User Tools

Site Tools


gaeleth:campaigns:campaign_vi:doom_s_day_module

Doom's Day Module

Since 1320 Avard – for nine years, now – someone has been sabotaging the nation of Rakore. He has proven himself a nearly unstoppable warrior, and worse, he has allied himself with a blue-skinned elf whose sorcerous powers have foiled the best mages and clerics in Rakore. The Rakoran government has learned only his title, and a name – perhaps even only a pseudonym.

The title is 'doom' – from the Ogre Nations' title meaning roughly the same as 'duke'. For the Rakoran saboteur to be of such high rank, and remain undetected, has worried the Rakoran government for years. His name, Rex, is even worse. In the ogran tongue, rex (or more properly, rechs) means 'death'.

Over the years, Doom Rex's power has grown, and he and his men, known only as the Marksmen, have disappeared when chased and proved as ellusive as they are dangerous. With the resources of an ogran duke at their disposal, the Marksmen could perhaps have done even more damage, and no one knows why.

At least, no one knew why until a young guardsman began investigating random events, and tying them together. He discovered that whomever was using the Doom was from within Rakore – and that the Doom was preparing Rakore for invasion by the Ogre Nations. That information was almost too late for the Rakoran government, who sent the young guardsmen after the Doom as quickly as they could.

The party has killed T'Soorah – Doom Rex's mate of seven years.

Whatever plans and machinations the Doom had been up to, just went out the window. He is a force unleashed, and he is making it his personal mission in life to destroy those who killed his mate. She was a unique elf – half sylvan, and half water-elf, with a touch of water-dragon's blood. T'Soorah was a follower of Olorin, and a sorceress with considerable power over water. Not only was T'Soorah the Doom's mate, but she and he both served the same master.

With their master's plan near to fruition, little remains for the Doom and his minions to do – save sew chaos from within Rakore. The Doom was cold-blooded, before: now, he is the worst possible man the party could have ever crossed. The Doom is coming, with his war-horse Apocolypse, with his war-dogs, with his Marksmen, and with every favor he can pull in, and every mercenary and assassin he can buy.

The Doom has also called in some old favors. The Scorpions have sent one of their assassins. His agents in Lok Magius have sent one of their mages. And his status as a Doom in the Ogre Nations has ensured a roc-hawke and orc trackers.

As well, there is a bounty on the party's heads. The bounty paints them as raiders that killed the Doom's mate, and the courts – having heard only the Doom's side, and the his Marksmen as witnesses – has allowed the bounty to stand. Issued from Kashin, it describes Ethos, Zap, and Xennith in exacting detail. (Gabriel wasn't listed, in order to make the bounty go through the courts; the other three are unknowns to the official system.) The bounty stands at 25,000gp per head. Every assassin, bounty hunter, and mercenary is going to want a piece of the party as soon as they figure out who they are. Because of T'Soorah's link to the seas, the party is also wanted by pirates and warships alike.

D&D 3.5 Edition Stats

Doom Rex: Medium-sized slate human (6'4“, 250lbs, iron gray hair, black eyes, and a hard demeanor); Ftr9; 74hp; Spd 20ft; AC 25/22/13 (+1 Dodge, +1 Two-Weapon Defense, +10 full plate +2, +2 Doom's Blades, +1 Dex); Init +6 (+2 Dex, +4 Improved Initiative); BAB +9/+4; Attack +16/+11/+16 melee (Doom's Blades, 1d8+9, crit15-20×2); SV Fort +8, Ref +5, Will +4; AL LE; Str18, Dex15, Con14, Int12, Wis12, Cha12. Languages spoken: Common, Elven. Skills and Feats: Climb +4/+9, Craft (armorsmithing) +6, Craft (leatherworking) +4, Craft (weaponsmithing) +13, Handle Animal +5, Intimidate +13, Ride +6, Swim -3/+7; Improved Initiative, Two-Weapon Fighting, Exotic Weapon Proficiency (two-bladed swords), Weapon Focus (two-bladed swords), Weapon Specialization (two-bladed swords), Improved Critical (two-bladed swords), Quick Draw, Great Weapon Focus (two-bladed swords), Two-Weapon Defense, Dodge. Possessions: The Hand of Storms, full plate +2, the Doom's Blades (two-bladed sword, both ends +1 keen weapons; sword grants wearer +2 insight bonus to Armor Class, and a +2 enhancement bonus to Strength), brooch of shielding (101pnts remaining), 6 vials of cure moderate wounds (at 2d8+5ea), purse with 30 platinum, pack (rations, water, masterwork weaponsmithing tools, 100 centurian ducats, 20 ogran-cut rubies – one with a crusader's soul trapped in it).

