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Rescue at Rivenroar

Page history last edited by pbworks 8 years ago

 
The world has never been a safe place. Bastions of civilization populate a dark, menacing world—islands of order and reason exist in a land otherwise overrun by dark cults, vile monsters, creatures from the dark edges of the imagination, and worse. As deadly as the world is on a normal day, something has begun to stir on the fringes of the civilized Elsir Vale. Formerly the site of an attack by an army known as the Red Hand, the Vale has known several years of peace since brave adventurers stormed into the teeth of the approaching Hand and sent them scurrying back into the darkness.

 

Character level: 1-3

 

Synopsis

Hobgoblins attack the town of Brindol, capturing prisoners and stealing historical relics. The party is asked by Eoffram Troyas, councilman of Brindol, to follow the hobgoblins to their lair at Rivenroar, a nearby crypt, and destroy them while rescuing the hostages and recovering the relics.  At Rivenroar, it becomes clear that the hobgoblins plan to sacrifice the hostages from Brindol to their undead allies. The party completes the mission, finding a note, later revealed in DotD to be from the shadar-kai Sarshan, encouraging the hobgoblin uprising; and also recovers a platinum sword among the historical relics, which in a later module proves to contain an exarch of Bahamut.

 

Locations 

  • Brindol - Town, center of former Red Hand army conflict.
  • Hall of Great Valor - structure in Brindol, raided, contains relics of Red Hand army battle.
  • Castle Rivenroar - structure unearthed by Sinruth's Hand, guarded by undead.

 

NPCs

Enemies

  • Sinruth - hobgoblin leader of Sinruth's Hand, wants to renew Red Hand army.
  • Morrik - captured hobgoblin, reveals location of Castle Rivenoar.
  • "the emissary" - sends note to Sinruth with instructions to attack Brindol, sacrifice captives.

Allies

 

  • Kidnap victims 
    • Jalissa - female acolyte of Ioun, very scared by kidnapping.
    • Sertanian - old castellan of Hall of Great Valor, former soldier, hates hobgoblins.
    • Thurann - young son of captain of Guard, fearful father is dead.
    • Mirtala - female cook, contracted filth fever after capture.
    • Zerriksa - old crone, rumored to be a witch.
    • Adronsius - dwarven alchemist, badly beaten by hobgoblins.
    • Kartenix - captain of Guard, father to Thurann, sacrificed.
  • Council of Brindol
    • Eoffram Troyas - half-elf councilman, known for outlandish ideas, wants to use adventurers to help Brindol

 

Main Plot Points

  • A hidden force ("the emissary", later revealed to be the shadar-kai arms dealer Sarshan) is inciting attacks on towns in the Elsir Vale.
  • A ceremonial platinum sword (later revealed to contain the exarch Amyria) is recovered and returned to Brindol.  

 

Thoughts

Thoughts on this module were that the presence of several monsters simply weren't well enough explained. The townsfolk were kidnapped supposedly to be sacrificed to the undead, yet the only one killed was given to ettercaps?  And why are gnomes and wererats involved at all?  Better to up the undead/goblinoid presence and removed the gnome/wererats.  Also, perhaps better to start SoW off with a call to arms out west in Overlook with the PCs heading that way. Stopping at Brindol, they'll get wrapped up in RoR before continuing on. Should help things flow better.

 

One possible way to "juice up" the Rivenroar adventure (in conjunction with the attached players guide) is this: Turn the deathlock wight at the bottom into an evil lord who was partially responsible for the fall of Rhest. Instead of sending his men to help Rhest, he withheld them and allied with the goblinoids. When his "allies" turned on him, he had a priest of Vecna turn him into an undead. The reason that he wants the captured residents of Brindol is that he has learned a ritual that will turn him into a far more powerful undead creature - which also explains why the undead didn't simply eat the captured townsfolk upon arrival. The deathlock wight encounter becomes much more exciting, and if you move the young boy to that room and have him inside a pentagram being drained, it adds a sense of immediate urgency to the fight. You can introduce this information into the plot by having one of the ghosts in the blue slime portal room be the priest of Vecna who performed the original ritual, and who has had a few hundred years of tormented undeath to consider where his life went wrong.

