CASE 81: Gensha Reaches the Province


Gensha came to the Province Hoden.

He was welcomed with great entertainment.

The next day he asked the head priest, Shôtô, “All the revelry of yesterday – where has it gone?”

Shôtô held out the corner of his Buddhist garment.

Gensha said, “Far from it — no connection at all.”

Advertisements

Nanowrimo Winner

Halloween 2010 Siege of Alterius Event

Halloween 2010 Siege of Alterius Event

GM’s Preface

Major Villain NPC’s:
1) Lich Lord Varthas – Lich Lord
2) Scaefang – Ancient Dracolich
3) Dragoth – Flesh Golem, General of Varthas’ forces
4) Moraine, Sienna, Calestra – Witch Coven

The mold rotted curtains hung dead in the still night air while the ever present mists hung tight to the ground leaching the moonlight of its radiance. A slight breeze stirred the curtains into a semblance of unlife, briefly animating them with a will not their own. The master was restless tonight, pacing his throne room and anxiously awaiting word from his coven of witches about his campaign. Lich Lord Varthas placed one large clawed foot in front of the other, his scabrous rotted wings stirring the air as his bulk moved through the chamber. He walked to the railing of his balcony and looked over his domain. From the balcony, he could see the forest coated hills hiding all manner of evil creatures under their protective shadow.
The night was his time, the night was when people feared him the most and that fear gave him power. Mortals cowered whenever he took to flight, his shadow passing over their homes like the call of the reaper at their doors. They were right to fear him. He allowed them to continue their meaningless lives under his watchful eyes, what was a handful of lives to them when it was his decision that allowed them to live in his barony. What the master wanted, he took w/ his cold skeletal hands. His clawed grip brushed against the sword at his hip, soon it would be time for it to taste the blood of mortals again, soon would be the time when all of his plans would come to fruition, soon his prize would be in his grasp and he could attain his century’s awaited goal.
The door to his chambers opened and in walked his general Dragoth. He kneeled at the foot of the steps to his master’s throne room and awaited the lich lord to summon him forward. Varthas walked to his ancient throne and settled himself in it. He looked upon his general knowing the next few minutes would hold the answers he has been waiting for centuries to hear. The cold dead green eyes looked down upon his general in all his finery, Varthas opened his mouth and spoke in a cold, dead, gravely voice “What news doth thou bringest me General Dragoth? Choose thy words with care and make sure what you report to mine ears is truth.”
Dragoth stood and saluted his lord and master, “My liege, I bring news from the edges of Ghenna that are beneficial to your grand designs. The border town of Alterius has begun to slowly slip into the Grey Wastes. Your spies have done their job sowing seeds of discontent and webs of lies among the populace. Their mistrust and hatred of each other have been causing the shift to happen slowly at first but within a fortnight the town shall have slipped into Ghenna and will be within your grasp.”
Varthas allowed his fanged mouth to lift in a cadaverous grin, “Thou hast pleased me Dragoth. Thine words be a boon to mine ears. Go now and ready my troops. It is time that we march to war and claim what is ours. Ready Scaefang as well, I’m sure she will be longing for a chance to spread her wings. Send for The Oracles at once. I shall question them as well as to my designs.”
“At once my lord,” Dragoth saluted his fist over where his heart once kept pace, bowed and left the chamber.
Varthas paced the room as he waited for his coven of witches to arrive. Their oracular powers had never failed him and he always consulted them before any major campaign or undertaking. Their methods were from a time lost to the mists of history even to someone as ancient as Varthas was, but none could deny how accurate their predictions were. They carried an artifact with them, a spiked orb that floated behind the trio of women constantly emitting thick black fog. The witches referred to the artifact as the Eygregor and no where in his centuries of research had Varthas been able to find a reference to it or its powers. The witches most assuredly had goals of their own but as long as their goals and Varthas’ were along the same line he was happy for their help.
He had seen the witches unleash their powerful magic once upon enemy forces; the three of them chanting in an alien tongue as they summoned powers from the depths of the Nine Hells in order to rend flesh from bone. They tore the souls of their victims away to be consumed by the Gharlgast. The shrieks of their victims were all cut short in a green flash of light that left none alive. The witches were a force that even Varthas had to respect, he was glad they were a tool in his arsenal.
Varthas returned to the balcony for the second time this evening. Looking out over his barony he could feel his army stirring. He knew Dragoth would get his troops ready. All manner of hellish war devices would be brought to the fore. He could already hear his troops marshalling in the courtyard. He let his gaze descend upon them. All manner of undead warriors were gathering. He saw his shock troops, basic zombies and skeletal warriors that had been toughened after a few local skirmishes, definitely a step above any fresh undead for fodder. They would hold their own and take a few of these mortals with them. In clouds of inky black shadow he could see his elite troops; plate armor darkened by the living shadows they cloaked themselves in, wickedly pointed axes and halberds barely perceptible but weaving through the clouds w/ a glint of death. He saw a hearse pull into the court yard drawn by undead horses, black curtained windows revealing the horror held within of canisters containing living brains; their psychic attacks would tear down even the most mentally prepared person. Next to the hearse was his battering ram – Grawl. A wickedly enchanted battering ram carved w/ the head of a Hellhound.
On the outskirts of the walls surrounding his castle he could see the skeletal giants starting to mill about, collecting house sized boulders to hurl against the city walls. Their huge axes the size of the castles walls themselves held easily in one hand. Scaefang’s roar split the still night air. He saw her stretch her skeletal wings, let loose another bellow and take to the air. Her bones and eyes lit from within by a pale blue fire of unlife. The ancient Dracolich circled the courtyard letting her pleasure to be out in the air again be known. Scaefang landed on the roof over the main entrance to Varthas’ castle and let loose another gut wrenching, terrifying roar impatient to be let loose against Varthas’ enemies. His forces were ready for war, and he knew that they would bring death to his foes.
He turned from the balcony to see the Coven of witches there in his chamber; the Eygregor floating in the air close behind them, dripping its thick inky blackness. It was this same substance the Coven enchanted his elite knights armor with and allowed them to be as stealthy as possible despite their heavy plate armor. “You have called us my lord?” spoke Moraine.
“We have come to answer thy questions,” Sienna said, as we are sure that you will have them.”
“The undertaking of a campaign such as this will greatly benefit from our abilities,” stated Calestra.
Varthas looked upon the witches, all three of them were not to be trusted but he knew that he had to have their cooperation in order to achieve his goal. “What canst thou tell me of The Caldus?” asked Varthas.
The three witches hissed with the joint intake of breath and looked at one another. Moraine spoke up “What wouldst our lord want with such an artifact?”
“I shall tell thee my plans in good time. But desire it I do.” Varthas looked at each of the witches in turn.
Finally Calestra spoke “The Caldus is locked away within the ring town of Alterius. It was imprisoned there after the Lord of the Grey, Harthax made his attempts at ruling the ringed city known as Sigil.”
Sienna spoke up, “The Caldus was used by Harthax to try to open a portal into the heart of Sigil that the Lady of Pain would not be aware of. Thus allowing him to invade the heart of the Planes and claim dominance.”
“His plan was thwarted however,” said Moraine, “The plan was discovered by the Lady and she imprisoned him forever to float as a dead shell in the Astral Plane to be watched over by Anubis, Guardian of the Dead.”
“The Caldus was placed into the hands of the Silver Guard stationed in Alterius and charged with protecting it from all harm with their very lives,” Sienna stated. “It has lain protected there until this day. Its powers might have waned but it is still a tool; a tool in the right hands that could rock the balance of the universes.”
“Was that the answer that our Lord doth wanted,” asked Calestra.
“In terms of a history lesson, I have known it’s past myself,” murmured Varthas. “I have traveled to the Astral planes themselves and hunted out the corpse of Harthax afloat on the ethereal winds. I have ripped his secrets from his own soul and know how to use The Caldus and what its purpose is. The time is upon me that now it is within my grasp. It has taken centuries but it shall finally be mine. Doth thou stand beside me in my conquest?”
“We do my liege,” all three replied at once.
“Then scry for me. Look into the mists of the future, help my conquest and thou shalt all be rewarded.” The witches bowed to Varthas and left the chamber.
The Lich Lord ascended to his throne, as he seated himself and a slow smile crept across his features. “At last,” he hissed, “I shall obtain my prize and take what is rightfully mine. This cursed flesh shall hold me no longer, I shall ascend, and I shall become a god.”

Where Do the PC’s Fit In?

Regardless of where the PC’s come from (Dark Sun, Forgotten Realms, Eberron etc), they all end up in Sigil, the center of the Outlands, They have been summoned there to stop Varthas from taking the Caldus and preventing an all out war and imbalance of power across the planes of reality.