Apocalypse: Chre warhorse, large animal (doberman pinscher-like coloration, 21 hands in height, 2000lbs in weight, loyal temperment); CR2; HD 4d8+12; 30hp; Init +1; Spd 50ft; AC 19/19/10 (-1 size, +1 Dex, +4 natural, +5 chain barding); BA/G +3/+11; Attack +6/+6 melee (hooves, 1d6+4, crit20x2) and +1 melee (bite, 1d4+2, crit20x2); S/R 10ft/5ft; SQ low-light vision, scent; SV Fort +7, Ref +5, Will +2; Str18, Dex13, Con17, Int4, Wis13, Cha8. Skills and Feats: Listen +5, Spot +4, Endurance, Run, Mount. Tricks: comes when called, can guard defensively, can be set to guard prisoners, can break restraints on command. Possessions: saddle-bags, chainmail barding, military saddle, bit & bridle, 50' hemp rope.

Chre Warhorses (x2): large animal (doberman pinscher-like coloration, 20 hands in height, heavy build of 1500-1800lbs); CR2; HD 4f8+12; hp30; Init +1 (Dex); Spd 60ft; AC 14/10/13 (-1 size, +1 Dex, +4 natural); BA/G +3/+11; Attack +6/+6 melee (hooves, 1d6+4, crit20x2) and +1 melee (bite, 1d4+2, crit20x2); S/R 10ft/5ft; SQ low-light vision, scent; SV Fort +7, Ref +5, Will +2; Str18, Dex13, Con17, Int2, Wis13, Cha6. Skills and Feats: Listen +5, Spot +4, Endurance, Run. Possessions: pack (supplies and miscellany), saddle bags, bridle, 50' hemp rope.

War Dogs (x3): Medium-sized animal (150-200lb class); CR 1; HD 2d8+4; 13hp; Init +2; Spd 40ft; AC 17/15/12 (+2 Dex, +2 natural, +3 chain); BA/G +1/+2; Attack +3 melee (bite, 1d6+1, crit20x2); S/R 5ft/5ft; SA Trip; SQ low-light vision, scent; SV Fort +5, Ref +5, Will +1; Str13, Dex15, Con15, Int2, Wis12, Cha6. Skills and Feats: Hide -4/+2, Listen +3, Move Silently -4/+3, Spot +3, Survival +1, Track, Weapon Focus (bite). Tricks: heel, attack. Possessions: chain-mail barding.

Vadrus Hague, Captain of the Marksmen: Medium-sized Amaran human (6'6”, 280lbs, 35y, ebon skin and piercing blue eyes, dreadlocks); Ftr6; hp56; AC 19/19/10 (+7 half-plate, +2 shield); Spd 20ft; Init +5 (+4 Improved Initiative, +1 Dex); BA/G +6/+1 / +9/+4; Attack +11/+6 melee (+1 flaming longsword, 1d8+6+1d6 fire damage, crit19-20×2); SV Fort +8, Ref +3, Will +3; AL LN; Str16, Dex12, Con15, Int12, Wis12, Cha12. Skills and Feats: Climb -1/+8, Craft (carpentry) +10, Handle Animal +7, Intimidate +8, Jump -7/+8, Ride +7, Improved Initiative, Alertness, Weapon Specialization (longsword), Weapon Focus (longsword, Quick Draw. Possessions: amulet of health +2, +1 flaming longsword, half plate, heavy shield, purse (40gp, 10sp, 3 ogran-cut rubies).

Chre Warhorses (x2): large animal (doberman pinscher-like coloration, 20 hands in height, heavy build of 1500-1800lbs); CR2; HD 4f8+12; hp30; Init +1 (Dex); Spd 60ft; AC 14/10/13 (-1 size, +1 Dex, +4 natural); BA/G +3/+11; Attack +6/+6 melee (hooves, 1d6+4, crit20x2) and +1 melee (bite, 1d4+2, crit20x2); S/R 10ft/5ft; SQ low-light vision, scent; SV Fort +7, Ref +5, Will +2; Str18, Dex13, Con17, Int2, Wis13, Cha6. Skills and Feats: Listen +5, Spot +4, Endurance, Run. Possessions: pack (supplies and miscellany), saddle bags, bridle, 50' hemp rope.

Marksmen (x14): Medium-sized (5'6“ - 6'2”, 160-220lbs); HD 5d10+15; hp52; Init +6 (+4 Improved Initiative, +2 Dex); Spd 20ft; AC 17/15/12 (+4 armor, +2 Dex, +2 shield); BAG +5/+8; Attack +9 melee (longsword, 1d8+5, crit19-20×2) or +7 ranged (heavy crossbow, 1d10, crit19-20×2, RI 120ft); SV Fort +7, Ref +3, Will +1; AL LN; Str16, Dex15, Con16, Int10, Wis11, Cha10. Languages Spoken: Common. Skills and feats: Climb +2/+7, Craft (leatherworking) +2, Handle Animal +2, Intimidated +8, Ride +10, Improved Initiative, Weapon Specialization (longsword), Mounted Combat, Weapon Focus longsword), Mounted Archery, Quick Draw. Possessions: 50 bolts, buckler, scale mail, longsword, heavy crossbow, Marksman's Ring (acts as a ring of feather falling, grants a +1 bonus to Dex, and a +3 competance bonus to Jump checks), purse (3 ogran-cut rubies), pack (rations, waterskin, bedroll, flint and steel, etc).