 

Notes

  1. Have the first encounter involve the goblins attempting to tear down the old Red Hand Banner to better tie with the adventure.  This explains the presence of the goblins in this tavern.
  2. Include mention of the Freeriders not being available to help out due to orcs in the East.
  3. Include mention of Alys (see Den of the Destroyer) to produce a better reaction at her introduction later on.  Try to make her the messenger sent after the PCs after the Ogre Bombardier encounter.
  4. The Needlefang Drake Swarms in the Von Jallach Crypt encounter have been updated in errata to reduce attack damage to 1d6+2/2d6+2 and make Pull Down a 1/round attack at +3 vs Fortitude. The stats out of the book are better suited to elites Webmail.
  5. Sinruth is a pre-MM3 solo monster, with frustratingly high AC but also no other way to resist action denial tactics. At the very least, reduce his AC by 4 and allow a save at start of round against stun and daze effects. For an alternative, here is a three-stage variant using alternate solo rules. The first stage is best depicted riding a shadow-infused beast from the Forge (see The Shadow Rift of Umbraforge).
  6. Replace Gnome Skulks with Goblin Blackblades (Level 2).
  7. Replace Ettercap Fanguards with Chillborn Zombies (Level 4).
  8. Replace Ettercap Webspinner with Deathlock Wight.
  9. Replace Wererats with Skulk Zombie.
  10. Replace Evistro with Offalian.
  11. Replace Gnome Arcanist with Bairwin, Cult Leader.
  12. Include rumors of war to the West, interrupted by Rescue at Rivenroar.
  13. Consider having the blue slime portal be another portal to the Shadowfell, perhaps with a view of Umbraforge in the distance.
  14. Alternate for blue slime portal (room 4) -- remove portal altogether and simply call it a tapestry.  Instead place 2 or 3 Phantom Warriors (MM 116) in the room who arise at intruders.  These are ghosts that were originally part of the army that came to defeat the evil here, failed in their task, and have grown crazed over the years.  After the PCs defeat the phantom warriors, one of the ghosts calms down and tells the heroes that they cannot rest until a magic item of great good (one of the level 5 magic items that the PCs have in their wishlist, it's worthwhile to make up a name for it) is rescued from the clutches of the undead in the upper level.
  15. Alternate to the alternate - see the section in thoughts about how to "juice up" this module.

 

Continuity Notes

  1. Foreshadow a caravan problem in Brindol. The Elsir Consortium caravan from Overlook is late. When the party track the orc raiding party, have them come across a sacked caravan, occupants dead with or without orcs. Include an Elsir Consortium strongbox. Your party may then return the strongbox to the Elsir Consortium office in Overlook and report on the fate of the caravan, giving them a chance to meet and befriend Bran Ironfell.
  2. You can foreshadow Sarshan's weapons running operation by having a PC notice that the goblin and hobgoblin weapons bear a trademark engraved in the steel -- a black arrow (as Sarshan achieved renown as head of the Black Arrow mercenary company).
  3. Ceremonial platinum sword could become a +2 magic sword (especially if handled by a paladin or cleric of Bahamut).  However, the sword still does not talk until the portal to the Elemental Chaos is opened in Den of the Destroyer (or, if you prefer, it could start talking immediately, but be unable to determine how to transform itself until then).  This helps to make the sword more important, and raises it as a mystery to eventually be resolved.  Have Sertanian note that the sword has never detected as magical until handled by the PCs (again, especially if there's a worshipper of Bahamut in the party), and have him promise to research the sword in the party's absence.  This research reaches fruition in Den of the Destroyer.

 

Side Quest Notes

  • After finishing this adventure, move on to 1-5) The Far Stride, if you plan on doing that side quest.

 

Other Resources

 

Maps

 

Rivenroar Level 1

Map 1

Map 2

Map 3

Map 4

Map 5

 

Rivenroar Level 2

Map 1

Map 2

Map 3

Map 4

Map 5

Map 6

Map 7

Map 8

Map 9

 

Comments (Show all 52)

PinkRose said

at 12:46 pm on Oct 1, 2009

Sounds like you adjusted just fine.
Remember not to short your party treasure bundles becasue 4e kinda depends on everyone getting a certain amount of treasure.
If a group misses treasure for a good reason, not desecrating tombs, you can give it to them as a reward for saving a kidnapped victim, "it was my father's, he would want you to have it" kinda thing.

Seamus Corbett said

at 1:32 pm on Oct 1, 2009

My players have not yet made it into Rivenroar Castle. but I plan on telling them that they struck a deal with Modra and Sharshan, to take control of Rivenroar castle for themselves. Obviously, they were played, but I can let the players know that in pieces as we move forward. I also added the Goblin Ally Theme from the DMG2, as well as giving Sinruth the Tiamat's Red Hand Theme. Keep 'em guessing...

evilotto said

at 2:07 am on Oct 2, 2009

I did my revamp a little differently than above, but drawing on many of the suggestions presented here. My R@R dungeon had the monsters rearranged so that the goblins/hobgoblins and their help (some rats and drakes) were the first floor, with Sinruth and his personal guard at the start of the 2nd floor, and mostly undead after that. The Deathlock Wight was the former Baroness of Rivenroar. Sinruth saw that the Baroness could animate the dead (her Decrepit Skeletons) and didn't realize it was limited in number, or that she was cursed to remain in that area of the catacombs. She convinced him to provide her with fresh victims; he expected her to provide him a contingent of undead soldiers to add to his own forces in return.