Major Hero NPC’s
1) Dabus – The Servants of The Lady of Pain
2) Lord Marshall Morgan – Commander of the Silver Guard
3) Hierophant Thadius

The following should be read to the players:

Your night was like any other night spent in town. Your party was relaxing around the fire at the inn deciding where to travel to next. The door to the inn never opened and no one saw the tall mysterious gray man appear, but in the blink of an eye you all found yourselves looking up at a seven foot tall, gaunt, grey skinned man. Time stopped all around you. Nothing moved. The fire ceased to flicker and the dull hum of conversation around you all came to an abrupt halt. The hair on your arms stood on end and a chill ran down your spine. His eyes seemed cavernous and his shock of white hair stood up from his head. His lips were bone thin and when he finally spoke, the air above his head filled with pictures of symbols that each of you could understand, but no noise was made.
“I bid you all good evening fair ladies and gentlemen. Do not bother drawing your weapons, for I come here as an emissary and am here to ask your assistance. I am a Dabus and I bring you a message from The Lady of Pain herself. War is coming. This war cannot happen. This war will tear reality apart and bring chaos to all realities that spin on the great wheel. You have been called to stop this war and to travel across dimensions to prevent this event from happening. Some of you may die, but your deaths will not be in vain for they will have been given to help preserve reality as it is and stop the unraveling of all we know. Gather your things, for the hour will soon be upon us. Meet me outside when you are ready.”
He hands each of you a silver oak leaf “Keep this on you, as a gift from The Lady,” he says as he heads out the door. As the door closes behind him, time restarts as normal; the fire resumes its flicker and the cheerful din of conversation floods into the silence left by his ominous message. War is coming.
Each of you head to your rooms and gather up all your gear. As you head out the door a bright silver light shimmers around you and you find yourself in an alley way looking out at a bustling street. The suns light is shining down on you and you see the Dabus at the end of the alley. He looks at you and smiles, “Welcome, traveler, to Sigil, center of the planes.”
The alley fills with more and more people, all of them adventurers. You see the faces of your companions mixed in with them all. That’s when it dawns on you that this war will be fought by people from many different worlds. People you never knew existed. Your actions will be determining the fate of worlds and cosmoses you never knew existed.
The Dabus motions for the group to follow him and he steps out into the busy streets of Sigil. You find yourself surrounded by people and beings that defy all description. You see demons and angels walking around mixing in with mortals of all shapes and descriptions. As you look down the street you see it continue on in both directions in a straight line. As your gaze is drawn up, you see the road goes up into the sky both in front and behind you. This town has been built on the inside of a circle!
The Dabus leads the group of travelers to a large four story building that seems to be leaning over the street, canted at an odd angle that seems to defy all natural laws. He opens a set of large double doors and motions the group inside. Once everyone is inside, you look around and see five more of the tall, grey skinned creatures are there in the room. The Dabus says, “Thank you all for answering our Lady’s summons and welcome to Sigil. Time is short and we need to proceed as fast as possible. There is a war approaching. One of the gate towns on the outer ring known as Alterius is home to a powerful artifact that has been stored there for millennium. The Lich Lord Varthas has learned of its existence and is marching out of the Grey Wastes to besiege this city and pull it into Ghenna. If this city slips off the Great Ring and into the Grey Waste Varthas will be able to claim his prize. This must not happen. Varthas’ army must be stopped at all costs. The Silver Guard of Alterius will help you however they can.
I know you are all thinking, “Why me? Why have I been called?” The only answer I can give is that The Lady has seen something in each of you that will help defeat Varthas and send him back to his keep in the Grey Waste. You have scant time to prepare yourselves and then we make for Alterius.” The other Dabus move through the group and hand each person there a small orange fruit. “Keep these on yourselves for they shall be your gate keys to travel to Alterius. If you have any questions ask myself or my brothers and we shall help you. Now please, gather whatever you need, here in Sigil almost anything can be found. You have one hour to get what you need then we must leave as the gate will only be open for a short while.”
***

The players have one hour (not real time, but game time) to get what they need. In Sigil almost anything within reason can be found. If the players want to purchase any magical items it will be up to each DM to decide what is and isn’t available. Remember, Sigil is the center of all realities and everything moves through it. If the players are careful, they could find a real treasure, however, if they mouth off to the wrong person, they could easily end up in the dead book as well.

Once the characters have what they need and are all assembled again read the following to the players:

Everyone is back in the warehouse. The sights you saw in the city will stay with you for the rest of your life. All manner of bizarre and strange as well as magical and beautiful were seen in this city. Your daily life looks so plain compared to what you saw in one hour in this strange city. The Dabus looks over each of you again. Once everyone has settled down he opens his mouth and those strange symbols appear again “Welcome back brave souls. Now the time is upon us.” The other five Dabus move to the back of the room and open up an ornate metal gate set inside the room but leading nowhere except the back half of the room. ‘You must all have your gate keys on yourselves as you travel to Alterius. Here is where our duty to our Lady ends, now the weight of reality rests upon your shoulders mortals. May the gods all look upon you with their favors and save us all.”
The Dabus in the back of the room wave to the group to proceed toward the gates. As the first person approaches you see a strage orange light circle the opening of the iron gate and an image floats into being between the gates doors. You see a busy street appear in the space before you. The first of the group steps up to the gate, pauses, and steps through into the street on the other side. In a few minutes everyone has arrived. As you look back, you see the empty room and the six Dabus looking at you all from the other side. They raise their hands as one and salute, and the gate closes.
The city of Alterius is a walled city and it’s streets are crammed with citizens bustling about on their daily errands. A man in a guards uniform is waiting across from the alley where you are all standing. He snaps his gauntleted fist over his chest and salutes you all. “Follow me to see the Lord Marshall please,” he states, ‘And hurry, we don’t have much time.” The guard makes his way to the walled heart of the city, a small castle in and of itself. He marches through the center gates as you all follow. The group is lead to large grounds where there are many more guardsmen, all donning armor and cleaning their weapons, obviously preparing for a battle. The guardsman leads you to the Lord Marshall. “Lord Marshall, these are the warriors sent to our aid.”
The Lord Marshall looks over each of you, clasps his hand over his heart in a salute and says, “Thank you for coming to our aid, now follow me” He leads you to the great walls surrounding Alterius and divides you up amongst the three walls facing the woods, the South Eastern Wall, the Southern Wall, and the South Western Wall. War is coming.
***

The Event

The event will take place in 3 stages:

1) Phase 1 – Battle on the Walls
2) Phase 2 – Battle Through the City
3) Phase 3 – Expulsion of the Enemy

After each phase, there will be a Bridge Event tying the phases together. After each Bridge Event the players will get their Dailies refreshed through the magical powers of the Planes – hey, they need a boon ok. During each phase the players will also be able to call upon a boon if they are able to do so. These boons will be designed to help the players in a little bit – nudge them in the right direction. There’s no benefit to saving any boons so encourage them to use them as needed. However, the boons will not regenerate, once used, they are used and gone.
On top of getting boons, the players will have the option to call for help from another table. If they are being over whelmed they can call out for help and one and only one PC from another table will leave their group (if they want, it is voluntary) and join the party to help them out for that current phase and then they will rejoin their original party. There is no limit to how many times a group may call out for help, but a group that keeps calling out for help might soon find themselves left high and dry by biting off more than they could chew or just not working together very well.
Not only will there be boons and help from other tables, but those tables feeling that they are doing very well can call out for a challenge. The challenge will be an elite group or solo that will join in the next wave the PC’s have to fight. If the PC’s down the elite without calling for help from another table, they will get a reward. Keep in mind, the elites will hit hard and the PC’s will have to deal with the elite and the normal units as well.
Each encounter per phase will be limited to a 30 minute time limit to help keep the flow of the game moving. This will break down into a 10 min prep time for the DM’s and 20 min of game play per encounter. This adventure is designed for a full day event so please stick to the 30 minute limit per encounter.

Phase 1 – Battle on the Walls

The players start off split into 3 groups on the Southern Walls. The players will divide themselves up into groups of no more than 6 per table; preferably a Defender, Leader, Striker and Controller minimum at each table to provide a balanced group. The PC’s will be defending the walls of the city as Varthas throws his forces against them looking for the weakest position to send his siege engines against.
The PC’s will start deployed in front of the walls within 6” of the table edge. The enemies will deploy with a 1’ deployment zone from the opposite table edge. The waves will be random across each table, ie the skeletons will not be attacking 2 tables at the same time.

Read the following to the players:

“After the Lord Marshall leads your group to the walls, he looks at each of you in turn. He says, “I don’t know why the Lady sent you to assist us, but I know it was for a reason. I don’t know what horrors we will be facing, but know this, my men and I will be fighting right beside you as well. They have all been instructed to listen to your commands as if they came from my own lips. The cannons on each end of this battlement will be able to assist you as best they can, but their ammo is limited so make good use of them. If the walls fall, and may the gods help us that they don’t, make haste to the town center, there we will make a final stand. May the god’s grant you their blessings.” With that he marches back to his awaiting troops.
You look out over the walls to see the grassy plains that lead to the edge of the mist cloaked forest. Somewhere out there, an army is marching on your position. The mists swirl around the tree trunks and you can see it slowly creeping across the plains. You think it might be a trick of the mists, but the forest looks closer to the town than it did a little while ago.
That’s when you see them. The undead army massing at the tree line. You see all manner of horrific creations set to bear down on this city. You grip your weapons tightly and prepare for the siege. You know at some point this army will be upon you and will be attempting to scaling the walls with nothing on it’s mind but the death of every living inhabitant of Alterius.”
***

Here are the possible waves:

Phase 1 Basic Waves:
Zombies – apx 10/wave – zombies – nuff said. But still toughened and not freshly raised – basically a meat wave.
Skeletons – apx 10/wave – plate armor w/ axes/other hand held weapons – shock troopers that will attempt to scale the walls.
Knights – a small unit of 3-5 mounted troops – think undead centaurs. They will attack anything on the ground and do hit and run tactics.
Cultists – apx 10/wave – These are basic mobs

Phase 1 Elites:
Skeletal Mages – solo – skeletons covered in runes, undead wizards apx lvl 10 solos that will throw devastating spells to cover their troops.
Undead Wraiths – solo – shadow incorporeal forms that will attempt to mind control the PC’s by possessing them.
Gargoyles – apx 3 – will attempt to fly and throw the PC’s off the walls or drop large stones on the PC’s.

Phase 1 Boon:
4 Cannon Shots – Each wall section has 2 cannons facing out at the enemy hordes as they approach the walls. The PC’s can fire 2 shots per cannon at the enemy hordes as they approach. The cannons are fixed at each end of the wall and have a fixed angle of attack and do have a minimum range. If the PC’s wait too long to fire, it will over shoot the enemy and be wasted. The canons take a while to fire – 1 action to aim/load and on their next action they fire so if the PC’s want to make use of the cannons they must declare that on their first action otherwise the troops will be too close to be hit. The cannons are massive 16lbers that will blow apart anything they hit. Keep in mind, the cannon balls can hit and bounce if the GM wants them to, effectively hitting more than one model. Or the cannon balls can explode upon impact hitting as an AOE instead of a single target. It’s up to each GM on how he wants to have the cannons loaded and how they are used.