Chre Warhorses (x30): large animal (doberman pinscher-like coloration, 20 hands in height, heavy build of 1500-1800lbs); CR2; HD 4f8+12; hp30; Init +1 (Dex); Spd 60ft; AC 14/10/13 (-1 size, +1 Dex, +4 natural); BA/G +3/+11; Attack +6/+6 melee (hooves, 1d6+4, crit20x2) and +1 melee (bite, 1d4+2, crit20x2); S/R 10ft/5ft; SQ low-light vision, scent; SV Fort +7, Ref +5, Will +2; Str18, Dex13, Con17, Int2, Wis13, Cha6. Skills and Feats: Listen +5, Spot +4, Endurance, Run. Possessions: riding saddle, saddle blanket, saddle bags, bit & bridle, 50' hemp rope.

The Scorpion's Assassin, Gotboldus Kniess: Medium-sized elf (5'10“, 160lbs golden hair and eyebrows, blue eyes); Rog6; hp29; AC 19/19/14 (+5 armor, +4 Dex); Init +9 (+5 Dex, +4 Improved Initiative); Spd 30ft; BA/G +4/+6; Attack +10 ranged (Kniess' Bow, 1d8+2 +poison, crit20x3, RI 110ft) or +7 melee (masterwork cold-iron longsword, 1d8+2 +poison, crit19-20×2); SV Fort +2, Ref +10, Will +2; SA +2 racial saving throw bonus against enchantment spells and effects; passing w/in 5ft of secret or concealed doors gives him a Search check; Evasion (Ex); immunity to magical sleep effects; low-light vision; Sneak Attack +3d6; Trap Sense (Ex) +2; Trapfinding; Uncanny Dodge (Dex bonus to AC); Str14, Dex21, Con10, Int15, Wis11, Cha9. Skills and feats: Climb +6, Craft (alchemy) +11, Disable Device +7, Escape Artist +14, Hide +19, Listen +11, Move Silently +19, Search +9, Sense Motive +5, Sleight of Hand +8, Spot +11, Tumble +8, Use Rope +10, Improved Initiative, Stealthy, Track. Possessions: Kniess' Bow (elven masterwork longbow with Strength bonus +2; silenced – use does not negate Move Silently checks), masterwork cold-iron longsword (30hp/in & 10 hardness), boots of elvenkind, cloak of elvenkind, elven chain, purse of 4 ogran-cut rubies.

Riding Horses (x2): large animal; CR1; HD 3d8+6; hp19; Init +1 (Dex); Spd 60ft; AC 13/10/12 (-1 size, +2 Dex, +3 natural); BA/G +2/+8; Attack -2/-2 melee (hooves, 1d4+1, crit20x2); S/R 10ft/5ft; SQ low-light vision, scent; SV Fort +5, Ref +4, Will +2; Str14, Dex13, Con15, Int2, Wis12, Cha6. Skills and feats: Listen +4, Spot +4, Endurance, Run. Possessions: riding saddles, saddle blankets, bits & bridles, saddle bags.

Lok Magius' Mole, Toirin: Medium-sized human (5'6”, 145lbs, long raven-black hair down to his butt); Wiz5; hp25; Spd 40ft, fly 60ft; AC 17/11/14 (+3 Dex, amulet of natural armor +1, mithril buckler +2, ring of protection +1); Init +3 (Dex); BA/G +2/+2; Attack +2 melee or ranged (Toirin's Dagger, 1d4+2, crit19-20×2, RI 20ft); AL NE; SA summon familiar; SV Fort +3, Ref +5, Will +4; Str11, Dex18, Con14, Int18, Wis11, Cha10. Skills and feats: Concentration +10, Decipher Script +12, Hide +9, Knowledge (arcana) +12, Knowledge (architecture & engineering) +8, Knowledge (geography) +10, Knowledge (history) +8, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (religion) +8, Listen +3, Spellcraft +14. Alertness, Craft Wand, Scribe Scroll, Craft Magic Arms and Armor, Craft Construct, Craft Wonderous Item. Possessions: amulet of natural armor +1, mithril buckler +2, gloves of Dexterity +2, ring of protection +1, boots of striding and springing, vest of escape, cloak of the bat, amulet of natural armor +1, purse (15gp, 10sp), Toirin's Dagger (dagger of distance and returning +2; masterwork, bat-themed), masterwork scroll case with 20 random scrolls from the spell list. Spells: 4/3/2/1. 0-level (DC15): daze, arcane mark, ghost sound, prestitidigation, detect magic, dancing lights. 1st-level (DC16): magice missile, charm person, expeditious retreat, mage armor. 2nd-level (DC17): invisibility, protection from arrows, darkness, web. 3rd-level (DC18): fireball, fly, gaseous form, major image, lightning bolt.

