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Post by Zyraen on Dec 8, 2019 0:47:50 GMT 8
TITLES
Followed by brief premise
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L5 Forge of the Dawn Titan
The heroes race against time to stop the foul servant of the primordial Maegera the Inferno from unleashing a fiery cataclysm upon the world.
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L8 Talon of Umberlee
The heroes are sent to retrieve the fabled Talon of Umberlee from the heart of a pirate den and bring it safely back to shore.
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L6 Attack of the Tyrantclaw
The druid Hyacinth needs time to conduct a ritual channelling an obelisk on the Isle of Dread. It is likely to draw the ire of the orcs and monstrous beasts that inhabit the island, so its up to the heroes to protect her.
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REMARKS I consider the Lair Assaults before this line to be more straightforward and ideal for newer parties, and the later ones more advanced and potentially time consuming
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L9 Spiderkiller
Another race again time, this time to stop a drow priestess from opening a portal to the Demonweb plane where Llolth herself resides.
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L8 Kill the Wizard
An elite party of dark elves (ie the players) have been sent to assassinate a wizard inventor who plans to mass produce hunter-killer devices to exterminate all drow in the Underdark.
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L7 Temple of the Sky God
The heroes take to the skies atop flying mounts, to thousands of feet up in the clouds in order to put an end to the corrupting forces that plague the temple of Sky God.
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L10 Into the Pit of Madness
The Chained God Tharizdun stirs as his cultists come near to waking him once more, except for the efforts of your plucky band of heroes.
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WHAT IS LAIR ASSAULT?
Lair Assault is/was a 4E program/series of adventures where the players would build optimised characters to "challenge" the adventure, usually a certain dungeon. Each adventure is designed to be run in a single session.
The DM is explictly instructed to run the adventure in as deadly way as possible, including keeping downed PCs down and using Coup De Grace etc. However, he must follow the adventure exactly, without changes or modifications (except where allowed), and creature stats may not be changed. Most adventures do not indicate tactics, but where indicated in the adventure, placement and tactics must be followed.
Usually the first run results in at least some PC deaths and possibly a TPK. Unlike most adventures, Lair Assaults can be replayed and metagame knowledge can be applied, such as being aware of all the Lair Assault events as the players have known so far, and building/cloning a team of PCs to exploit enemy weaknesses and common elements to the fullest.
The DM is allowed to modify or randomise the adventure to allow more replay value, only as indicated in the adventure. Assuming the first run was "as far as possible" and nearing the end, usually the second run secures a win. There is also the optional Nightmare mode for some, that all players must agree to before upping the difficulty.
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Post by Zyraen on Dec 8, 2019 0:57:41 GMT 8
LAIR ASSAULT RULES
- Number of Feats purchased with UP not more than one plus half Level (round down, as usual)
- No character may have more than 2 Roles
- Signature Abilities capped as follows, with Min & Max Sig purchases accordingly L5-: SA2, SM1, 1-3 Sigs L6-L7: SA2, SM2, 2-4 Sigs L8-L9: SA3, SM2, 2-5 Sigs L10+: SA3, SM3, 3-6 Sigs
- Willpower may not be used to add +4, reroll d20s, regain Signatures. However, there is no limit to the number of Reserves that can be regained through Willpower. In addition, if you miss with all attacks of a Signature Attack and it has no effect on a miss, you can spend 1 WP to regain it, without limit (effectively spending 1 WP to make it temporarily Reliable)
- For avoidance of doubt, Mastery is available but subject to caps on Signature abilities. WP may be spent to fuel Mastery applications
- Each character starts with 3 Magical Items, of level equal to their Level -1, +0, +1. Lower level is allowed but no additional gold. Critical hit dice are fully dependent on the magical item
- Each character starts with gold equal in value to a Magic Item of their Level -1. The gold can be used to purchase other magic items, including up to two consumables.
- as usual Rares are not allowed. Restricted CAs remain restricted.
- Improved Fortitude, Improved Reflex, Improved Will have a prerequisite. You must have at least 3 in Physique, Finesse, Influence respectively to take the feats.
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WHY SO RESTRICTIVE?
The Lair Assaults were written for 4E, which has a standardised advancement like most games. The above restrictions bring UB closer to 4E characters, but still providing more flexibility than regular 4E
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MATH CHANGES This is mostly to bring the math in line with the 4E Lair Assault numbers.