This meant the mix of monsters wasn't as varied, since it was goblins/hobgoblins for several encounters before undead for several encounters, but provided a better suspense of disbelief and also allowed them to divide up the dungeon crawl into two sections, with a sort of "miniboss" at the end of each. They still needed to finish the catacombs and destroy the undead, because they needed to retrieve the stolen artifacts, many of which had been gifted to the undead by Sinruth. It also allows for easier extended resting, since the undead are unable to leave their posts. (Whereas I'd have to move around the hobgoblins if they stopped to rest, as Sinruth 're-organized his defences'.)

justanothergm said

at 3:48 am on Dec 22, 2009

I took a somewhat different approach, and pretty much ran the module straight up. What I did is I came up with reasons for everybody to be there. The undead and the traps were set up by an adventuring group consisting of several Rivenroar family members plus a conjurer and a dwarf. The place was made tough enough that anyone who'd want the guardian's magic weapons would be too weak to take them, anyone strong enough wouldn't want them anyway. A few generations of family members were buried there. <br><br> Along comes the RHOD wannabes who need a base and more cash to equip more recruits. They're not strong enough to deal with the magical defenses but can handle the more physical threats. They hook up with some Gnome Vecnaites who want to study the place and break down its magical resources into Residium. The gnomes are good with the various traps but let the Hobgoblins do the heavy lifting with the other guardians. Both groups negotiate with the Wight, as that area is one of the more dangerous and the RHOD faction wants undead ala-Ghostlord but is trying to do it with diplomacy rather than blackmail. The Wight goes along with the attempts to raise an undead army and cooperating with the Gnomes in exchange for them weakening the bonds that imprison him there in the same rituals they're using to break down the other traps.

justanothergm said

at 3:54 am on Dec 22, 2009

Because of all this, the dungeon is pre-looted. This means the heros don't have to desecrate tombs to get the treasures. The magic items are split half into hobgoblin factions, half into gnome factions with one or two items still in the hands of the Wight and its skeletal servitor (and possibly the bound demon next door). The RHOD types just really have equipment as treasure, as they spent all the cash from their cut on recruiting. The gnomes have random stuff looted, plus small amounts of residium. Each is in the process of doing rituals that weaken traps. Eg the displacer beasts might have been nastier than just glowing statues, the door trap might have reset a lot more often than once a day etc. The process to weaken the traps and extract residium requires a live person nearby, which is why the gnomes are guarding most of the prisoners. This is also why the gnomes know how to operate all the traps (eg, releasing demon or elementals). The gnomes also had all the healing potions.

This approach can mean some fights are a touch harder because the bad guys are using the magic items that the PC's will eventually claim. If heal potions get drunk, be sure to provide more later.
Oh yeah, the Ettercaps. The original RHOD had a "big tent" policy where they had all sorts of one-of weird critters working with them (Chimera, manticores, etc). One of the magic items I provided was a Gem of Colloquy which allowed the webspinner ettercap to speak goblin. That explains how the Ettercaps could be guarding a major intersection and a prisoner, ie how they are working closely with the RHOD faction when they have no actual language normally.

justanothergm said

at 3:59 am on Dec 22, 2009

I also kidnapped an additional four people and had them transformed into zombies/ghouls during the time the party took to get to areas 16-19. The reason the kid is staked out without a guard is he's the next banana in line to become a slavering undead. Time it so the PC's realize they didn't save him by much (previously freed prisoners can provide time estimates on how often people were grabbed and never came back, to estimate how long this process takes per critter), and he can be taking on some ghoulish aspects before they bust him out for extra fun.

The gnomes and goblins don't cooperate very well, although wiping out one faction will be eventually noticed by the other and they'll adjust their actions accordingly. The effort on the rituals to render traps into residium will probably stop, the effort to make more undead will probably be stepped up and the RHOD types might start running patrols or forting up or even try to organize some kind of evacuation in response to a strong raid.

Arthur Milliken said

at 10:24 am on Feb 17, 2010

About to run Rivenroar, but making a few adjustments for dungeon continuity:

(1) Replacing Gnome in the glyph room and statue room with Goblin Sharpshooter.
(2) Replacing Gnomes in the statue room with Goblin Sharpshooters.
(3) Replacing magma claw encounter with 2 Deathjump Spiders and a Bugbear Strangler. I thought the summoning trap was kind of silly. The spiders are allied with the ettercaps in the next room, and the bugbear is the only goblinoid big enough to not be afraid of passing through the ettercap room on a regular basis.
(4) Replacing Gnome Arcanist with 6 Giant Rats. I'm a bit on the fence about this one (since 6 giant rats seems pretty dull compared to the arcanist), but I wanted to purge the dungeon of all gnomes. I'm considering replacing the arcanist with 2 rat swarms, which would definitely increase the difficulty of this encounter.
(5) Replacing Goblin Hexer with Hobgoblin Warcaster. Goblin Hexer would be totally useless in this encounter (since there are no goblins), and would only serve as free XP for the players.

