodies
of three drivers. Bago is alive, as well as what you
take to be two caravan guards.

Assuming the PCs move to help Bago will talk with them
and explain that they came under attack by a band of
villains. He thinks the bandits


of
which there were 6
and they appeared to be human


attacked with a
specific purpose as they ransacked his wagons and
turned two over, but they only stole a single chest, they
didn’t even take his money.

Bago will gladly reveal what was within the stolen
chest. It was spell components of some sort for a ritual
ordered up by an old hermit who lives in the town of
Breckrock, a distant village that Bago expected to visit
late in the summer. The contents are quite rare and will
prove difficult to replace.

A
rcana Check

DC
15

The components Bago describes when asked
about the chest seem to be of the sort you might
use with transmutation rituals.

DC
25

A few of the components he mentioned are
highly specialized and related to elemental ice.

DC
35

The combination of mentioned components
could be used to transform someone into a statue
of solid ice, or reverse such a transformation.

Perception Check

DC
15

Tracks in the ground suggests that the
attackers left to the north, towards the mountains.

Dev
elopment

The PCs don’t have a chance to see through Bago’s
falsehoods at this time. He is an accomplished liar and
has spent his life weaving these tales. This encounter is
a foreshadowing of the end of this adventure, when
that chest marked with Bago’s
symbol will show up
again. The PCs will have a chance to deal with Bago
later in the campaign.