H1 Keep on the Shadowfell Conversion (Endhaven Supplement)
Overview[edit]
About[edit]
- Uses H1 Keep on the Shadowfell.
- Modified adventure for six characters by adding more 5-person encounters. This allows for players to miss sessions.
- Add a Level 3, 4, and 5 item.
- A1 Kobold Ambush, Level 3 item, belt of vigor.
- Area 4, Chieftain's Lair, Level 4 item, shield of protection.
- Area 14, Warchief's Council Room, Level 5 item, darkleaf leather +1.
- Add enough experience to take six characters to third level.
- 1st - At the Inn, Riot at the Inn
- 1st - On the Road, Moon Fever Mongrels
- 2nd - I1, Shadow Bats
- 2nd - I2, Giant Ant Foragers
- 3rd - I3, Feral Nation Skirmishers
- 3rd - I4,
- Placed the adventure into the Endhaven setting.
- Replace any reference to Orcus with a reference to Samael.
- Replace any reference to a Death Cult with a reference to a Feral Cult.
- Removed kobolds. I felt that human vagabonds made for a more flavorful encounter. Kobolds also raised red flags immediately.
Adventure Setup[edit]
Hooks[edit]
Hooks are character-specific quests. The characters seek to fill these quests. These quests exist to get the characters interested in both the plot and the setting on multiple levels.
- Your friends, the Keegans, have gone missing. They were last seen in Broadford.
- You had a dreams about an ant swarm consuming all things. The witches read your fortune and gasped in horror. They would not speak of it. They have pointed you to Broadford.
- You believe the rumors that the Feral Nation will attack Broadford next. You want in on that fight.
- You were contacted by the Teachers. They are a secret organization dedicated to opposing ancient evils. They face too many challenges and they need help. They believe that you have what it takes to oppose great evil. Prove them right. They believe that great evil is emerging in Broadford. They can't help you. They can only hope that their faith in you is well placed.
- You are a scholar. You wish to piece together the history of Broadford.
- You are a spy from Fort Resolute. Gather as much information on Broadford as possible. They have been weak recently. Are they weak? Are they unable to hold against upcoming military conflicts? Does the Feral Nation intend to attack there? If so, what are their plans? If you run into any information about the secret plans of the Feral Nation, that becomes your top priority. Your information will help support the Border League.
Total Party Kill[edit]
Should the entire party be defeated by humanoids, they will be captured instead of killed. The party awakes after an extended rest. Captured characters are destined for slavery unless they escape. Their equipment has been divied between those who defeated them. The encounter that they lost to will replace members until the encounter is their level-1.
The character awaken bound, and usually in a large cell with a single minion guard. The characters may attempt to escape where they are jailed, or may wait until they are moved. When the party is transferred, they are accompanied by a Goblin Slave Caravan (detailed below).
Non-humanoids do not enslave the characters. In most circumstances, they eat them.
Links to H2 Thunderspire Labyrinth[edit]
The following plot points link to H2 Thunderspire Labyrinth.
- The Keegans were defeated. Sir Keegan believes that they are alive and enslaved. Most likely, they have been transported to the Thunderspire Labyrinth.
- The knowledge that these humanoids sell captured humanoids as slaves points players onward.
- $CHARACTER's mother has been sold onward.
- There is some link to be detailed between Lagan, the Relentless Legion, and Thunderspire Labyrinth.
- The Savage Sea pirates trade slaves for weapons. If you can knock out this trading hub, you can deal a blow both to pirates and to the slave trade.
- If this plan fails, there is another priest working on an edgier plan.
Background[edit]
The ancient kingdom of Knessex was ruled by a wicked king, Brenen du Celain, who dedicated himself to the Grim General, a Feral god. The Grim General gifted Brenen with the Relentless Legion; a legion of skeletons that never rested. From his great keep Lagan, Brenen defeated his neighbors, and then their neighbors in turn. He allied with other followers of Feral gods, forming an alliance called the Shadow Lance. They threw down many great kingdoms.
Those who opposed the Shadow Lance allied together, declaring the "Crusade of Light." They fought the Shadow Lance in all lands. In time, the Crusaders won. The Crusading gods threw down the Grim General, imprisoning him beneath Lagan Keep. They interred the Relentless Legion in the lands that surrounded Lagan. In time, wilderness subsumed this area, leaving those evil deeds hidden and forgotten. That dread place is now called the Haunted Forest. The locals do not know what lies inside, yet they fear it.