Arthur Milliken said

at 10:24 am on Feb 17, 2010

Additionally, I'm assuming that all goblins and hobgoblins would be smart enough to seek help if threatened, so if the PCs don't actively block the escape of injured goblins, they will have to face troops on high alert who actively set ambushes for the PCs. However, most goblins find the ettercaps in the web room creepy enough so that they are reluctant to seek help through that room. Basically, the level 1 goblins would only alert Sinruth if the PCs wipe out most of their numbers, or if they break for an extended rest while exploring the crypts.

The hobgoblins upstairs would also naturally seek Sinruth's aid if threatened. Either the Warcaster (formerly Hexer) or one of the grunts would run to fetch him as soon as a fight broke out.

The wererats are not terribly loyal to the goblins, but if Sinruth is alerted about an invasion and has enough time to plan, he can also ask the wererats to aid him in the catacombs' defense.

The undead are not loyal to Sinruth, and would generally not participate in any organized defense effort planned by the hobgoblins. However, the ghouls are cunning enough to hide from the PCs as soon as they spot them, and wait until they are already in a fight before attacking them from behind. For example, they might wait until the PCs start fighting the Wight and Skeletons, then cut off their escape route.

Obviously, these tactical considerations might make some fights far more lethal than they would be as written. It really depends on how decisive the PCs are in their sweep of the crypts. Every time they take an extended rest, they risk allowing Sinruth to organize their defenses, and potentially set themselves up for more lethal encounters in the future.

Arthur Milliken said

at 10:50 am on Feb 17, 2010

Other tactical considerations:

The bugbear strangler starts off downstairs with Sertanian, and will investigate sounds of fighting above. He will try to sneak into the room (the door is already open) and surprise outlying PCs.

The spiders and ettercaps will aid each other if threatened.

The wererats will also help each other if threathed. If the demon room is attacked with sufficient force, one or both of the wererats will run into the chapel to summon help. If the wererats learn that the catacombs are being invaded, they release the demon early, and follow him (with the chapel wererats) until he encounters the PCs. Then they join the fight in an attempt to overwhelm the PCs.

It's also possible that the ghouls and zombies ambush the PCs while fighting the wererats.

All monsters in this dungeon (with the exception of the ettercaps) would want to capture invaders ALIVE. This means that if there is a total party kill, they PCs would all be stripped of their equipment and kept as prisoners for eventual sacrifice to their undead landlords. However, it's entirely plausible that another group of heroes (the Farstriders, for example) rescue the PCs before they meet their grisly fate.

Dave Tavener said

at 3:27 am on Feb 27, 2010

Seriously consider modifying the ettercap encounter. I didn't mind the flavor of them being where they were - they kind of plug up access to Level 2, but the combination of stunning, immobilizing, and restraining attacks drove my party nuts (not in a good way). The encounter took close to 1:45 to complete (taking up almost half are available gaming time). Eventually, I was doing double-damage to the 'caps behind the screen to get it over with. It didn't help that both sides were rolling for crap, but between the webs on the floor and the webbing effects, they couldn't coordinate the fight well. They also didn't help themselves by not at least trying to clear the webs. I would've allowed the wizards flaming sphere to move around and sweep out the webs, but he didn't think about it.

Me recommendation would be to have the floor webs be cleared once a PC has moved through the squares successfully. Additionally, instead of making a save against immobilize for every square they enter, have them save after 3 squares if they move through the webs. That should free up the PCs movement enough that it doesn't get bogged down.

Jim Dickinson said

at 9:01 am on Aug 12, 2010

I must be missing it somewhere, but I can't see where on the map of Elsir Vale that Rivenroar would be located. Where have all of you put it in your games?

evilotto said

at 9:28 pm on Aug 12, 2010

I don't recall the exact travel times/distances, but what I did to place Rivenroar was basically this: from the description of the journey/skill challenge, determine how long it should take them (day, was it?). From the DMG, determine how far the average party travels by foot in that time. Using that as a radius out from Brindol, figure where it should be. I believe I went northeast, into the hills. This does also bring up one of my other beefs with R@R, actually: if the PCs are too close to Brindol, the impetus to try to stay and press on without extended rests is diminished (though you can constantly remind them that the kidnappees will soon be food for something nasty). At the same time, a party pressing through the whole dungeon without an extended rest is going to be impossible. This module really needs considerable rework to make it plausible. My group is up to The Temple Between now, and while there's been other issues I've had to gloss over/alter in other modules, none required the incredible amount of rework this one did. The version of this that I ran would be barely recognizable to someone who'd read it.

My free advice (worth every penny!) Read ahead into the next few modules, Jim (or at least here on the Wiki to get an idea of the plot points ahead) so you know what to keep and what can be discarded, and then hack it to bits until it works for your group/campaign. The good news: the modules that follow will be better. :) (We thoroughly enjoyed the next two, in fact.)

