Great then, as for what you can do, start interacting with each other a bit, maybe RP some planning for the siege. Once everyone has done and had at least one post in the game thread, I'll get this game really going.
The Ancient Dead
The Ancient Dead, a pathfinder module for 4-6 players level 11-13
History
Many years ago, the necromancer Malicifer raised an army of the dead, leading a vicious campaign against the living. Evil necromancers were a common sight, but Malicifer was different. He craved not gold, power, or conquest. He sought nothing less than the end of all life.
What deed drove him to such insanity, such hatred for life, is unknown, but its effects were obvious. Malicifer was ruthless, relentless, and uncaring for his own safety. These three things made his army all the more destructive, and he cut a swath through dozens of small towns and cities before arriving at Ironbark forest.
The druids of Ironbark had plenty of warning, and had prepared for Malicifer’s coming. Malicifer was tenacious, but eventually he was defeated. Still, the damage was done. The druids, once over fifty in number, could now be counted on two hands. Half the forest had burned, and the other half was nearly devoid of animal life.
Even fifty years later, they have only just returned the forest to it full size, and the druids had grown in numbers, though still lacked senior members. Malicifer was soon forgotten as the world rebuilt. But Malicifer was not ready to be forgotten.
His own hatred, coupled with years of residue necromantic energy, allowed him to continue living as a spirit. Driven on by his hatred, he began doing the only thing he still remembered, raising an army of the dead, right beneath the nose of the druids, who were too busy recovering from the last war to notice.
When by chance Malicifer stumbled upon a barrow full of ancient warriors older than the forest itself, he knew the time of his dark vengeance was near. He might have succeeded too, had his action not attracted the attention of a Marut, the inevitable of death.
Adventure The druids, who have either heard of the PCs through a trusted ally or from personal experience, send out a plea for help. They invite them to their druid’s den, hidden within the bark of the tallest tree in the forest, and explain their problem.
A large construct has in their forest, and seems to be looking for something. It doesn’t seem particularly hostile towards them, but its very presence is enough to make the druids uneasy. If asked for a reward, the druids offer them a Bough of the Beast.
Bough of the Beast Type: Rod
Effect: Casts Summon nature’s ally of any level at will. Can use up to 15 spell levels each day before needing to be recharged (so nature’s ally 5 3x/day, or 9 and 6 1x/day each for example)
It isn’t difficult to find the creature, as it is far from subtle. A DC 20 Knowledge(Arcana) check reveals that it is not a construct, but rather an outsider. A further Knowledge(Planes) check will reveal further information.
Knowledge Check DC 20 25 30 35 If the PCs attack the Marut, it will fight back, using dimension gate to escape if things go poorly. It will then heal before returning and resuming its search. If the PCs attempt to talk to the Marut, it will at first ignore them, but eventually relent if the PCs are persistent.
It claims to know that there is a powerful and sentient undead nearby, reanimated in an abnormal way, which it has come to destroy. It would normally use it’s locate creature ability, but for reasons unknown it is not working. If the PCs offer to help, the Marut will accept their help, but advise them that it has one goal alone and will not suffer interference.
If the PCs go back to the druids with this information, the druids will briefly mention Malicifer, and request that the PCs help the Marut. Finding the barrow the necromancer hides in will be virtually impossible on their own, as it is very well hidden and guarded by powerful anti-divination enchantments. However, after only a short time spent searching, they will be approached by a large mimic in the shape of a tomb.
The mimic will immediately try to explain its situation, that the barrows he had been tasked to defend over a millennium ago had been invaded by the undead. If the PCs are willing to help him take it back, he’ll give them something from the treasure vault within. The mention of the undead will immediately get the attention of the Marut if he is with the PCs, and it will immediately demand that the mimic show him the way.
If the PCs attack the Mimic before he’s told his story, he’ll spend two rounds defending himself and trying to explain himself before deciding that the PCs aren’t going to help him, and fleeing. In this case, the only way the PCs will be able to find the secret passageway will be by following the mimic’s tracks.
Whether led by the mimic, or by following its footsteps, they will eventually find themselves before a waterfall. There is a sliding rock door behind the waterfall, which is activated by a very well hidden lever (DC 30 Perception Check to spot).
If the Marut is with them, it will immediately realize that his locate creature ability is no longer being blocked by the running water of the waterfall, and will now know exactly where Malicifer is. He will march down the tunnels in the shortest possible line, cutting through any undead that get in his way, throwing subtlety to the wind. Though he will not oppose the PCs following him, he will ignore any talk of strategy or planning beyond simply marching through the tunnels continuously and deliberately.