There will be 3 waves sent against each wall. During each phase Dragoth will make attacks on each section of wall, testing for the weak points. In the first wave, he will be attacking a random section. The second phase he will move to a different one and on the third phase he will attack the remaining one. Whichever section he does the best against (ie the PC’s do the worst against him) he will send the siege engines against that portion of the wall destroying it during the bridge event. Dragoth will fight till he is at 20% health then retreat off from the board only to return at full health in the next wave.
During this phase the city of Alterius will start to slip off the Great Wheel and enter into the Grey Waste. To represent this have each table roll a d6 to determine when the Grey Mists (think mists of Ravensloft) begin to creep across the battlefield. The mists will arrive on the following waves
Wave 1: The mists start in the enemies deployment zone
Wave 2: d6 roll of 3+
Wave 3: Mists arrive on all tables
The Grey Mist will affect the battle in the following ways:
1) Reduce vision – characters can only 6” around them in the mists. The mists are cold and also will affect characters w/ any sort of thermal vision by dampening temperatures as well
2) Any undead in the mist will gain regeneration 5hp/turn (or more if needed). This is the stuff that powers Necromancy, not good to be in…
3) Any healing spell cast or healing surge used within the mist has a -8hp healed.

Phase 1 Bridge Event:

The section Dragoth did the best against (ie worst section) will face:
Grawl – Skeletal Battering Ram – large battering ram w/ a toughened dragon hide canopy to cover the 6 crew pushing it into position – all crew will be elites. Grawl is a semi aware construct and can move 8” on its own plus 1” for each guard still alive
Dragoth will join the assault against this section at full health

Remaining 2 Sections:
Each of the remaining sections will face a continuous wave event. The enemies will be as follows:
One Skeletal Giant throwing boulders to bring down the walls also armed w/ large tree trunk sized clubs. These will start on the table and begin hurling boulders from the start.
Waves will come in the following order:
Zombies (10), Cultists (10), Elite Knights (6), Skeletal Mages

This event will continue until the giants and battering ram topple the walls they are sent against. This event is supposed to overwhelm the PC’s and the army is supposed to breach the walls and enter the city. Make sure the PC’s know they can always fall back and retreat in order to regroup.

End of Phase 1

Once the walls have been toppled/over run by the army, read the following to the PC’s:

“With a loud crash Grawl breaks through the walls. The hail of boulders continues from the skeletal giants as they continue to batter the walls and the town within. The smoke, dust and mists obscures the bulk of Varthas’ army and their bone chilling howls fill the air and a feeling of dread overwhelms the city. The chaos of a town in panic fills the streets with their cries of pandemonium and terror as the citizens flee into the depths of the city.
You and your comrades find each other amidst the chaos and fight your way to a place of safety in an abandoned home. You know you need to get to the heart of the city and defend the keep with the other Silver Guard. The feeling of defeat is overwhelming as you watch the mists pour into the city on the heels of the invading undead army. You look out the door and see very little movement outside. The mists continue to swirl as you open the door and venture out into the city. The sounds of battle echoing around you as you make your way towards the center of town.”
***

Phase 2 – Battle Through the City

The player groups are now able to reorganize themselves if they would like. They have taken refuge inside random abandoned homes near the breached walls. Now they must fight their way through the city as it has been over run by the enemy. Keep in mind, at this point the town of Alterius has slipped into the Grey Wastes and the streets are all clouded w/ mist. The rules from phase 1 still apply to anyone in the mist… but they are already here and no need to roll to bring them into play.

Read the following to the players:

“As you step out into the street you see bodies lining the road. Poor citizens who did not flee fast enough from the ravening hordes. You look around you, trying to make out any landmarks that you can as you prepare to fight your way to the center of town. The sounds of battle echo all around you. This will be no easy walk through the park. You check your weapons and gear and prepare to fight through the enemy to the center of Alterius. The Lord Marshall’s words float up from memory, “my men and I will be fighting right beside you as well. They have all been instructed to listen to your commands as if they came from my own lips,” hopefully some of them still survive.”
***

The city will be fought through in 3 rounds – each round having 3 possible location choices. As the players fight through the city, they will all get to choose which section of they city they want to advance into. There will be 9 districts to choose from. Each district will be chosen by each table after the end of each round. Each table will roll 1d6, the table that rolls highest chooses their district first followed by the next highest and then lowest roll.
The PC’s will successfully count as clearing a district if they finish the round w/ the enemies left at 25% or less. If the PC’s choose to engage an additional elite in the area the basic mobs will need to be reduced to 50% to count as clearing the area, not the original 25%. If they have not successfully finished the encounter in the allotted time, on the way back out one area per failure will have either 50% more monsters in it or an automatic elite mob, GM’s choice.
Behind the main table there will be a board laid out showing the various areas of the city the PC’s can explore as they make their way through the city. Each table will get to choose which section to proceed into but no 2 tables will be able to enter the same section. Once a section is chosen it is taken off the list of playable areas. Each location will have a preset map and a description to read to the players before each encounter; these will be in packets at the head table. The locations are as follows:

LOCATION 1: (Phase 2 1st location) Ship Yard
Enemies: Undead pirates climb out of the bay and start to attack a ship tied up to the dock.
Reg Elite: 1st Mate undead pirate
Add Elite: An undead pirate captain w/ an undead parrot too.
Boon: Sand – enough to encircle 1 PC protecting them from the pirates. This can be used w/ a successful Religion or Dungeoneering check.

LOCATION 2: (Phase 2 1st location) Red Light District
Basic Waves: Vampires attempting to charm the PC’s
Reg Elite: A succubus or Eiryne (sp) – a demon that will seduce/charm the PC’s as well
Add Elite: 1 Elite General
Boon: cold water in 2 troughs outside to shake off effects of a charm effect – only usable 2 times till the water is spilled and not enough left. Can be used w/ a successful Streetwise or Diplomacy check.

LOCATION 3: (Phase 2 1st location) Sewers
Basic Waves: Rat swarms
Reg Elite: Rust Monster
Add Elites: Cranium Rats – they have all fled here away from the undead in the city above. These are an old AD&D Planescape monster (I have the stats from AD&D) – the more rats in the pack, the stronger they are. Their mental abilities stack and you end up w/ a high level wizards spell casting abilities but they are coming from the swarm of rats. The more rats the PC’s kill the weaker lvl of wizard it becomes.
Boon: Loose masonry on the ceiling being held up by scaffolding falls and squishes enough rats to drop the wizard level by 1-2. Can be dropped w/ a successful Thievery or Dungeoneering check.

LOCATION 4: Butchery
Basic Waves: Ghouls – make em tough. They love raw meat
Elites: 2 Werewolves
Add Elites: Large buffed ghoul
Boon: Butchery has 2 knives made of silver. Can be found and used w/ a successful Thievery or Perception check

LOCATION 5: Tannery
Basic Waves: Zombies w/ acid cannons. If knocked prone these will explode w/ a close burst 2 acid spray
Elites: Large Bloated zombies w/ Acid cannons (a large AOE burst version of the smaller ones). If knocked prone it will explode w/ a close burst 2 acid spray
Add Elite: Ooze
Boon: Vat of oils – can spill on ground causing anything standing in it to slip and fall prone. Can be found w/ a Perception or Nature check.

LOCATION 6: Cemetery
Basic Waves: 1 Necromancer – he summons other undead on phase 1 but it starts w/ just the one guy. The undead hit points are a shared health pool w/ the necromancer. He gets 1 surprise round as he summons the first wave surrounding the PC’s.
Elite: He summons a controller skeleton
Add Elite: 1 Elite General
Boon: One of the undead brought back is the ghost of a virtuous priest who shakes off the summoning and helps heal the PC’s. Can be seen and recognized w/ a Religion or History check.

LOCATION 7: Trade Market
Basic Waves: Undead Centaurs
Elites: Large Bone Giant smashing stalls
Add Elite: 1 Elite General
Boon: Weapon Cache can be found w/ a Streetwise or Thievery check. Cache contains 3 healing pots, 2 +1 weapons, 1 +1 suit of armor

LOCATION 8: Rich Neighborhood
Barricades set down the street go from easy to hard – Athletics check to clear
Basic Waves: Zombies in a horde pushing through the gate lined street. Freshly raised undead from the siege
Elites: Elite Armored Skeletons w/ Pole Arms (Bane Knights)
Add Elite: 1 Elite General
Boon: The house guards are convinced to attack w/ an Intimidate or Endurance check.

LOCATION 9: Library
Sent to retrieve important city documents from being burned
Basic Waves: Undead wizards (skarlocks)
Elites: Undead Scarecrows w/ flaming pumpkins for heads
Add Elite: Headless Horseman
Boon: PC’s find a random book w/ a 1 round shield spell preventing all damage from crossing the boundary (thanks Bo for the inspiration) w/ Arcana or Perception check

Phase 2 Bridge Event:

The Bridge Event itself takes place at the keep. The three witches Moraine, Sienna, and Calestra have made their way to the gates of the keep. With them is their Eygregor, floating behind them and dripping a thick black, oily fog. The witches are here for one thing, and one thing only, to kill the Heirophant and prevent him from completing his ritual. They will stop at nothing to achieve his death. All that stands between them and their goal are the walls, and those defending them.
For this Bridge Event, all 3 of the tables will act as if they represent the keep. The players will be split up onto each table to defend the keep itself.
Since there are so many players, each player should be reminded that there is still a time limit on their turns. If the PC’s take too long to state what they are doing they will do a predetermined action (basic range or melee attack). This Bridge Event will run for 40 min. These are the conditions it will end for:
1) All 3 of the Witches are defeated – they will all fight till the death, no retreating for them
2) The time limit is reached
3) The PC’s are killed till only 4 of them are left standing
Remember, the witches will throw everything they have at the PC’s to get through them. The PC’s will win this event if they defeat the Witches. If the time limit is reached and the Witches are at 25% health or less the PC’s also win as the Heirophant’s ritual will be completed. If the PC’s are defeated or don’t have the Witches health low enough, the Bridge event will count as a loss.
When the Witches assault the keep, one with will take the table against each section of the keep. The Eygregor will bounce from table to table supporting the witch there for that turn. The Eygregor will come with its own set of abilities and if the PC’s attack it, it will not affect the witches health pool directly. Each of the witches will be bringing waves of enemies into play against the PC’s during this assault. These can be from any of the previous mobs they have fought or any of the mobs they will fight on the way out.