Jim Dickinson said

at 6:51 am on Nov 21, 2010

It is an 8-hour trip between Brindol and Rivenroar, unless they have trouble during the trip, then it might be longer. We are currently in the middle of the module, with the heroes having cleared most of the first level. I think they enjoyed the variety of monsters so far, but I am not sure if they are getting the feeling yet that there isn't much of an "army" here to fight. So I have already hinted to them through one of the hostages they rescued that some of the army has gone to get some reinforcements that were promised to them.

I think this helps adjust the expectations a little that they aren't going to be fighting 100+ hobs, ogres, etc. But I think they have liked the variety of monsters even if they don't always make sense. For example, rage drakes with no place to go, needlefang drakes just hanging out in a crypt with no way out to find food...stuff like that.

Anyway, having clears all but 1 room of Level 1, these guys are really feeling the need for an extended rest...and with 3 hostages, and 3 to go, they are feeling the pressure of what could happen if they "check out" for 8 hours, assuming they find a place safe to do so. Having found 1 dead hostage already has made the pressure really strong...and they know there is still a small boy somewhere down here...


Jim Dickinson said

at 6:51 am on Nov 21, 2010

<continued>

They are doing the math...it takes 16 hours to get back to Brindol and back, and then we will also have to rest sometime...so a full 24-hours...can we afford that? Can the hostages? So they are really stressing about needing their Daily Powers back, and their Surges, and yet don't want anyone else to die. I have made the subtle suggestions that their presence is probably known already...and could they afford not to press on?

In the meantime, if they do take a rest, the remaining monsters should have time to rethink their own strategies in the absence of the "rest of the army" that they hope will be back sooner than later...given the fact that one gnome was able to get away, and sneak about, I think he should be able to warn Sinruth on Level 2 that adventurers are wiping out everyone on Level 1 and will soon be on their way to him.

What do you think Sinruth would do? Would he gather the forces he has left and attack all at once? Would he flee? And if he flees where will he go? And how will he do it? My thought is that he wold probably try to flee. I think he would gather everyone and try to make a run for it together. Maybe they would be able to flee the crypt with some or all of the relics. They would probably take just the boy as a hostage or bargaining chip if needed, and give the rest to the undead to eat or whatever.

I think Sinruth would use the water to peek around and see where the adventurers are. Maybe he can find a way to surprise attack them? Maybe he can just plan an escape that would avoid them. If they manage to avoid the adventurers, then they have a chance to get away scott-free...and the heroes will have failed in some of their quest (so far) and I guess I would have to make another encounter or two, for them chasing him down, in order for them to succeed.

Any ideas on any of this?

Jim Dickinson said

at 6:52 am on Nov 21, 2010

FYI - anyone else interested in seeing our progress can find us here: http://epicwords.com/sowarizona

Arbanax said

at 4:07 pm on Oct 20, 2010

Morning all

I need your help and or suggestions. I've been following this board for sometime so that as I get into this AP I could make use of the suggestions contained here and elsewhere.

I've firstly adapted the adventure and tried to make it more tough and more intelligent. Therefore when the party got to Rivenroar and started to do well, I had monster act more intelligently. I've noticed a couple of things that have hampered the difficulty of the dungeon as written.

Firstly two party members Paladin and Monk are very hard to hit with melee attacks. The Warlock hangs back so much its hard to get a bead on him. The other members are a rogue and cleric. Basically I have lowered HP to make it less grindy but at the same time not lowered attacks or defences and yet the party seem to both be reasonably lucky and me to have been consistently unlucky, such that they've really had little trouble getting through two thirds of the first level. They are all second level. I want to raise the stakes and wonder what monsters/traps or environmental hazards I can put in to attack their weaker points?

Basically just to say that I've changed some of the later encounters (the areas with barracks, at the far north and where the ettercaps were, together with the other area where the dire rats were) to make this more of an undead theme. The lower area is as written, at present, but with a modified Sinruth to make him a better solo and less grindy based on what was written here: http://astralsea.blogspot.com/2010/09/monster-mayhem-sinruth-redux.html.

But suggestions and improvements would be greatly appreciated, as it just seems my party are easily overcoming the dungeon.