- Characters add half their level (round down as usual) to their Atk, AC, FRW. This is also added to all Skills.
- Characters have an Expertise of 0. They use the Enhancement value of their Neck, Armor and Wpn/Imp to add to FRW, AC and Atk+Dmg respectively.
- Characters may get a feat called Expertise to add +1 to their attack rolls and damage rolls, with only one chosen weapon or implement. This feat is only used for Lair Assault programs.
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Racial Bonuses - note all adventurers and trained personnel (soldiers, constables, thieves etc) have low light vision
- choose +1 Fort, Ref or Will - choose one from below (that should make sense for your race/training) or ask the GM for further options
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Post by Zyraen on Dec 10, 2019 1:14:22 GMT 8
17 Dec - Talon of Umberlee, Level 8
You have been hired by Soman Galt, the dwarven mayor of Neverwinter, to recover an artifact that rightfully belongs to Dagult Neverember, the city's esteemed lord. The Talon of Umberlee, a large golden statue shaped like a hooked claw, was being transported by ship when the vessel was attacked and sunk by Tidescourge pirates.
Divinations reveal that the Talon lies off the coast of Port Llast, north of Neverwinter. Lord Neverember has loaned you one of his prized ships, the Neverwinter's Pride, and urged you to retrieve the artifact. According to Galt, the Talon has the power to protect the city against threats from the sea.
Galt reports that his men captured a Tidescourge spy in the city not too long ago, and the knave provided some valuable intelligence on a pirate base off the coast of Port Llast. Evidently, the pirates have taken to calling it Murdershoal, and that's where they like to conduct business with outsiders. In all likelihood, the Talon is being held there. However, Galt hastily points out that Lord Neverember is not interested in parleying with the pirates; he wants what's rightfully his.
You are cautioned to avoid Port Llast at all costs. The Tidescourge pirates are ruthless and dangerous in large numbers. Best to slip into Murdershoal, find the Talon, and leave as quickly as possible. If an alarm sounds, you won't have long before reinforcements arrive. Also, best to keep the Neverwiner's Pride hidden in a nearby cove and out of sight. Lord Neverember won't be pleased if this venture costs him another ship!
It's common practice for Tidescourge pirate captains to carry horns while on Murdershoal. If trouble arises, all a captain needs to do is blow the horn, and reinforcements from Port Llast will arrive in short order.
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Post by Zyraen on Dec 17, 2019 23:17:35 GMT 8
Glory for Lair Assault 8 : Talon of Umberlee Two attempts on 17 Dec 2019
Players: Dean, Esabel, Fadzli, Travis
Note each Player only gets a Glory award once.
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General Awards Epic Win (20 glory): Defeat both encounters on nightmare mode (see page 4). Scurvy Dogs (20 glory): Complete both encounters without using magic items, consumables, or rituals. Tough as Nails (20 glory): Complete both encounters without spending a healing surge. - Everyone (2nd) Delicate Flower (10 glory): Take no damage in one or both encounters. - Esabel (2nd) That'll Leave a Mark (10 glory): Score a critical hit. - Dean (1st) Sea Legs (10 glory): Get a 20 or higher on a death saving throw. Player Bait (5 glory): Do something that makes the DM consult the Rules Compendium or the Player's Handbook. - Fadzli (1st), Dean (2nd) TPK (5 glory): Every character in the party dies. - Everyone (1st)
Encounter 1 Challenge Awards Eye on the Prize (10 glory): Retrieve the Talon of Umberlee. - Everyone (1st, 2nd) Big Booty (10 glory): Retrieve 4,000 gp in treasure. - Everyone (1st) Savvy Scalawag (10 glory): Kill a sleeping pirate. - Fadzli (1st), Esabel (1st, 2nd) You're Off the Map, Jack! (5 glory): Escape before pirate reinforcements arrive after Captain Bloodbath's horn is blown. - Everyone (1st, 2nd)
Encounter 2 Challenge Awards Shiver Me Timbers! (10 glory): Deliver the Talon of Umberlee to Neverwinter. - Everyone (2nd) Take a Dive (10 glory): Die from falling or jumping in the water. - Travis (1st) Kraken Smackin' (10 glory): Kill all four kraken tentacles. Baron Sparin' (5 glory): Bloody the baron and let him go. - Everyone (2nd)
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Glory Tally
Everyone - 65 Dean - 80 Esabel - 85 Fadzli - 80 Travis - 75
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Post by Zyraen on Dec 25, 2019 12:51:48 GMT 8
07 Jan 2020 - Forge of the Dawn Titan, Level 5
The once-bustling metropolis of Neverwinter lies mostly in ruins after a century of turmoil. Nearly thirty years ago, a cataclysm created by a waking primordial struck the city, bringing fires, earthquakes, and evil portents. But even that event could not kill the city completely. Now, widespread repair efforts have given Neverwinter new life under the stewardship of the Lord Protector. Dagult Neverember, Open Lord of Waterdeep.