Read the following to the PC’s:

“As you fight your way clear of the enemy, the mists in front of you part and you can see the inner keep of the city. The gates are starting to close admitting as many of the fleeing citizens as possible. You see the Silver Guard arrayed in front of the gates fighting off the few enemies that have made it this far.
You and your companions make a last push forward and make it to the Silver Guard. One of them sees you arrive and runs to you. “Hurry!” he yells, “Get inside! Hierophant Thadius waits to see you. Come with me.” The guard leads you through the gates and winds his way through throngs of people. You see the frightened masses all huddled inside the walls. You hear the crying of children and the weeping of parents for those lost.
The guard leads you to the center of the keep to the doors of the great cathedral. He opens the doors and ushers you in. Inside of the cathedral is a bustle of activity. Priests rush around tending to the wounded, applying bandages, poultices, or closing the eyes of the dead. The cathedral has prepared itself for war and the priests are doing what they can for those in their care. The guard leads you through the wounded to an old man, his white vestments covered in blood, his hands quickly tying a bandage on a soldier in front of him. “Hierophant Thadius,” he states, “I have the warriors The Lady sent.” With that he bows and makes his way out.
The Hierophant looks each of you over. His age shows in his body, but not in his eyes. His eyes are filled with a fire that none of you have seen before. It is a passion that is filling his soul as he cares for the wounded left to his care. “I thank you for coming to our aid. As you can see, the battle does not go well and soon the forces of Varthas will be here at the doors of the keep. I need you to not let them through. The city has slipped into the Grey Wastes and the Caldus that Varthas seeks is now closer to his grasp than ever before. There is still hope however. There is a ritual my priests and I are preparing to perform. This will infuse the city w/ the power of my god and start the shift back to the Great Wheel and pull the Caldus out of Varthas’ grasp. No matter what Varthas throws at us, they must not breach the walls. Once the ritual is complete it will need to infuse every brick and mortar of the city, it will not be instantaneous. If you defeat them at the keep, drive them from the city as well. Their presence here hampers the strength of this ritual. Now is the time for the mortals to stand together. Upon our shoulders rests the balance of all reality. Now, kneel and receive my blessing before the fight.”
As you all kneel in front of the Hierophant he raises his hands, closes his eyes and whispers words under his breath, and as he brings his hands down again you are all filled with a gentle warmth; peacefulness washes over your body and your pains are soothed. Hierophant Thadius opens his eyes, the same fire still burns in them, even more intense now than before. “Go forth champions. Defend this city,” he says. He then turns around and continues to care for the wounded.
You make your way back into the courtyard. The Lord Marshall sees you exit the cathedral. He approaches the group and says “Come with me champions, the battle is drawing nigh.”
***

The Hierophant’s blessing gave the PC’s the following:
1) The effects of the mist’s no longer affects the PC’s. Keep in mind, it still gives the undead their boons though
2) Healed of all wounds
3) Refreshed 3 healing surges
4) Refreshed 2 of each of the PC’s dailies
This is the major boon of this phase. There will be no boons given out for the Bridge Event.

Depending upon the conditions at battles end, look for the appropriate ending:

1) Witches are defeated or time limit ends w/ the witches at 25% or less.
A) Witches defeated – Read the following to the PC’s:
“As the last sister falls, their bodies collapse into a black mist that is drawn back into their Eygregor. The Eygregor is occluded in a cloud of inky blackness and then fades from view. A sound starts to emit from the cathedral, a light humming as if a choir were singing. As you turn around a subtle golden light slowly begins to wash its way down the building, infusing it as if it is glowing from within. The light makes its way down the building and across the courtyard, washing over your feet. As it reaches where the witches once stood, it flares up into a golden brilliance consuming all of the blight left over from their mortal presences…” – Continue reading at the *
B) Witches at 10% or less – Read the following to the PC’s:
“The battle has been going on between you and the Witches. Their foul magics have been used against you and has severely wounded your companions. You start to think this might be the end when a sound starts to emit from the cathedral, a light humming as if a choir were singing. As you turn around a subtle golden light slowly begins to wash its way down the building, infusing it as if it is glowing from within. The light makes its way down the building and across the courtyard. As the light touches the witches they shriek in pain. It appears as if the golden light starts to consume the witches where it touched them. You see their bodies start to smoke as they flee the scene of the battle, retreating into the town…” – Continue reading at the *

2) The Witches are at 25-30% health AND the time limit of 40 min is reached – Read the following to the PC’s:

“The battle has been going on between you and the Witches. Their foul magics have been used against you and has severely wounded your companions. You start to think this might be the end when a sound starts to emit from the cathedral, a light humming as if a choir were singing. As you turn around a subtle golden light slowly begins to wash its way down the building, infusing it as if it is glowing from within. The light makes its way down the building and across the courtyard. As the light touches the witches they shriek in pain. It appears as if the golden light starts to consume the witches where it touched them. You see their bodies start to smoke as they flee the scene of the battle, retreating into the town…” – Continue reading at the *

If this is the end result, the Heirophant lives BUT the PC’s loose the blessing he bestowed upon them as the strain on him to finish the ritual AND to kill the witches drained what energy he had left to keep the blessings active

3) PC’s are defeated or time ends w/ the witches at more than 30%
A) PC’s Defeated – Read the following to the PC’s
“With your last remaining bit of conscious will, you force your eyes open. You look back towards the cathedral and there upon one of the battlements you see the Heirophant, his robes almost glowing with a pure inner light against the grey skies. He looks down upon the battle, raises his hands to the air and beams of golden light shoot down from the grey heavens. His body is infused with golden light and he almost appears to glow. He looks to where you and your comrades have fallen and he extends one hand. A beam of golden brilliance leaps from his hands and washes the battlefield in golden fire. As the light touches the witches they shriek in pain. It appears as if the golden light starts to consume the witches where it touched them. You see their bodies start to smoke as they flee the scene of the battle. You see the Heirophant burst into golden flames and his body is consumed by the fires from the heavens. You feel strength return to your broken body as you are filled with holy energy. You stand up and look around you at the scene of the carnage. The golden light continues to infuse the ground around you. The Heirophant gave his life so that you might live…” – Continue reading at the *

B) Witches at more than 30% – Read the following to the PC’s
“The battle has been going on between you and the Witches. Their foul magics have been used against you and has severely wounded your companions. You start to think this might be the end when there is a shout from the battlements of the Cathedral. You look up and see the Heirophant there in his white robes looking down upon the battle. He raises his hands to the air and beams of golden light shoot down from the grey heavens. His body is infused with golden light and he almost appears to glow. He looks to where you and your comrades have fallen and he extends one hand. A beam of golden brilliance leaps from his hands and washes the battlefield in golden fire. As the light touches the witches they shriek in pain. It appears as if the golden light starts to consume the witches where it touched them. You see their bodies start to smoke as they flee the scene of the battle. You see the Heirophant burst into golden flames and his body is consumed by the fires from the heavens. You feel strength return to your broken body as you are filled with holy energy. You stand up and look around you at the scene of the carnage. The golden light continues to infuse the ground around you. The Heirophant gave his life so that you might live…” – Continue reading at the *

*Continue: “As the golden light reaches the edge of the mists, you notice the mists start to retreat. The golden light slowly diffuses into the stones of the city slowly pushing the mists away an inch at a time. The Lord Marshall yells for all the soldiers to gather up. He approaches you with a grim look in his eyes. “Now we take back our city,” he says, “Let’s push these scum from our town and show them what they have called down upon themselves!” The gates of the inner keep open and a shout from the soldiers erupts from their mouths as they move to retake their town.”
***

Phase 3 – Expulsion of the Enemy

This phase is simply a reverse of Phase 2. The PC’s will start at the inner keep and fight their way back through the city. A new 6 districts will be fought through. If the PC’s successfully cleared a district the first time through, there will be 20% less enemies in a random district on the way out of the GM’s choice. For every location the PC’s failed at in Phase 2, the GM’s can randomly increase the mobs in one location per failure during Phase 3 by either adding 50% more adds, or adding automatically the additional elite.
The PC’s will fight back through the city and will again get to decide where they wish to proceed. No two groups will be able to enter the same area at the same time. The sections of the city will be chosen in the same way as Phase 2 and still have the set time limit of 30 min.
In this phase, the fog will still be in the city in scattered places. It will be rolled for in each round, same as in phase 1 only the roll will be to determine if the mists are gone from that section or if they still remain. Roll each round the PC’s are fighting. Just because it is gone from one area of the city, doesn’t mean it is gone from everywhere.
Round 1: d6 roll of 4+ mists are gone
Round 2: d6 roll of 3+ mists are gone
Round 3: d6 roll of 2+ mists are gone
After round 3, the city will have slipped back out of the Grey Wastes and will be in it’s rightful position on the Great Wheel once again.

The Grey Mist will still affect the battle if the Heirophant has died causing his blessing to fade. If the Heirophant lived through Phase 2, then the PC’s are immune to the negative effects of the Grey Mists as his blessing persists. If the witches were at 25-30% the Heirophant lived but his blessing did fade.

The PC’s will once again have the option to change their group makeup. This will be their last time to change party make ups and rearrange the groups.