During the Imperial era, people again settled this valley. They built a town and a bridge, and that town prospered. Just inside the Haunted Forest, a cult of Transgressors found an ancient citadel. They restored it, turning it into their temple. In time, they discovered that the fortress had a foul yet powerful history. The Transgressors desired that power more than they feared it. With that power, they accumulated much power and committed many foul acts. The temple was eventually overthrown and sacked by Axiomite forces. The same force sacked and enslaved the inhabitants of the valley, plunging the area back into primal wilderness.
Since those days, the Griffon Empire has fallen, gutted from the inside from civil war. The northern part of that empire is now the Feral Nation, an empire of goblins and hobgoblins. The southern part is what remains of human lands the Border League. The Border League has been hard pressed by its long wars with the Feral Nation. They pay their mercenaries with land rather than with gold. Once such band of mercenaries, Broadford Company, settled into this valley and named it Broadford after themselves. They built a town around an old Griffon watchtower. The Captain named it Forsythia after his wife.
The people here know nothing of the past. They know that there are ruins. They know that the Haunted Forest is lethal. They know that the land is good land.
Meanwhile, servitors of the Red Lady of War, the Red Courtisans, have journeyed from the south. They have allied to find and release yet another Lord of Shadows the Red Lady's brother; the Grim General and his Relentless Legion. Using records in Ferra Nea, they located the kingdom of Knessex and its capital, Lagan. The best way to free the Grim General lies in Lagan Keep, but the powers in there are too strong. Instead, they develop a plan to tap into the power of the Grim General through ley lines running through the old Transgressor temple. Once they use this power to revive the Relentless Legion, they can challenge the power in Lagan Keep and free the Grim General. With that, they can break the Border League, and move on to challenge the Great Dwarven Union.
They have arranged things so that goblins move inside the forest and the upper levels of the old Transgressor temple. The Red Courtisans control the lower temple and prepare to tap the ley line.
Legend of the Relentless Legion[edit]
The final king of Knessex was Brenen du Celain. History says that he was the son of King Brenwyn. Legend says that Brenen's ambitious mother, Queen Gwynhath, laid with the Grim General, a terrible god, and begot his divine bastard. The Grim General watched over his son, ensuring his successful career. When the Cruade of Light came, the General gifted his son with the Relentless Legion. It is said that this legion never ate, never slept, and never tired. So terrible was this Legion that the victors could only lay them to rest by burying them under cairns of stone.
At the Inn at Witford[edit]
The Inn at Witford[edit]
The time is midsummer. The days are scorching hot and the nights are sticky humid.
The characters arrive separately to the Witford inn, which sit on the old Griffon Imperial highway. The fortified inn is packed with hungry refugees fleeing the famine plagued western lands. Fort Resolute, already overwhelmed, turned further refugees away. These unfortunate refugees trickled eastward along the highway, only to stop at the Whitford inn, fearful of the wild badlands ahead. The innkeep has fed the people as he could, but for the last two days there has been no food. He expects a wagon of food in the morning. The inn consists of a large house protected by an extensive wall forming a fortified yard. The refugees sleep in the fortified yard.
Eastward of the inn is the Mallaig badlands, a region of broken hills, scrubs, ruins, and bandits. Beyond that is Broadford. To the north is the borderland, then the Feral Nation, the empire of the goblins. To the south is a fey kingdom, mysterious and forbidding.
Innkeeper Jan Selgoski The innkeeper is a refugee himself. He escaped from a northern country that was conquered by the Feral Nation. He is a tall man, gruff, moral, with a big heart. His wavy, graying hair lies tussled about his head, setting off his steely blue eyes. He has done his best to keep the refugees moving along, safe and free. He has no desire to fight anyone, but if push comes to shove, he's a juggernaut.
At the Inn Food Riot[edit]
Encounter Level 1, 600 xp
Setup[edit]
The food wagon arrives about nine o'clock in the morning. Many people gather about. All are hungry. Children are crying. Many people are muttering.
The wagon pulls up to the inn. Someone talks to the driver. The driver shakes his head. From the back of the crowd, someone yells, "There's not enough food!" With that yell, the crowd surges forward.
- Twenty Four Humans (R)
- Six Adult Human Women (W)
- Six Human Children (C)
- Horse and Wagon (H)
A mass of twenty four hungry people panic and rush the food wagon. Six adults, ten children, and the drover will be trampled if the characters do not intervene.
As the food wagons arrive, read The wagon pulls up to the inn. Someone talks to the driver. The driver shakes his head. From the back of the crowd, someone yells, "There's not enough food!" With that yell, the crowd surges forward.
Insight Check
DC 10 The hot weather has given the crowd a short temper.