Arbanax

Dave Tavener said

at 10:03 pm on Oct 20, 2010

I made several changes to the 2nd level:
- I took Sinruth completely out of the dungeon. It seemed anticlimactic to have them face him in potentially the 2nd room of the level, so I changed the story and had him leave the crypt via a secret tunnel taking with him a large raiding party. They went to hit Brindol again. I turned the Menhir room into a puzzle/trap with rune-inscribed tiles that if translated properly, led safely through the trap. I moved the dwarf into Sinruth's chambers. Sinruth and his pals had beaten him almost to death while monologuing about their plans.
- I added the hook that Thurann had been given to the wight and would be turned into an undead in 24 hours or less. Thus, the party had to choose whether to go after Sinruth or save the boy.
- I rearranged the back half of the second level so there was no short cut to the end. I wanted the encounters to play out linearly so I could ramp up the tension. I changed the crypt guardian room by removing the Evistro and replacing it with a steel cage trap, two snap-jaws and an arbalaster. I also monkeyed a bit with the overall monster selection to toughen up the encounters. My party liked door fights, so I through in some undead that could phase. The party blocked the door as usual, and the critters phased right through them to the squishies in the back. <g>
- To the final encounter in Rivenroar, I added skeleton-minion generating sarcophagi that spat out 6-8 skellies each turn until the wight was defeated. I also added a skill challenge to break the ritual that was turning Thurann into a zombie.
- I set up 3 encounters in Brindol as the final battle. Sinruth was using a secret tunnel left over from the Red Hand war to invade Brindol. The party finds out about the tunnel from the dwarf. They get there shortly before he does (he had to go gather troops) and they fight it out on the streets. It was fairly epic.

Dave

RyanSommer said

at 3:56 am on Oct 21, 2010

One battle that I recall was very difficult for my players was the battle in the hallway with the wraiths. I would suggest that you could set this up such that the players are attacked from both sides when they are in the middle of the 4 way intersection or in the middle of one of the halls. This will allow you to press the party from two sides and really make them work out a plan. This is what happened to my party and it was an epic battle where our Shaman nearly died.
As for upping the challenge rating against your players, you could add in more more artillery type enemies to harry your party from afar while the Brutes hold the line. As someone else mentioned, I made sure the think about where the enemy would fall back to if players were heard or if battle was heard else where in the ruins. This ended up causing some of the rooms on the first floor to be deserted as the enemy had retreated back to a fortified room and hunkered down to await the party. This caused some mayhem and planning challenges but in the end, the players really liked it.

Arbanax said

at 6:34 am on Oct 21, 2010

Thanks Ryan appreciate the comments, but where is the hallway with the wraiths. Spectres in Room 4 yes, and the Wight Lord Rivenroar in the audience chamber but I don't recall any wights being present.

KingMarth said

at 2:55 am on Oct 7, 2015

Many years after the fact, this link has decayed. I ended up writing up my own stats to change the Sinruth fight for my players, and I've hosted them here on the same wiki to hopefully avoid that fate.

evilotto said

at 10:27 pm on Oct 20, 2010

For me, the players started out using some "bottleneck at door" tactics (and to this day still do when they can), but when they started facing situations where a goblin at the back would flee to the next room to summon reinforcements (causing what should have been two easy encounters to merge into one much larger, more difficult one), they were forced to use a bit more "charge the room" strategy. As a result, the first third of the module was quite difficult for them, and then when they finally got a handle on things with the goblin/hobgoblin tactics, etc, it changed over to the undead before it got too easy/bored.

RyanSommer said

at 3:56 am on Oct 21, 2010

Also, one other thing I have done in my game to reduce the grind in later levels is the halve the enemies hit points but double the damage dice they do. For example an attack that did 1d6 +4 now does 2d6+4. On going damage is not doubled nor is the damage modifier. I decided to try this because some battles ended up taking for ever as the enemies had a ton of HP but only did 1d6+2 damage while they had 70 hp. Later in the game, this can cause things to really, really drag on. It should be noted, however, that creatures in the Monster Manual 3 have this alteration already made to them for the most part, so doing this for MM3 creatures could really get your party killed. I ran this past the players first to see what they thought about the idea and they all agreed to try it out. After the first battle they were hooked. They loved the 'gritty' feel it gave to battles. Battles were now fast and dangerous as one good hit could deliver 20 hp to a character with 40hp. This also allowed the Leaders (we have 2) to play a much more active role in the game as their healing powers are needed in each encounter. This rule is not for everyone but I've heard of many people doing it and based on my experience, it has been something the whole group has enjoyed.

Arbanax said

at 6:37 am on Oct 21, 2010

Thanks everyone for the comments, its great to have in game feedback and ideas to tweak things. I think as well, along the way I've either missed things (the Needlefang swarms's aura got missed so the party got away much lighter there than they ought to for instance) or at times I've just rolled badly.

Ryan I've tended to drop HP by 20%, the players are pretty good at telling me what they want to do and also they have some pretty good powers. I need to reread some of their stuff to make sure we're all applying it fairly. But also when they roll well and you roll badly - what can you do.

Love the idea of the pincer movements and certainly I will be looking to regroup forces, especially if they take an extended rest which they are about due now, then we can start to throw some more concerted efforts at them.

Thanks all

Ab

RyanSommer said

at 7:05 am on Oct 21, 2010

I'm sorry about that. My memory was bad and I did not take the time to reference the module.