Read the following to the PC’s:

“As you enter into the city again you can see the mists retreating before the advance of the golden light. Here and there pools of the mist are still lingering and the enemy is holding up in pockets of resistance. You prepare for the push to clear the enemies from the city. The Silver Guard is already advancing into the city around you. You look at your companions and march off into the city.”
***

Here are the locations for Phase 3:

LOCATION 10: Inn Wine Cellar
Basic Waves: Hordes of spiders
Elites: Ooze
Add Elite: Epic Spider
Boon: 95 proof brandy – very flammable w/ a History or Perception check

LOCATION 11: Clock Tower
Basic Waves: Cultists apx 10
Elites: Gargoyles
Add Elite: Flesh Golem (Hunchback of Notre Dame)
Boon: Ring bells in right order turns Gargoyles to stone w/ Arcana or Religion check

LOCATION 12: Morgue
Basic Waves: Low lvl mummies
Elites: High lvl mummy
Add Elite: 1 Elite General
Boon: Embalming gloves – immune to disease w/ Heal or Nature check

LOCATION 13: Botanical Garden
Basic Waves: Scarecrows
Elites: Plant Construct – Little Shop of Horrors
Add Elite: Plant giant elemental
Boon: Healing plants – +2 healing surges for whole party AND in shed Shears (axe) +2 vs plants find w/ Nature or Heal checks

LOCATION 14: Crematorium
Basic Waves: Tough Cultists 5
Elites: Freddy type monster
Add Elite: 2 Golems – 1 Flesh 1 Fire
Boon: Smock (cloak) +5 Fire resist and goggles of trueseeing found w/ perception or thievery checks

LOCATION 15: Interior of Prison
Characters fall into the interior of the prison on a slide of rubble – only way out is to proceed. Need to make checks to lock gates behind PC’s
Basic Waves: Prisoners
Elites: Jason like character chasing PC’s
Add Elite: Jason has a spear gun
Boon: Jailers Keyset +2 lockpicking need to make Thievery or Dungeoneering checks

LOCATION 16: Opera House
Basic Waves: Cultist rogues – all have sneak attacks and invisibility
Elites: Banshees
Add Elite: Ghost of Yorrick (McBeth)
Boon: the opera house is haunted by a “Phantom” who arrives to help fight off the enemies, summoned by using the pipe organ in the orchestra pit. This can be used w/ a successful History or Diplomacy check.

LOCATION 17: Banking District
Basic Waves: Armored Skeletons w/ battering ram trying to get into bank
Elites: Large Bone Golems
Add Elite: 1 Elite General
Boon: Gnomes appear on the roof and hurl furniture onto the enemies. Can be called upon for help w/ a successful Bluff or Intimidate check.

LOCATION 18: City Park
Fleeing citizens constantly running through the park fleeing the army.
Basic Waves: Armored elite skeletons
Elites: Undead horse drawn hearse w/ brains in jars – has guard of skeletons around it
Add Elite: 1 Elite General
Boon: A 3-4 Silver covenant knights can be called upon to help w/ a Diplomacy or Intimidate check

Phase 3: Final Event

Once the PC’s have cleared the city they will reach the outer walls where the siege started. It is now time for the final battle, the PC’s will face Varthas himself on the back of his dracolich. This fight will not have a time limit. Varthas will fight the PC’s till the death. Keep in mind, if killed, Varthas corporeal form will be destroyed and he will be banished back to his fortress in the Grey Wastes and will not be free to return for 999 years by his own free will… that’s a LOT of time to harbor a grudge against the band of PC’s that would be responsible for his defeat.
This fight will have 2 stages and be fought on 2 tables set skinny edge to skinny edge to represent a large portion of the city walls. The first portion Varthas will be mounted on the back of his Dracolich Scaefang and they will both be attacking the PC’s. Both of them will have a shared health pool. Once their health reaches 75% Varthas will dismount as Scaefang will not have the strength to support them both in the air. Now the battle will be split up. Scaefang will take one table and Varthas will take the other. The PC’s will need to quickly decide where they will fight. Give the players 2 minutes to decide how to split up, if they take longer start attacking them with both Scaefang and Varthas as a surprise attack as they are not going to wait around for them to figure out what to do. The 2 minutes is more a boon to recognize that people will need to move around the tables and move miniatures etc.
At this point both of them will fight till their shared health pool reaches 20% at which point Scaefang will leave the field and it will be the PC’s versus Varthas alone. At this point, Varthas should use an AOE blight attack, damaging the PC’s and absorbing the life force from things around him. Killing all plants and animals around him and absorbing enough health to be back at 30%.
Through out the battle, whenever one of them kills a PC, they absorb hit points equal to 25% of the PC’s total health. This is only when a PC dies, not just taken to 0 hp. So make sure they play to kill, not just take out. That hard hitting attack that would kill the PC w/ 10hp left would be better off aimed at them instead of the one it *might* hurt a lot. Be ruthless with this pair and hold nothing back. Even if all the PC’s die, Varthas has still been defeated as the city was rescued from siege and pushed back out of the Grey Wastes. This is a fight to the death, whether it is Varthas’ or the PC’s.

Phase 3 Boon:

Before the battle with Varthas begins:
The PC’s are healed of all wounds
The PC’s receive 3 Healing Surges back
The PC’s have 2 Dailies refreshed

Read the following to the PC’s:

“You reach the battered walls of the city. Your hard fought battle driving the enemy from the city is finally over. You feel the golden light infuse your battered and tired body, renewing your spirit and knitting your wounds closed. You did it. You have saved the city and prevented Varthas from getting the Caldus.
That’s when you hear the deafening roar of a dragon. Its thunderous roar shakes you to the core. You look up to see a hideous abomination of a dragon circling the walls over head. Its body has been stripped of all flesh and its skeletal form is covered in a sickly blue light. You have heard tales of these warped creatures and your soul shakes in terror at the thought of one of these Dracolich so close.
You see a monstrous form upon its back, wings draped in rotting flesh hang from it’s back as well. This must be Varthas. The Lich Lord raises his sword and points it straight at you and your companions. The Dracolich bellows and plummets towards the ground like a devil falling from the heavens.”

The battle continues till either the PC’s are all killed, or Varthas is killed and banished. Depending on the outcome of the battle, read the appropriate ending to the PC’s:

PC’s defeat Varthas:
“The Lich Lord falls at your feet. He struggles to get up and falls once more to the ground. A black ichor seeps from his wounds and pools on the ground under his fallen body. The strength that once animated him is slowly seeping away. He pushes himself up with one hand and looks at you with hatred in his eyes. “You…” He says, “You have denied me my right and hath prevented me from attaining my goals. I know all of thee. I shalt have my revenge. I shall…” Varthas collapses and his body deteriorates into a pile of ash upon the ground. The ground beneath where his body once lay opens into a crevice as his remains are consumed by the earth leaving a hole where he fell. The edges of the ground are blackened and still smolder as if burned.
A cheer goes up from the assembled masses. Those that were wounded in the battle are being gently carried from the field of battle by the priests of the city. They will be well tended to and their wounds taken care of. The Lord Marshall approaches those of you still standing. He looks each of you in the eye and then snaps a salute to all of you, his fist over his heart and he kneels. “Thank you all for your aid. The city of Alterius owes its freedom to you all.”
The next few days are spent in Alterius waiting for wounds to heal and enjoying the celebrations taking place in the town. The crevice outside the town still smolders and has not closed. The town’s priests have not been able to cleanse the ground where Varthas fell and the ground around the wound in the earth is blighted and stained, emanating a sense of evil.
One evening as you are all relaxing in the inn over a few drinks, the door to the inn opens and in walks a Dabus. He looks at each of you and opens his mouth, the strange symbols forming words that all of you can understand. “Greetings champions. It is time to return to Sigil. Your work here in Alterius is done and we are glad for it’s outcome. Please, spend tonight relaxing and enjoy your time here in Alterius. In the morning, take these and exit this inn through the front entrance here. The portal will take you back to Sigil in the room where you all departed from.” The Dabus hands each of you a silver disk engraved with a females face surrounded by a halo of spikes. After handing out the gate keys, the Dabus turns and leaves the inn.
The next morning, you gather your things and take the portal back to Sigil. You all arrive back in the same warehouse you left Sigil in. You walk into the room and see 6 Dabus standing there waiting for your arrival. As soon as you are all in the room, one of the Dabus steps forward. In their weird language he says, “The Lady is pleased with how events have transpired in the gate town of Alterius. She would like to present each of you with a token of her appreciation. She has two gifts for each of you. One of these gifts is materialistic in it’s value, the other is a once in a lifetime choice that must be made by each of you on your own. The first gift is one of treasures collected from across the realms. Choose which ever gift you would like from the collection and it shall be yours. The other gift is something that you should each ponder and only accept when you know what it is that you would like. The Lady herself has granted each of you a trip from Sigil, The City of Doors, to anywhere you would like to go. Any plane of reality, any destination, from Sigil all worlds and planes are accessible if one only has the key.
The medallions we gave you yesterday were a two way key. The first brought you back here, the second will take you wherever you would like. Picture your destination firmly in your mind and walk through that gate with the key held in your hands and you will find yourself there. This gateway will only work one more time for each of you and its like can be found nowhere else in all of reality.
So spend your time here in Sigil as you like. Whenever you would like to use this gate feel free to return here. If you choose to remain here on the Planes then feel free to stay. The Lady thanks you for the balance you have kept and wishes you all well.” With that all the 6 Dabus bow at once and leave the warehouse.
***
Let the PC’s decide what loot they would like from the loot tables and let them each decide where they would like their PC to go. If you have plans for the PC’s as a group you may want to change the way the award for travel is handed out to reflect your campaign designs. Sigil is the City Of Doors and the possibilities for travel and adventure are endless.