DC 13 The crowd is agitated.
DC 15 The people behind you are determined to get food.
Features in the Area[edit]
Illumination Bright sunlight.
Inn Complex The inn is surrounded by a ten foot wall. The only pass through is a ten foot wide gate. The wagon is outside this gate on the road.
Horse and Wagon The driver has pulled a wagon up to the gate.
Innocents The rioters threaten to overrun women and children. They will move forward to the wagon. If attacked, if the women and children can shift, they will shift.
Tactics[edit]
The crowd seeks to go forward and seize food from the wagon. They will surge forward, filling every possible space. If a space is occupied by an innocent, they will attempt to slide that innocent. Only if the innocent can not slide will they trample the innocent. Rioters attack those in front of them unless someone else is threatening them.
Rioters The rioters attempt to move forward. They attack to shift the person ahead. If they can not shift, they trip the target. If they reach the wagon, they climb the wagon and push away those pushing forward.
Innocents The innocent attempts to push forward. If the innocent can not push forward, they do nothing.
Horse The horse lethally kicks anyone who attacks it. (Immediate reaction, at will); +4 vs AC, 4 damage. The horse only gets one kick per round. This damage is LETHAL.
Wagon Driver The wagon driver backs away.
Knocked Down Anyone knocked down gets a saving throw every round before taking one point of nonlethal damage. Everyone adjacent to gets a saving throw every round. Those who miss are shoved into the horse and the horse attacks them. Any person knocked down can be revived with a DC 10 Heal check or the use of a healing power.
Aftermath[edit]
If Jan sees the PCs act heroically, he will make them an offer. If they escort the refugees across the badlands, he will provide everyone with two days of food. He will describe how bandits along the road have been hampering trade, which is causing food shortages, and they have also kidnap travelers, which exacerbates the refugee crisis. If you can clear the highway, and report your success to the Baroness of Broadford, she might reward you.
Quest Major quest, level 1. Stop the bandits operating on the highway. Report your success to the Baroness of Broadford. The Baroness will respond with a new major quest, Level 3, clear the old temple. She gives the party clear discretion in this case, and offers them a LEVEL 5 item if they succeed.
If the PCs act cowardly, Jan will read the characters the riot act, and generally do his best to shame them. When the characters move out, the innocents follow them because they look strong.
On the Road[edit]
On the Road Moon Fever Mongrels[edit]
Level 1, 600 xp
Setup[edit]
At the group travels along the road, they hear barks. Shortly afterward, a hind burst out of the brush along the side of the road and runs through the caravan. One round later, six moon fever mongrels erupt from the wood, chasing after the hind.
- Six Moon Fever Mongrels (M)
- One Hind (H)
- Ten Innocents (adult) (A)
- Ten Innocents (children) (C)
As the characters travel along the road, read You hear the sound of dogs. The sound is coming nearer. From ahead, a hind bursts out of the trees, running at full speed. It runs towards you. Roll initiative.
After the hind runs by, read A pack of mongrel dogs, foaming at the mouth, emerges from the trees. They run straight towards the caravan.
Features in the Area[edit]
Illumination Daylight
Map Open area, road, high grasses off the road (rough terrain). Quadrupeds ignore the rough terrain.
Fire Hazzard Any fire effects used in the high grasses starts a fire. Fire spreads at one square per round to all adjacent squares. Fire causes 1d6 fire per round. Fire burns until square makes its save. A square that makes its save is now ash and clear. Fire squares grant concealment.
Tactics[edit]
The mongrels attack in a group of four up the center, while one flanker moves in from either side to provide combat advantage. The mongrels target the smallest and weakest prey, usually children.
The hind is using the caravan as a shield, placing people between it and the wolves.
The innocents will shift away where possible.
Follow Up[edit]
Examining the dog corpses reveals
- DC 10 These creatures have moon fever.
- DC 15 Moon fever is most common in the summer, especially when the weather is hot and dry.
- DC 17 Moon fever drives dogs and wolves insane. They attack everything until they die of exhaustion.
- DC 20 Moon fever is not contagious. It is transmitted by ticks, mostly in mid to late summer.
On the Road Human Vagabonds[edit]
Encounter vagabonds in the badlands, near the far edge.
Use On the Road Kobold Brigands. Rename all kobolds to "human vagabonds". Run the encounter as described. The kobold slinger is a human female. The vagabonds are refugees that prey upon other refugees. The goblins pay them for rounding up humans for the slave trade. The female slinger wears a ring belonging to a $CHARACTER's mother. (10 gp value). The character find many ready-made loops of rope in the vagabond's hiding spot. These are perfect for tying up prisoners.
