Browsing the archives for the lizardman tag.


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  • The Keep On The Borderlands - Final Notes

    4e D&D, Advice/Tools, Dungeon Masters, Encounters

    Okay this isn’t actually my last post about the Keep On The Borderlands, but pretty close.  I’m going to go in depth on how I made my map of the keep and how I made my map of the Caves of Chaos, which I haven’t previewed yet.  Both are pretty spectacular, and I will begin those for next time.

    Today I just wanted to go over what else is going on besides the keep and the caves.

    First of all there is a small group of lizardmen who occupy a marshy area along the river.  They have no interest in the keep and so long as they are left alone they won’t bother anyone.  Eventually, however, Lord Drell will want to know what is going on in the marshes and will ask the PC’s to investigate.  Or they will go wandering around and find them.

    There are no maps for these encounters in the original module and I haven’t made any either - so do your best.

    Encounter groups in the marshes include:

    1 Visejaw crocodile 4 Soldier 175
    1 Spitting Drake 3 Artillery 150
    1 Stirge 2 Lurker 200

    —————————————————–

    1 Greenscale Darter 5 Lurker 200
    2 Greenscale Hunters 4 Skirmisher 350
    1 Greenscale Marsh Mystic 6 Controller 250

    —————————————————–

    2 Greenscale Hunters 4 Skirmisher 350
    2 Visejaw Crocodiles 4 Soldier 350
    1 Vine Horror 5 Controller 200

    —————————————————–

    1 Greenscale Marsh Mystic 6 Controller 250
    2 Blackscale Bruisers 6 Brute 500
    1 Greenscale Darter 5 Lurker 200
    2 Greenscale Hunters 4 Skirmisher 350

    —————————————————–

    Not much else to say about that.  The other big group is the raiders that are working in conjunction with the temple of Cyric.  They hang out in the woods to the west of the keep and avoid the caves as much as possible.  To start with their group includes Tandoro and :

    2 Elf Archer 2 Artillery 250
    1 Human Guard 3 Soldier 150
    1 Human Mage 4 Artillery 175
    2 Halfling Thief 2 Skirmisher 250
    2 Human Bandits 2 Skirmisher 250

    The raiders will attack pretty much anyone coming from the west or north.  They are avoiding the area around the caves of chaos on purpose.  Flin follows orders pretty well, but he is an opportunistic sort of fellow and will suggest that the PC’s speak with his boss, Simiobolt.  If the PC’s attack him he will look out for his own life before worrying about his troops.

    Throughout the course of the adventure it is possible that the raider group will grow.  Chant Havelove will recruit kobolds, goblins, orcs, possibly even gnolls or bugbears.  If the raiders manage to get a large enough group, Chant will have them attack at night.  He and his followers will arrange to have the gate open.  If the raider group has 30 or more members the raid will be successful.  If there are between 20 and 30 members there is a 50% chance of success plus 5% for each member over 20.  If there are less than 20 members there will be no attack.

    If the PC’s join the raiders, then success or failure will depend on their actions.

    Okay, a quick preview of my map of the Caves of Chaos.  I’ll be explaining what it is and how I made it next time.

    Just a link because it is a very large, non-optimized file.  Map-sample.

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