Varthas defeats the PC’s:
“You have died. You know this. You felt your life slipping out of you drop by drop on the fields outside Alterius. You know you shouldn’t be aware of anything but you know that somehow you have survived. You will your eyes open and what you see makes you rethink your perception of what being dead entails.
You find yourself in a bluish silvery void, surrounded by twinkling points of light stretching across the heavens. What appears to be down just based on where your feet are compared to your head, you see solid brown rock yards below your feet. You hang suspended weightlessly in the void, surrounded by a vastness impossible to grasp.
That’s when you see him. He appears like he is only a hundred yards away but as he gets closer he gets bigger and bigger. He is obviously larger than any thing human. He has skin of dark onyx and the head of a jackal. As he gets closer you see a staff held in his hands, and his body is adorned with ritualistic trinkets. You sense you are in the presence of a god. He ends up right in front of you, his face filling your field of vision.
The void next to him begins to shimmer and out of the void emerges a female. Her body is covered from shoulders to below her feet in long flowing crimson red and grey robes. The hems have the look of never having touched the ground before. Her face is hidden behind a silver mask with a halo of blades around her head. She looks at the jackal headed god of this domain and she looks at you. She nods once then shimmers from view and disappears.
The jackals head looms in ever closer to you till you find yourself staring deep into his yellow eyes. You are staring deep into the black of his iris and deep inside the vastness you see a spark. It is small at first, but quickly starts to fill the blackness. The lights rush towards you till you find yourself on the floor of the warehouse in Sigil.
You see 6 Dabus standing there waiting for your arrival. Around you you see the bodies of your comrades slowly stirring to conciousness, one of the Dabus steps forward. In their weird language he says, “The Lady is pleased with the outcome of the battle at the gate town of Alterius. Varthas was driven from the city by your heroic efforts and the help of the Silver Guard. She has brought you back from the void and would like to present each of you with a token of her appreciation. This is something that you should each ponder and only accept when you know what it is that you would like. The Lady herself has granted each of you a trip from Sigil, The City of Doors, to anywhere you would like to go. Any plane of reality, any destination, from Sigil all worlds and planes are accessible if one only has the key.”
The Dabus all step forward and hand each of you a flat silver disc inscribed w/ the face of the Lady of Pain, the same face you saw in the void. “These medallions are a key. They will take you wherever you would like. Picture your destination firmly in your mind and walk through that gate with the key held in your hands and you will find yourself there. This gateway will only work one more time for each of you and its like can be found nowhere else in all of reality.
So spend your time here in Sigil as you like. Whenever you would like to use this gate feel free to return here. If you choose to remain here on the Planes then feel free to stay. The Lady thanks you for the balance you have kept and wishes you all well.” With that all the 6 Dabus bow at once and leave the warehouse.
***
Let the PC’s each decide where they would like their PC to go. If you have plans for the PC’s as a group you may want to change the way the award for travel is handed out to reflect your campaign designs. Sigil is the City Of Doors and the possibilities for travel and adventure are endless.

AWARDS

Yes, you read that right, there will be awards handed out to the players.

Best Sportsman – All the players at each table will vote who deserves this award – 1 per table

Strategist – This will be handed out by each GM – 1 per table

Combat Medic – Who stabilized the most number of dying PC’s – 1 over all

Slayer – The most elite mob kills – 1 per table

Loot Award – Handed out by GM’s – 1 over all

Crash Test Dummy – Most healing surges used – 1 per table

One Trick Pony – Handed out by GM’s – 1 per table

MVP – Voted on by all players – 1 over all

LOCATION 1: (1st round location) Shipyard
Enemies: Undead pirates climb out of the bay and start to attack a ship tied up to the dock.
Reg Elite: 1st Mate undead pirate
Add Elite: An undead pirate captain w/ an undead parrot too.
Boon: Barrel of Sand – enough to encircle 1 PC protecting them from all damage from the pirates. This can be used w/ a successful Religion or Dungeoneering check.

Read the Following to the PC’s:

“As you make your way through the streets of Alterius, you find yourselves in the shipyards. You make your way to the line of ships at anchor on the piers. The huge vessels rock gently in the surge from the river that runs past the great city. The vessels have been abandoned by their crews in front of the terrors invading the town and are standing as giant sentinels, the only sound emanating from them is the creak of the wooden hulls and the flexing of the taught ropes holding them to anchor.
That’s when you hear it. It sounds like the shuffling of wet feet on wood. You look up and see that there are pirates on the docks, drowned, bloated corpses that are edging towards you.
There’s a cruel laugh from one of the ships above you and you notice there is yet another pirate there, bigger and meaner looking than all the rest. He raises his rusted cutlass above his head and bellows a challenge at you as the pirates charge.”

The pirates have formed a ring around the PC’s on the docks and will start attacking them. The PC’s have some crates and barrels that were destined to be shipping out shortly for some cover.

LOCATION 2: (1st round location) Red Light District
Basic Waves: Vampires attempting to charm the PC’s
Reg Elite: A succubus or Eiryne (sp) – a demon that will seduce/charm the PC’s as well
Add Elite: 1 Elite General
Boon: 2 Cold water troughs outside the houses to shake off effects of a charm effect – only usable 2 times till the water is spilled and not enough left. Can be used w/ a successful Streetwise or Diplomacy check.

Read the following to the PC’s:

“Well, every town has an area of ill repute and it looks like you stumbled upon it. You see a few bodies in the streets, left where they have fallen. They range from the prostitutes of the streets to their clients; none were spared that were caught unprepared.
The horses that were left tied up in front of the houses at the troughs were also slaughtered. Their bodies ripped apart by the ravening hordes.
However, it looks like a few of the women were able to survive. They are standing tentatively in the doorways of their respective houses and looking at you all as if their saviors have arrived to drive off these terrors.”

Little more subtle, but the women the PC’s see are the vampires. They have already killed all the women of the houses that they caught and are laying in wait for some brave foolish heroes. The Eiryne is waiting in the shadows on a porch of one of the homes, hidden and will attempt to charm the PC’s trailing in the back of the group first.

LOCATION 3: (1st Round location) Sewers
Basic Waves: Rat swarms
Reg Elite: Rust Monster
Add Elites: Cranium Rats – they have all fled here away from the undead in the city above. These are an old AD&D Planescape monster (I have the stats from AD&D) – the more rats in the pack, the stronger they are. Their mental abilities stack and you end up w/ a high level wizards spell casting abilities but they are coming from the swarm of rats. The more rats the PC’s kill the weaker lvl of wizard it becomes.
Boon: Loose masonry on the ceiling being held up by scaffolding falls and squishes a sizeable portion of rats. Can be dropped w/ a successful Thievery or Dungeoneering check.

Read the following to the PC’s:

“You make your way in from the crumbling walls and come across home that has crumbled into the street blocking any further passage this way. As you turn around, the building behind you collapses as well as a giant boulder smashes into it. There is no way out and the fires are quickly spreading among the timbers of the destroyed homes.
You look to your right and in a slight alcove off the street in a dead end alley you see a sewer grate. As you approach you notice the only thing preventing you from escaping further into the city is an old rusted lock. You can hear the sounds of water trickling through the sewers and the fire is getting closer behind you…”

As the PC’s enter the sewers they hit a T intersection and can go right (towards the center of the city) or left (a dead end and where the Rust Monster is hanging out). Bottom line, the PC’s will be fighting a 2 front battle w/ the hordes of rats running their way away from the fires further in the city and the lair of the rust monster who has awakened when they entered the sewer grate. Have fun!

LOCATION 4: Butchery
Basic Waves: Ghouls – make em tough. They love raw meat
Elites: 2 Werewolves
Add Elites: Large buffed ghoul
Boon: The butchery has 2 knives made of silver. Can be found and used w/ a successful Thievery or Perception check

Read the following to the PC’s:

“The werewolves have been hot on your heels the last block or so. They have split up and have been hunting you as a team, their howls echoing down the streets and alleys. As you turn the corner the smell of raw meat assaults your nostrils. You find yourself in front of the butchery.
You start to run down the street when you see one of the werewolves prowling at the far end of the street, you quickly run inside the open the door in order to avoid being seen. That’s when you realize that the butchery is filled with the sound of tearing meat. You look into the back of the shop and see a group of ghouls tearing into their meal of raw flesh.
You are stuck here, either to face the ghouls in the shop or to turn around and leave and fight the werewolves in the street. That’s when one of the ghouls pauses in its feats and looks up at all of you. It cocks its head to one side, drops the piece it was chewing on, and nudges the ghoul next to it, pointing at you all…”

The PC’s will have to fight the ghouls in the butchery AND they will have the 2 werewolves hunting for them in the streets outside.

LOCATION 5: Tannery
Basic Waves: Zombies w/ acid cannons. If knocked prone these will explode w/ a close burst 2 acid spray
Elites: Large Bloated zombies w/ Acid cannons (a bust 3 AOE version of the smaller ones). If knocked prone it will explode w/ a close burst 3 acid spray
Add Elite: Ooze
Boon: Vat of oils – can spill on ground causing anything standing in it to slip and fall prone. Can be found w/ a Perception or Nature check.

Read the following to the PC’s:

“You don’t know what that was but hopefully it is gone now. The abomination you saw was a patchwork of flesh sewn together and animated like a large bloated sack of flesh on spidery limbs. The smell of the tannery assails your nostrils. The fumes from the tanning reagents makes you want to wretch onto the ground. The smell is horrendous.
You can still see that thing milling around in the street outside, looking for something else to spit its acid bomb onto. Your companion tugs on your sleeve, face green with nausea. They point to the yard of the tannery with a shaking hand and then double over vomiting onto the floor. You see some more constructs in the side yard standing around.
They all have odd shaped hoses that lead from their stomachs to weapons in their hands. One of them lifts up a barrel of the foul chemicals and starts to drink its vile chemicals down. You see its body begin to bloat with the fluid as it continues to drink. Your stomach flutters a bit and is quickly replaced with the ice cold lance of adrenalin as you realize that they are looking at you and raising their hoses to point in your direction…”

Once the bloat zombies begin to spray their acid at the pc’s, the large bloated zombie in the street will start to fire bursts of its acid into the tannery. The tannery has no roof to allow all the fumes to dissipate quickly so the bloat zombie can arc its acid into the structure.