The humans have scintillating tattoos.
Intelligence Check (+5 if the examiner has the Martial power source)
- DC 15 - The bandits wear tatoos in the Rhakotian style. These tatoos are mostly see in the Blood Alliance (Dusland, Oppland, or Rendland). They were developed by the Psychotic Assembly.
- DC 17 - Most likely, these vagabonds came here to capture slaves.
Religion
- DC 20 - The Blood Alliance worships the Red Lady of War, an ally of Samael, patron of the Feral Nation.
Thievery Check
- DC 10 - The ropes use good knots.
- DC 15 - The knots used are common among Savage Sea slavers.
The Town[edit]
The Town of Broadford[edit]
The town of Broadford is the capital of the Barony of Broadford.
- The town is busy drilling soldiers in preparation for a feared invasion by the Feral Nation.
- The town lost a battle a few months back. They are short of soldiers.
- If the characters want to accomplish something, they have to do it themselves.
- Townsfolk know that the Keegans disappeared while exploring the Transgressor temple in the Haunted Forest.
- Townsfolk know that $CHARACTERS_MOTHER joined up with the Keegans.
"A" Series Encounters[edit]
A1 Kobold Ambush[edit]
Run this as scripted. Change "kobold" to "human vagabond". Change "kobold dragonshield" to "vagabond psychotic." Change "kobold wrympriest" to "human female hedge-witch". The hedge-witch possesses a belt of vigor. (This magic item is added to adjust for a sixth player.)
The hedge witch also wears a necklace bearing the icon of the Red Lady of War.
The vagabonds use southern made weapons.
A2 Vagabond Lair, Outside[edit]
Run this as scripted, swapping "kobold" for "human vagabond."
A3 Vagabond Lair, Inside[edit]
Run this as written, swapping "kobold" for "human vagabond."
Irontooth is now a psychotic warrior. He is mostly naked and covered in scintillating tattoos. He escaped the Psychotic Wars and now serves the Red Lady of War. His goal is to free the Lord of Legions, brother of the Lady. On his death, he exclaims, "I have failed you, my Lady, but your Brother shall rise!"
His message reads as follows, "My spy in town will send meddlers your way. Deal with them as you wish. I don't care if you kill them or sell them, just keep them out of my way. I have raised several soldiers and I control them. In a few more days, when the moon is dark, I shall awaken the Relentless Legion, and the goblins shall march in. We will soon free our Lady's brother. As for your ragamuffins, sell them off after we arrive. They should fetch a nice price in the bear pits. The tougher the warrior, the better they pay."
The vagabonds are Gealts who falsely believe that they are descended from the noble houses of Knessex. They believe that this land is Knessex, and that the Haunted Forest hides their lost capital, Lagan. They serve Kalarel only because they believe that they will gain their lands back.
A4 Burial Site[edit]
Use this encounter for the gnome joke. "Grr. I'm a monster." Otherwise, run this encounter as written.
The grave is that of a dragon called Immolation in the old texts. Douven will show the arrowheads that he found in the corpse, and the arrow hole in the eye socket. These arrowheads all have the sunburst symbol of the Crusade of Light. The dragon is buried in a place that matches where the histories said that the dragon fell. That means that this valley was once the ancient kingdom of Knessex, where the evil king Brenen du Celain ruled from his fell keep of Lagan. If this is true, then most likely, the ancient keep lie deep inside the Haunted Forest.
He would love to see some of the ruins in the forest, but they are far too dangerous for him to explore. However, there is a ruined Transgressor temple just inside the Haunted Forest. He believes that the temple was built on an older ruin.
Quest Major quest, level 2. Investigate the old transgressor temple. Show Dueven any artifacts or interesting items that you may find. On the first such delivery while 2nd level, the quest is completed.
The Old Transgressor Temple[edit]
Altered Text[edit]
Religious Markings[edit]
Any reference to Bahamut should be replaced by a reference to Nomos, the dead leader of the Charystan pantheon.
Sir Keegan[edit]
Sir Keegan was a member of a previous adventuring party. This party was composed entirely of the Keegan family (siblings). They were joined by $CHARCTER's mother. They fought the evil priest and lost. Sir Keegan barely survived, crawling into a hidden area to die. His siblings were enslaved. He has a divine sense that they are savable. He wants an oath from the party that they will seek out and rescue his siblings. Only with that oath can he rest. (This oath can be filled as a quest reward in Thunderspire Mountain.) He has a divine sense that they are alive and can be saved.