The encounter I am talkign about is encounter in area 17: Honor Guard Crypt. There are 3 ghouls and 2 zombies. The ghouls are really fast and have a great climb speed so I had them skitting along the walls and ceilings for effect. These guys, however, should not have their damage doubled and their HP halved as their special attack against immobilized enemies is +10 to his and does 3d6+4 damage and stuns the player. With the zombies grabbing and holding the players, the ghouls can get in and work in tandem to bite (immobilize) a player, then the other one can use Ghoul bite on the same player to deal 3d6+4 damage and stun them. It ends up being a nasty combo that really challenged my players.

On a side note, does being grabbed make you immobilized? If so, ghouls can use ghoul bite on any character being held by a zombie to deal the nasty damage.

Colmarr said

at 4:29 pm on Oct 21, 2010

For those who don't like the existing Sinruth encounter, I posted an alternate Sinruth on my blog:

http://astralsea.blogspot.com/2010/09/monster-mayhem-sinruth-redux.html

Arbanax said

at 4:46 pm on Oct 21, 2010

Hi Colmarr actually I went into Monster Builder and using your idea did the same. I did think at that point its a shame you can't just send or link the file, so we could just use it rather than printing out the images. Still it didn't take long.

I wanted to know how that encounter worked out for you? Did you use him as a true solo, or did you give him any backup besides i.e. minions to give him the flanking bonus etc.

I'm tempted to try and play out that encounter before the players get there to get some idea of what will work and what won't. So far two of my biggest problems have been addressed by comments earlier. Namely a Warlock who contently holds back, Warlock curses everything and then starts upping his DarkSpiral aura. Its a lot of hurt when he pours out 5d6 as an immediate interrupt on an attacker who does get to him as he did in one long encounter where I did ambush them. The other issue being my lack of artillery.

Anyway Colmarr love to hear some more on how this played out for you?

Ab

Colmarr said

at 11:29 am on Oct 22, 2010

Unfortunately, Blogger isn't the best at hosting files, but I might see whether I can somehow get the monster file hosted somewhere.

As for how the encounter worked out for me, I must confess that Sinruth Redux was a theoretical exercise for me. I'm a player at the moment, not a DM. I'd be more than interested from someone else to try him out and tell ME how he goes.

He was designed to work as a true solo. He has at two attacks per round (sometimes three) in phases 1 and 3, together with the transition powers at the end of phases 1 and 2. Having said that, solos never really suffer from having allies. If I were to add some support for him, I'd probably have reinforcements appear BEHIND the party during phase 2 (when Sinruth only gets 1 attack per round unless he can Jackboot Stomp).

As for your warlock, (I may be pointing out the obvious but) remember that he can only curse the nearest enemy. At some point he's going to need to come near the combat.

Arbanax said

at 4:10 pm on Oct 22, 2010

OK well I know how to use him now that helps ;-). I was always going to think about supplementing him with additional minions but having folks come from behind is a great idea.

Please don't feel bad about telling me re the Warlock I must confess I noticed that tag line and have, probably more often than not, missed it. He's always warlock's cursing everything in sight, and with his Dark Spiral aura punishing my groups for it. Now I've picked up on that I obviously need to go back and re read that powers use to make sure I am letting him use it appropriately.

When we get to it, which will either be this or the next session (although as you know you can never tell what players will do) I'll give you a report of how it worked out.

Ab

notshown said

at 11:18 am on Nov 5, 2010

Your Sinruth Redux looks awesome. I was going to give the original version 2 initiative spots, with a standard action for each and a single move and minor per round. At bloodied, his chain breaks, reducing him to one initiative spot (and therefore one standard action per round). He was going to be backed up by 2 standard hobgobby soldiers who provide the AC bonus plus aid his attacks.

After seeing your Redux, I'm altering my plans. I still think he should have the 2 bodyguards, so I might adjust some of the Desperate Sinurth damage down (ongoing 10 is pretty harsh in Heroic tier).

My party could face him in the coming weeks; I'll let you know how it went!

Colmarr said

at 11:29 am on Nov 5, 2010

Thanks for the kind words :)

I agree that ongoing 10 is nasty at heroic, so feel free to tone it down if you want to. I pondered whether to drop it to 5, but ultimately went with 10 because I wanted the last stage of the combat to be brutal.

Have fun with the encounter, and let us know how it goes.

notshown said

at 12:39 am on Nov 28, 2010

R@R is done, and so is Sinruth.

I used the DDI Monster Builder to make sure his math was consistent with MM3, so his damage output was about 9pts per standard attack. He got a full set of actions on init count 15 plus an additional standard action on count 5. I also gave him 2 action points and +5 to saves (though he only made saves once per round.) Additionally, I threw in his personal bodyguard (2 standard hobgoblin soldiers), who stayed close enough to boost his (and their) AC and also interfered with the PCs by aiding Sinruth’s attacks and defenses.

So what happened? I was afraid this would be a bit overwhelming for my group, but I had nothing to worry about. Their party is well balanced, works well together, and, because they smelled the “boss fight” coming, they saved their daily powers. The bodyguards went down like chumps, and Sinruth was quickly surrounded. I did get to use Sinruth’s Body Shield to turn a fatal blow from the party’s fighter into a (nearly) fatal blow on the party’s cleric, so that was cool.