LOCATION 6: Cemetery
Basic Waves: 1 Necromancer – he summons other undead on phase 1 but it starts w/ just the one guy. The undead hit points are a shared health pool w/ the necromancer. He gets 1 surprise round as he summons the first wave surrounding the PC’s.
Elite: He summons a controller skeleton mage
Add Elite: 1 Elite General
Boon: One of the undead brought back is the ghost of a virtuous priest who shakes off the summoning and helps heal the PC’s. Can be seen and recognized w/ a Religion or History check.

“You step past the rickety iron gate surrounding the cemetery. You have tracked the person you were chasing here and now you have him cornered. The 15’ tall wrought iron walls surrounding the cemetery have made cornering him very easy.
You walk through all the graves of the dead, stepping around tombstones and around the large sculptures denoting family crypts. The mist is clinging to the ground here, possibly drawn by the aura of death around the cemetery. The cold dead ground absorbs the sounds of your footsteps giving this man hunt an eerie quietness.
There he is, ahead of you. He has stopped running and is standing atop a rise. As you get nearer you realize that he is standing there with his hands in front of him making strange gestures and moving his lips. This does not bode well…”

The PC’s have chased a necromancer into the cemetery. When they catch up to him he is just finishing his summoning spell and is bringing the dead back to life to fight for him. As the undead emerge from their graves, they get one surprise round on the PC’s. Allow the PC’s to start anywhere they want around the edges of the map but no closer than 18” from the Necromancer.

LOCATION 7: Trade Market
Basic Waves: Undead Centaurs
Elite: Ogre Sized Bone Giant smashing stalls
Add Elite: 1 Elite General
Boon: Weapon Cache can be found w/ a Streetwise or Thievery check. Cache contains 3 healing pots, 2 +1 weapons, 1 +1 suit of armor

Read the following to the PC’s:

“Well that was sure easy to find. You get clear of the last fleeing townsfolk and find yourselves looking upon a trade market that has been destroyed by the invading army. You see undead centaur like creatures running among the stalls, cutting down any they encounter with their glowing sickles.
In the back of the market area is a large ogre sized bone giant throwing rubble the size of a small cart onto the stalls and destroying them with a single toss. After each stall is destroyed, any that were hiding in them that survived the destruction flee to hide somewhere else as they try to escape.
You see the ogre skeleton pick up a large chunk of fallen masonry and turns to throw it into the shacks. He pauses as it is raised over his head, lowers the missile to the ground, and points at you letting out a loud bellow. The centaurs rear up in the midst of their slaughter and bear down on your group…”

It’s an all out brawl at the market. The Ogre should throw whatever it can at the PC’s from range while the Centaurs will use hit and run tactics to wear the PC’s out in a chase.

LOCATION 8: Rich Neighborhood
Basic Waves: Zombies in a horde pushing through the gate lined street. Freshly raised undead from the siege
Elites: Elite Armored Skeletons w/ Pole Arms (Bane Knights)
Add Elite: 1 Elite General
Boon: The house guards are convinced to attack w/ an Intimidate or Endurance check.

Read the following to the PC’s:

“The horde of zombies has been pursuing you all for the last 20 minutes. You tried to stand and fight but they just kept pouring into the streets from everywhere, there was no way anyone could hold them off in a pitched battle. Your lungs are starting to hurt as you push yourself to stay ahead of the ravening horde.
You reach a tree lined street with large expansive homes on either side stretching the along the entire block. In front of each home are 15’ tall iron fences. Behind these fences near the gates to enter these estates you see groups of house militia armed and prepared to defend their employer’s estate. You run up to the first one begging for help, all you get in return is a cold stare and a threatening gesture.
You look ahead of you, someone has constructed barricades in the center of the street; apparently the rich have decided to hole up and try to wade through the invasion. As you look over your shoulder you see the horde of zombies round the corner and they start to run after you. You look at the barricades, and back at the horde of zombies. Oh well, looks like it’s time to see how fast you can climb…”

The PC’s have a race against the zombie hordes down this boulevard. Ahead of them are 3 barricades that the residents have set up trying to keep the enemy from advancing into their nice neighborhoods. The PC’s will have to make Athletics check to clear the barricades set down the street as they go from easy to hard progressively. If the PC’s can make it to the end of the street before the zombies get ¾ of the way through, it counts as a victory.

LOCATION 9: Library
Basic Waves: Undead Scarecrows w/ flaming pumpkins for heads Elites: Undead wizards (skarlocks)
Add Elite: Headless Horseman
Boon: PC’s find a random book w/ a 1 round shield spell preventing all damage from crossing the boundary (thanks Bo for the inspiration) w/ Arcana or Perception check

Read the following to the PC’s:

“You turn the corner ahead to find a citizen bent over panting for breath. He looks up at you and says, “Please don’t kill me! My name is Malkor and I was sent to retrieve important city documents from being burned at the library. It’s just around the corner but it is being besieged by the enemy. Please help me!” He looks at your companions pleading for help.”
*** RP all you want here, Malkor was sent to the library to retrieve documents that the governors of Alterius found worthy of saving – basic government ledgers containing censuses, taxes, etc. things not really worth anyone’s life unless you are a bureaucrat … have fun…. Convince them it is VITALLY important to save these***
Continue once they agree:

“As you round the corner you see the library. It towers over the surrounding buildings, obviously a repository of knowledge and learning. You enter the vast double doors and as they swing open they reveal that the interior of the library has already been compromised. Malkor cries out and dashes off to the left, obviously he knows where his documents are kept.
The invaders turn to look at you. You see animated scarecrows in front of you, all of them with burning brands in their hands as they prepare to torch the books around them. Behind the scarecrows, you see an undead mage leading his animated brutes. He raises his arms and flames shoot forth from his fingertips, igniting the books around him…”

The PC’s will have to fight off the undead in the library and prevent them from burning the building.

LOCATION 10: Inn Wine Cellar
Basic Waves: Hordes of spiders
Elites: Ooze
Add Elite: Epic Spider
Boon: 95 Proof Brandy – very flammable found w/ a History or Perception check

Read the following to the PC’s:

“Spiders… Why did it have to be spiders…? You followed the Necromancer through the doors off the street. The stairs led you down and underneath the home above to their personal wine cellar to be confronted by this…. hordes of spiders swarming over the ground.
You hear laughter behind you and as you spin around you see the Necromancer shut the doors and a loud thunderous bang as they are bared from the outside. You try to shove the doors open again and they resist any attempts at opening them. The doors are glowing with a faint purplish sheen… the damn wizard not only physically blocked your way out but enchanted the locks behind you as well.
The only light is coming from the enchantment but you know what’s waiting there skittering in the darkness if you light up a torch. You can hear their legs scratching on the stone floor as the swarms move…”

The PC’s have been trapped in a basement by a necromancer they were pursuing. The only way out is to fight through the swarm of spiders the necromancer summoned in his wake. There is also a large Ooze that the homeowners use to keep rats out of their cellar. It is a large, clear Ooze and it is sitting right in front of the stairs

LOCATION 11: Clock Tower
Basic Waves: Cultists apx 10
Elite: Deformed human – Hunchback of Notre Dame
Add Elite: Gargoyles
Boon: Ringing the bells in the right order will make cultists ritual to fade and the cage will be released holding the Hunchback.

Read the following to the PC’s:

“You heard a scream come from inside the clock tower. As you rush inside you see a group of cultists on the ground floor standing around a ring hastily drawn onto the stone floor. In the center of the ring is a grotesque giant of a man. He is hunched over and his face is distorted and twisted. Obviously this creature is a warped product of nature. He is contained in the center of the ring in a green field of necromantic energy.
The inside of the circle is filled w/ runes written in blood, obviously the source of power for the spell. You see a tangled mass of long blond hair behind the malformed person, obviously the sacrifice made to power this ritual. One of the cultists turns to see you all enter and yells out, alerting everyone to your presence.”

What’s the twist here you ask? Well, the Hunchback can either be friend or foe based on how the PC’s react towards him (and yes, it’s a him, it’s not a golem or a monster… just a poor unfortunate person). The girl was killed by the cultists to power their imprisonment spell holding the hunchback at bay from attacking them all. He was in love w/ the girl and is trying to get revenge.
The PC’s can make a Arcana check to determine the nature of the spell and to realize that a high pitched sequence of notes from the organ will dispel the shield. Once the shield is dispelled, the hunchback will attack everything around him in a blind frenzy. If the PC’s can calm him down, he will help them kill the cultists, if they blindly attack him, he will count them as one of the cultists and attack them as well.
Once combat is resolved, the hunchback will stay in the tower and carry the body of the poor girl to the roof and protect it from further harm from the invaders.

LOCATION 12: Family Crypts
Basic Waves: Low lvl mummies
Elites: High lvl mummy
Add Elite: 1 Elite General
Boon: Embalming gloves – immune to disease w/ Heal or Nature check

Read the following to the PC’s:

“You knew you would end up here at some point. The undead invade the city… of course they would need reinforcements… you just didn’t expect it to be so dark. The crypt is a huge underground building. The light of your torch is barely flickering against the far walls. Everything is dim shadows around you and you know that you saw something move ahead of you.
Your group edges deeper into the crypt, foot by foot, making sure that nothing is moving. It gives you the creeps down here. Several times you have thought you have seen things moving in the shadows only to get closer and realize it was just a part of a strip of dressing hanging off a table. Several times you could have sworn you have heard shuffling footsteps, only to turn around to find that nothing is behind your group.’
The darkness is getting to you and playing tricks on your mind. Best to stay alert…”

The party is moving through the depths of the city morgue. Unfortunately for them, several mummies have already shambled out of their tombs and are wandering around as well… slowly being drawn to the light and the noise from the PC’s.
Have the PC’s take one free round of movement on a map that allows them to only see what their torch radius would reveal… know that the mummies are already there surrounding them in the room. Roll for initiative and if the PC’s don’t stumble upon a mummy before its initiative it will attack them.