Psychotic Cultists[edit]
Rename "hobgoblin" to "psychotic." The psychotics who serve the Red Lady guard the inner areas of the old temple.
Incidental Encounters[edit]
I1 Shadow Bats[edit]
Level 2, 750 xp
Shadow bats may harass the party if they travel at night. They are best used when the party is worn and tired. Their job is not to defeat the PC's, but to help them feel even more worn down when they return to town. Clever players may find some other way to avoid this encounter. Evading the shadow bats is an easy skill challenge.
I2 Giant Ant Foragers[edit]
Level 2, 750 xp
- 2 Giant Ant Foragers
- 2 Giant Ant Soldier
- 6 Giant Ant Workers
Tactics The ants are foraging for fresh food, and this include you. The soldiers move in first, the workers encircle, and the foragers close the circle.
I3 Feral Nation Skirmishers[edit]
Level 3, ??? xp
These are scouts gathering information about the valley. They are the forward elements of the invasion to come when the Relentless Legion is raised.
- Elite Goblin Warcaptain on Elite Packleader Warg
- Six Goblin Lancers on Wargs (minions)
- Six Goblin Archers on Wargs (minions)
Goblin Warcaptain Small natural humanoid |
Level 2 Elite Soldier XP | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Warg Runt Packleader Medium natural beast |
Level 2 Skirmisher? XP | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Goblin Lancer Medium natural humanoid |
Level 2 Minion XP | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Goblin Archer Medium natural humanoid |
Level 2 Minion XP | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Warg Runt Medium natural beast |
Level 1 Minion XP | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Side Adventures[edit]
Side Adventure 1 Get Leaves from a Thorn Lasher[edit]
Level 2, 750 xp
Dusty the Alchemist needs stems from a thorn lasher to make an alchemical potion. He knows of one growing in the Haunted Forest. He will make the party darkleaf armor from the leftover leaves as a trade.
To find the lasher, go east around the haunted forest until you come to an obelisk. Head northeast for several hundred yards.
- 1 Thorn Lasher
Look at Black Dragon, change breath damage type to physical, add similar solo-level abilities
- 1 packet
Side Adventure 2 Stop the Smugglers[edit]
Level 3, 900 XP
The Missus wants to stop the smuggling going up the river. Smugglers from the Savage Seas keep moving goods to the Feral Nation. Stop one of their boats, capturing it and the crew. You keep any booty. The Missus wants to know that the carry up, what they carry back, and any information that they can get on the smuggling network.
- 1 Smuggler Captain (L) (darkleaf armor)
- 12 Smuggler Oarsman (minions)
- 3 Smuggler Cutthroats (sneaks)
Smuggler Cutthroat |
Level XP | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Smuggler Oarsman |
Level XP | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Treasure[edit]
The captain wears a suit of darkleaf armor.
Side Adventure 3 Goblin Slave Caravan[edit]
Level 2, 750 xp
Encounter the slave caravan before reaching the citadel. The goblins are bringing the prisoners from the vagabond hideout (kobold lair) to the citadel. The goblins are moving in a thick fog (either natural, or raised by the hexer to allow the goblins to travel under cover).
- Goblin Hexer (150 xp)(L)
- 6 Goblin Warriors (600 xp)
- 24 Slaves
Side Adventure 4 North Griffon Tower[edit]
Level ?
This tower has been long abandoned. Clear out the vermin that now inhabit it.
- Giant Spiders
- Centepedes
Side Adventure 5 Giant Ant Nest[edit]
Level ?
Ants have been raiding farms. Stop them.
- Ant Forager
- Ant Soldier
- Ant Grub Tender
- Ant Queen
Giant Ant Forager Medium natural beast |
Level 2 Skirmisher XP 125 | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Giant Ant Soldier Medium natural beast |
Level 3 Soldier XP 150 | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Giant Ant Grub Tender Medium natural beast |
Level 2 Artillery XP 125 | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Giant Ant Queen Large Magical Beast |
Level 4 Brute (Leader) XP 175 | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Giant Ant Worker Small natural beast |
Level 1 Lurker Minion XP 25 | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Giant Ant Hatchlings Small natural beast |
Level 1 Swearm XP 100 | |
---|---|---|
Initiative Senses HP Bloodied | ||
{{<--BM, M, R, C or B-->}}' ()♦' | ||
Alignment Languages | ||
Str () Con () |
Dex () Int () |
Wis ( () |
Equipment |
Back to Main Page → 3.5e Homebrew → Campaign Settings → Endhaven