Years before the cataclysm, cultists of Asmodeus calling themselves the Ashmadai ("Messengers of the Raging Fiend") began working in the region as agents of the Thayan lich, Szass Tam. The exact nature of the bargain between Szass Tam and the cult - or perhaps between Szass Tarn and Asmodeus himself - remains unclear, but Szass Tam has a powerful magic scepter in his possession that the Ashmadai cultists consider a holy relic.
The Ashmadai have been split into two factions. One group, led by the dwarf Pavria, is slavishly loyal to Asmodeus. The other group, led by a tiefling named Mordai Vell, is manipulative and seeks to wield power, rather than pay homage to it. The first group - older and less intellectual - uses the scepter to serve Thayan interests. The second group is less dedicated to Thay and has orchestrated the Ashmadai's rise to power in the city through shady deals and manipulation.
Recently, Mordai Vell and his followers have been pushing the cult into the open, marking buildings whose occupants have suffered the wrath of the cult with the sign of Asmodeus. A few weeks ago, Mordai Vell discovered the catacombs of the Waterclock Guild hidden beneath a large mausoleum in Neverwinter's graveyard. The Waterclock Guild was an organization of artisans famous for building beautiful and intricate waterdocks, without the benefit of magic. It also had a hand in designing the mechanisms that the dwarves of Gauntlgrym used to bind the primordial Maegera. Using the records he discovered in the Waterclock Crypts, Mordai Vell has found a path under Mount Hotenow that bypasses Gauntlgrym, giving him access to the primordial and its power.
In this challenge. the characters confront Mordai Vell and his followers. Mordai Vell resents the Ashmadai's forced relationship with the Thayans, and he plots his own rise to power. He plans to fuse the power of the Nine Hells with the might of the primordial Maegera to create a new scepter in the image of the original but with greater power. lf he succeeds, Neverwinter is doomed.
Lord Neverember's allies are busy dealing with threats within the city. For this reason, he has beseeched the adventurers to eliminate Mordai Vell (offering a sizable reward if they are successful). Neverember put his best wizards to work scrying the cultist, and he was able to provide the party with a map of the complex where Mordai Veil was viewed. The characters now journey through tunnels in Mount Hotenow, speeding toward the Forge of the Dawn Titan, where the tiefling works to complete the scepter. They arrive in the deepest reaches of Mount Hotenow with only a couple of minutes left.
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RACIAL NOTES
Almost all the enemies Resist Fire in this LA.
If you choose Resist Fire as your racial feature for this LA, note you are restricted to following races with their respective Racial Ability (which you of course, may forgo to select an extra CA). As usual, Racial abilities are once per encounter.
Fire Genasi R Firepulse (Interrupt) : When you are hit by a melee attack, make this attack against the triggering enemy. Sec Trait vs Reflex Hit: 1d6 + Sec Trait fire damage. Note : Firepulse is Reliable
Tiefling R Infernal Wrath (Free) : When an enemy within 10 squares of you hits you, the target takes 1d6 + Sec Trait fire damage.
Dragonborn (typically Red or Gold) R Dragon Breath (Swift) : Blast 3 (All) Sec Trait vs Reflex Hit: 1d6 + Sec Trait fire damage. Note : Dragon Breath is Reliable
Dragonborn (typically Red or Gold) R Terrify (Swift) : Blast 10 (Enemies) Sec Trait vs Will Hit: Until ENT, if target is not immune to fear, the target is unguarded against you and takes -2 attack against you. Note : Terrify is Reliable.
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