In the end, the party opted to knock out the chieftain. Languishing in Brindol’s prison, the once mighty warlord decided to deprive the humans of their trophy; he tore out his own throat to prevent any further humiliation.

Arbanax said

at 4:56 pm on Nov 5, 2010

Just to chip in about the Sinruth Redux. My players faced him in the room 20 (I think) where the Menhirs are. Firstly my players took forever to get into that room, I was hoping they'd bunch up but these pillars of cold spooked them plenty. When finally they did come in, (I lured them with some Hobgob Grunts in the end) they were set upon by Sinruth. But in truth they totally whiped the floor with him. I did manage (whilst he was bloodied) to get one of the players in a headlock and then when another player used a daily, swap places with his immediate interupt which took the player to unconscious. But then the Cleric used a encounter power (Life transference) brought him right back and he then used his daily to get Sinruth where it hurts.

All in all I love the way he played out, but a couple of points to note, His armour class isn't that high when faced with five characters all getting a hit (or two if they spend an action point as mine did) it can quickly chew through his HP, so I gave him Hobgoblin grunts so he didn't take all the heat.

Second with only one attack if he misses it felt like a lot of damage was being piled on him before he got to retaliate again. It felt embarrassing to have the players taught him, and he be able to do little about it because we still had three players to go before Sinruth could return the favour.

When he hit, it could be brutal, but sadly I got some bad rolls (what can you do when that happens) equally what took the paladin out was a critical hit from Sinruth (about time to). The encounter played out well, but it would have been better if he started with more attacks a standard and a minor or something or could go twice, especially when his honour was being impeached...nonetheless he was brutal when he hit and the players still respected him as a tough opponent.

Ab

Colmarr said

at 12:59 pm on Nov 6, 2010

Thanks for the feedback.

Both stages 1 and 3 have multiple attacks per round (standard and move and standard and minor respectively), but I take your point about the "miss and wait a long time to try again" effect. I supposed that's why WotC has shown a preference for multiple initiative counts.

"All in all I love the way he played out". High praise indeed. Thanks.

Drake said

at 4:18 am on Dec 8, 2010

I recommend that you add some minions to the Sinruth fight. My party pretty much rolled him and did not even realize this was a boss fight.

Garry Timmons said

at 4:26 am on Sep 19, 2012

Because of the noise involved during the fight with the ghouls and zombies, I had Sinruth show up there. He came in around round 5 or 6, and I also had two gnome skulks who had repeatedly escaped the PC's before escort him. They were "renegotiating" their contract with Sinruth.

I left the odd creatures (gnomes, ettercaps, etc...) in there for a couple of reasons. The first being that Sinruth's note clearly stated that he had a knack for recruiting people to his cause even though they weren't goblinoids, and two I had some extra story elements I worked into it that made those things work better in the story.

I'm close to wrapping up Rivenroar myself and I'm moving on to Bordrin's soon. I have a question regarding Sinruth's note though. Do they ever state who the "Emissary" that sent the note to Sinruth was? I see a Dark One Emissary in the Bordrin's module, but I'm not sure if this is the same Emissary or not. I don't want to sit and read every module to try to figure this out and I'd hate to say "this guy's the emissary" and then later go "no wait it was actually this guy!"

Anybody know the answer to this?

socialprimate said

at 11:01 am on Dec 28, 2012

I found this very poorly explained across the first several modiles. However, DotD states clearly (page 15) that the Emissary is Sarshan.

Alex said

at 12:43 am on Sep 22, 2012

Yes, in the "Den of Destroyer" the Shadar-Kai weaponmaster training the gnolls is carrying a note. In the note Sarshan dictates that the leader of gnolls (Fangren) shouldn't be underestimated and that he couldn't have even thought to play with that same "emissary" crap with him that got Sinruth so worked up.

socialprimate said

at 9:56 am on Nov 9, 2012

My group ran this, and it generally went well. I liked the changes suggested above:
1) I substituted undead for the gnomes - it felt like the gnomes were leftovers from when 4e launched, and it gave the adventure a stronger theme
2) Sinruth as a solo was not strong enough, and I added some minions, which helped a bit - but he still seems underpowered for a level 2 party.
3) I refocused the final encounter on rescuing the boy, as also suggested above - that added some nice tension and excitement to the end.
4) But I did keep the ettercaps as written, even though they are consistent with the undead theme, they are a strong encounter - the web is tactically interesting, and they can incap players quickly

NoobDM said

at 9:45 am on Aug 12, 2013

Having trouble getting the .PDFs to load in FireFox. Anyone have similar problems? Or another link?

Alex said

at 3:44 pm on Aug 12, 2013

What PDFs? Download them and open locally maybe? Update plugin?

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