LOCATION 13: Botanical Garden
Basic Waves: Scarecrows
Elites: Plant Construct – Little Shop of Horrors
Add Elite: Plant giant elemental
Boon: Healing plants – +2 healing surges for whole party AND in shed Shears (axe) +2 vs. plants find w/ Nature or Heal checks

Read the following to the PC’s:

“Finally! A bit of beauty amidst all the death and chaos of the past few hours. You find yourselves walking through the Botanical Gardens of Alterius, one of the most beautiful locations in the whole city. You see flowering plants never dreamed of in your wildest dreams collected from across the planes of existence. Roses that are continually burning w/ an inner fire, white lily’s that are glowing w/ an inner radiance. Everything smells so refreshing and the splendor around takes your breath away. How could anything go wrong here… That’s when you could swear the scarecrow just moved off to your left…”

Well, the PC’s are in a garden surrounded by Scarecrows that have been animated and commanded to attack anyone that moves too close. If the PC’s look closely, they will see several bodies of innocent victims at the scarecrows feet. The scarecrows will surround the party, hiding in the bushes and sneak attacking them.
Amidst all the lovely plant around the PC’s there is one specimen that is not so friendly… The Audryantha Shopilous – a rare carnivorous plant from Ghenna itself. It’s green tendrils it uses to pull it’s victims into its hungry gaping mouth. It can effectively grab any PC with in 20’ of it and will drag the PC to itself at the rate of 10’ per round… it’s bite is strong enough to sever a limb, but its tendrils are rather unprotected.

LOCATION 14: Crematorium
Basic Waves: Tough Cultists 5
Elite: Nightmare – Freddy type monster
Add Elite: 2 Golems – 1 Flesh 1 Fire
Boon: Smock (cloak) +5 Fire resist and goggles of trueseeing found w/ perception or thievery checks

Read the following to the PC’s:

“By the fires of Hades this place is hot! You can feel the sweat pouring out of you like water through a sieve, it doesn’t help you are all loaded down with all your gear and it’s hotter than the forges of Vulcan in here. You wipe the sweat from your brow again and that’s when you see him again; his skin is burned and scared and he has claws on his right hand.
He grins maniacally at you and disappears into the smoke around you. The fires are still burning in the crematorium, the doors left open, pouring all the heat, flames, and smoke into the room. You chased this maniac in here and now it’s time to finish him off.
The smoke clears enough for you to get a glimpse of 5 other cloaked figures in the room moving about their duties. Apparently word of the war didn’t make its way down here as they are still throwing bodies into the flames. That’s when one of the bodies being thrown into the flames moves and tries to escape its handlers grasp before being flung into the fires…”

The PC’s are in the Crematorium, they have 5 cultists that are constantly dumping prisoners into the flames as a living sacrifice to the Nightmare they have conjured with them. The Nightmare lives off fear and will attack the PC’s using it’s ability to go invisible to get behind them and attack when they least suspect it. It has mind controlling powers as well, warping what they see of as reality.
The PC’s will need to stop the cultists and kill the Nightmare. If they stop the bodies being thrown into the furnace, the Nightmare will start to loose it’s powers and substance as it needs a constant flow of fear and terror to keep it alive.

LOCATION 15: Interior of Prison
Characters fall into the interior of the prison on a slide of rubble – only way out is to proceed. Need to make checks to lock gates behind PC’s
Basic Waves: Prisoners
Elites: Prisoner – Jason like character chasing PC’s
Add Elite: Jason has a spear gun
Boon: Jailers Key set +2 lock picking need to make Thievery or Dungeoneering checks

Read the following to the PC’s:

“You shake the rubble off of yourselves and slowly stand up. One minute you were making your way down the street and the next the ground collapsed under your feet with a loud explosion, dumping you into the bowels of Alterius’ prison. You all try to climb back up the slope of debris to no avail; the dirt is too loose to give any sort of purchase so it’s down the slope of rubble and you will need to make your way through the prison itself.
The first thing you notice is that all the cell doors are hanging open. Some are swinging as if a breeze was gently swaying the doors on their rusted hinges, but it’s the others that concern you. Not just that they are open, but that they have been wrenched open, twisting the wrought iron bars as if a demon ripped them open.
That’s when you see him, a lone prisoner making his way down the hallway towards you. He has some sort of white gladiatorial mask on his face, concealing his face behind a bone white demonic cover. He is a massive man, standing approximately 7’ tall and built with solid muscle. He moves in your direction with a slow leisurely walk. Nothing hurried in his gait. The sense of menace and anger boils off of him causing a sense of terror to well up inside of you.
As he gets closer you can see he has crossbow bolts sticking out of his chest, the damage they have done doing nothing to slow his glacier approach. That’s when you notice the dead guards down the hall way behind him and the scattered sticks of dynamite around their broken corpses…”

The PC’s have a race through the prison to escape out again before the Prisoner gets them. Between it and the exit stand a few waves of prisoners and locked jail doors.

LOCATION 16: Opera House
Basic Waves: Cultist rogues – all have sneak attacks and invisibility
Elites: Ghost of Yorrick (Macbeth)
Add Elite: Banshees
Boon: the opera house is haunted by a “Phantom” who arrives to help fight off the enemies, summoned by using the pipe organ in the orchestra pit. This can be used w/ a successful History or Diplomacy check.

Read the following to the PC’s:

“Ah… culture at last. After the horrors you have encountered, it’s nice to see this bastion of civilization still standing. The Opera house stands above all of its neighboring buildings like an actor on a stage itself. The city walls behind it acting as it’s backdrop. As you get closer you realize that the bastion has been breached. The doors have been blasted open and burn marks scar the entrance.
You go up the stairs and peer inside the opera house. The rows of seats are all there, the curtains are up revealing the stage and all the set dressing as well. You see a group of cultists on the stage, they are all chanting in unison and holding skulls in their hands. That’s when you see it…. in the center of their circle… a ghostly apparition appears floating mere inches off the ground. The ghost looks around at all the cultists and then raises up his hand, in it you see a skull as well. “Alas, poor Yorick! I knew him…” the ghost says. You see the ghostly skull float up out of his hand, it’s eyes glowing a green hellish fire, as it turns and looks at your party…”

The PC’s get to fight the ghost of an actor who died in the theatre. The ghost has a floating skull that will fight along side of him, helping in the fight. On top of that the cultists will have snuck off into the opera house and will also be harassing the PC’s.
To continue the drama, the PC’s can summon help from a shadowy cloaked figure that lives beneath the Opera House. If the right notes are played upon the keyboard this Phantom will arrive to help the PC’s.

LOCATION 17: Banking District
Basic Waves: Armored Skeletons w/ battering ram trying to get into bank
Elites: Large Bone Golems
Add Elite: 1 Elite General
Boon: Gnomes appear on the roof and hurl furniture onto the enemies. Can be called upon for help w/ a successful Bluff or Intimidate check.

Read the following to the PC’s:

“Money, so they say, is the root of all evil today… It makes the world go round. It moves economies and nations to war. It can destroy a mans life or grant him every wish. And here it is, right in front of you, the bank of Alterius rising stately into the air, baked by the view of the city walls. Of course the money isn’t just left unguarded at times like this, and even an undead Lich king can use a few more gold to fund his grand designs.
The doors to the bank have been barricaded from within and you see a group of armored skeletons using a battering ram trying to break through it. They charge as fast as they can at the doors, slamming into it with a loud crash. Then backing away and doing it again.
That’s when you look up and see people on top of the bank. A group of gnomes have taken refuge on the roof and are doing what they can to protect the bank. You look around and see broken pieces of discarded furniture on the ground. Theres a cheer from the roof as a chair is heaved over the edge and dropped on a skeleton rushing your group.
Well… chances are your efforts will be rewarded…”

The PC’s have stumbled upon the city’s bank as it is under siege by the army on their way out. A few thousand more gold coins wouldn’t hurt to line the retreating armies coffers. On the roof are a group of gnomes that have taken up refuge there safe from the skeletons milling below. The Gnomes will help the PC’s if they are convinced it is in their best interest to do so… but they feel they have the situation well under hand.

LOCATION 18: City Park
Fleeing citizens constantly running through the park fleeing the army.
Basic Waves: Armored elite skeletons
Elites: Undead horse drawn hearse w/ brains in jars – has guard of skeletons around it
Add Elite: 1 Elite General
Boon: A 3-4 Silver covenant knights can be called upon to help w/ a Diplomacy or Intimidate check

“The screams are coming from just around the corner. You clear the side of the building to see the huge city park that spans across the entire open square in front of you and runs all the way to the walls of the town. You see people fleeing towards you from the park.
You look to the side and on the other side of the flood of people you see a few of the Silver Guard trying to get some semblance of order among the panicking people. Over the crowds heads you see armored troops attacking whoever they can reach, behind them is a huge black hearse with it’s curtained sides drawn.
It seems that the army has taken one final stand and is reveling in the whole sale slaughter of the citizens… however… something about this scene just doesn’t seem right… something is wrong…

Here’s what happened. The hearse has 3 brains in jars inside of it. the brains were mind controlling the herd of people it had collected and were leading them out of the town to be used to reform the army that had been lost today. As the hearse neared the gates the brains reached their limit and the mind control was broken.
For the first round the brains are counted as being dazed and stunned, not being able to affect the battle as they recover from the strain placed on them by their mass mind controlling. However, the PC’s wont know what is in the hearse unless they look or pull a curtain aside to peek in.
The skeletons are simply there as brutes to herd the people along and keep the brains safe.

Meditation

XVI The Tower

break down all the long-established patterns and assumptions that we have taken for granted for so long.

react with hope, letting go of our fears.

identify the things to which we are clinging that no longer serve us well

Listen carefully for random symbols which will point you in the right direction.

to resist change is to deny life,

My Favorite Celebrity

Johnny Depp

Powered by Plinky

My Last Public Meltdown

Cody.

Powered by Plinky