The mimic, should he be present, suggests that they move stealthily, using his knowledge of the layout and traps to destroy the undead presence undetected before confronting the necromancer himself. Show the PCs the map of the dungeon, along with a location and description of all the traps.
If the PCs have neither the Marut nor the mimic with them, they will find the tunnels all the more dangerous, but have the option of dealing with it as they please.
Grilivan Barrow Grilivan Barrow is the burial mound for an ancient king’s personal army. Malicifer could not have asked for a better find, and has already begun to raise this undead army.
Room 5 This is the primary burial ground, with easily a hundred tombs laid out in neat rows. The room is patrolled by a pair of banshees, tasked to watch for and eliminate any intruders. Additionally, though most have yet to be reanimated, Malicifer has raised nearly two dozen of the soldiers already, which will join the banshees in attacking the PCs.
If the bodaks got away in room 1, the ghouls from room 3+4, as well as the creatures from room 6 and 7 will also be in the room, led by the necromancer himself. They will direct all efforts to taking out the Marut if possible, perceiving it as the greatest threat, and turn their attentions towards the PCs once the Marut has fallen.
The PCs can loot the tombs if they desire, though the Marut will not stop to wait for them and the mimic attack the PCs if they insist on looting even after he warns them. The tombs are filled with dead warriors wearing +1 breastplate, and holding +1 Falchions.
Room 8 The mimic will not allow the PCs to enter this room if he can prevent it, but if the PCs defeat the mimic or otherwise travel without him they can approach this room. In the center of the room there is a single platinum piece that has been magically enchanted to spin continuously. The coin itself detects as magic, but it’s only magical feature is that it detects as magic.
If the coin is disturbed in anyway, it will break the enchantment and the coin will cease to spin, activating the trap. Iron bars will clamp shut both exits and the walls on either side will slowly begin to close in. If the PCs cannot find a way out in 10 rounds, the walls will crush them. A DC 25 STR check will slow the wall to half speed for 1 round, while a DC 30 will outright stop it for that round.
If the PCs attempt to restart the spinning coin, it will work, for a moment, stopping the walls, but the magic that kept it perpetually spinning has been broken, and cannot be restarted. In either case, they will need to find a way past the bars. If they are trapped in the room for more than an hour, a skeletal patrol will find them who will immediately alert Malicifer.
The Final Battle If the PCs failed to kill Malicifer, he will retreat to his original lair, where he began his undead army prior to finding the barrow. In a second underground cave rests his more numerous, but weaker, army. Realizing that he’s been found, he decides that he has no choice but to launch his attack now.
The PCs will have time before Malicifer can get to his original lair to warn the druids. The mimic, if still alive, will then reward the PCs with the promised item, but will be unwilling to assist in the coming battle. The Marut will initially desire to continue marching straight for the necromancer, but can be persuaded (DC 25 Diplomacy check) that it is more likely to succeed if it lets the necromancer come to him.
The necromancer will attack at nightfall, leading over a hundred undead minions. While the druids are more than capable of dealing with the hordes of lesser undead, the necromancer also brought with him four bone golems that the PCs must destroy. Alternately, the PCs can try to find and destroy the necromancer himself, who is hiding within his army. If successful, the army will crumble without it’s leader. Unlike before, the necromancer sees this as his last chance for revenge, and will not retreat under any circumstances.
Word Count: 2497.
Ingredients
The Tallest Tree in the Forest: The sanctuary of the druids, and the location of the final battle should the PC’s fail to kill Malicifer the first time.
A Mimic that is NOT a Treasure Chest: The mimic guardian of the barrow, which takes the form of an old tomb.
The Forgotten Legion: The ancient army that resided below the forest itself, which Malicifer found by pure chance.
Gateway in the Waterfall: The entrance to the barrow, and the reason the Marut’s locate creature ability failed (running water blocks it).
Inevitability: The Marut, an inevitable, and the bringer of the inevitability of death, has come to end Malicifer’s unnatural undeath.
Bonus Ingredients
A Spinning Coin: A trap leading towards the treasure room, picking it up or otherwise disturbing it will put the PC between two rock hard places.
A Gibbering Mouther: Not used.
Hate: The emotion that kept Malicifer “alive”, and which completely consumed him in death.
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Holidays and my new overnights schedule are still taking a toll on me and my post rate, and will probably continue to do so until some time after the new year. Please bear with me until then!
Last edited by darthcharon; Dec 14th, 2012 at 01:33 PM .