Toirin's Familiar, Cauldric: bat, dimunitive magical beast (12“ wingspan, all black); CR 1/10; HD 1/4d8; hp1; Init +2 (Dex); Spd 5ft, fly 40ft (good); AC 19/16/17 (+4 size, +2 Dex, +3 natural); BA/G +0/-17; Attack -; SQ blindsense 20ft, low-light vision; SQ: empathic link, delivers touch spells, speaks with master, improved evasion; SV Fort +2, Ref +4, Will +2; Str1, Dex15, Con10, Int6, Wis14, Cha4. Skills and Feats: Hide +14, Listen +8, Move Silently +6, Spot +8, Alertness, Shared Spells. Blindsense (Ex): A bat notices and locates creatures within 20ft. Opponents still have 100% concealment against a creature with blindsense. Skills: Bats have a +4 racial bonus on Spot and Listen checks; these bonuses are lost if blindsense is negated.

Toirin's Homonculuses, Alpha, Beta, and Cappa: tiny constructs (2ft wingspans, designed to look like greater bats); CR 1; HD 2d10; HP11; Init +2 (Dex); Spd 20ft, fly 50ft; AC 14/14/12 (+2 Dex, +2 size); BA/G +1/-8; Attack +2 melee (bite, 1d4-1 +poison, crit20x2); S/R 2.5ft/0ft; SA poison; SQ construct traits, darkvision 60ft, lowlight vision; SV Fort +0, Ref +4, Will +1; Str8, Dex15, Con -, Int10, Wis12, Cha7. Skills and Feats: Hide +14, Listen +4, Spot +4, Lightning Reflexes. Poisons (Ex): Injury, Fortitude DC 13, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. Construct Traits (exerpt): immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain (and anything that requires a Fortitude save); does not eat, sleep, or breathe.

Speedy Riding Horses (x2): large animal (bat brands on their right rumps); CR1; HD 3d8+6; hp19; Init +1 (Dex); Spd 90ft; AC 13/10/12 (-1 size, +2 Dex, +3 natural); BA/G +2/+8; Attack -2/-2 melee (hooves, 1d4+1, crit20x2); S/R 10ft/5ft; SQ low-light vision, scent; SV Fort +5, Ref +4, Will +2; Str14, Dex13, Con15, Int2, Wis12, Cha6. Skills and feats: Listen +4, Spot +4, Endurance, Run. Possessions: riding saddles, saddle blankets, bits & bridles, saddle bags, horseshoes of speed.

Orc Rangers (x4): Medium-sized sand orcs (roughly 6', 200lbs, dark green to black skin); Rgr2; hp22; AC 14/13/11 (+3 armor, +1 Dex); Init +1 (Dex); BA/G +2/+2; Attack +1/+1 or +3 ranged (composite strength shortbow +5, 1d6+5, crit20x3, RI 70ft) or attack +7 melee (shortsword, 1d6+5, crit19-20×2, RI10ft); AL LE; SV Fort +6, Ref +4, Will +1; Str20, Dex12, Con16, Int8, Wis12, Cha6. Skills and feats: Handle Animal +5, Heal +6, Jump +9/+10, Knowledge (geography) +4, Ride +10, Rapid Shot, Track, Animal Affinity. Favored enemy (+2): Srik. SQ: darkvision 60ft. Possessions: composite shortbow of strength +5, studded leather armor, purse (4 ogran-cut rubies).

Roc-hawke Mount: gargantuan animal; CR 9; HD 18d8+126; hp207; Init +2 (Dex); Spd 20ft, fly 80ft; AC 17/8/15 (-4 size, +2 Dex, +9 natural); BA/G +13/+37; Attack +21 melee (2 talons, 2d6+12ea, crit20x2) and +19 melee (bite, 2d8+6, crit20x2); SQ low-light vision; SV Fort +18, Ref +13, Will +9; Str34, Dex15, Con24, Int2, Wis13, Cha11. Skills and feats: Hide -3, Listen +10, Spot +14, Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover. Possessions: ogran saddle for five, saddle-bags.

gaeleth/campaigns/campaign_vi/doom_s_day_module.txt · Last modified: 2021/09/28 15:51 (external edit)