Return of the Queen of the Spiders Campaign (Work in Progress)

Obergnom

First Post
I recently startet a new campaign, which should one day become some kind of modern version of "The Queen of Spiders"



The Resources

These are the Adventures I intend to use in this campaign:

Shadows of the Abyss (Dungeon Mag #118 Chapter 2&3)
Invest upon a Giant Stronghold, find out Drow are involved.
Rescaled to cover level 6-7

Zenith Trajectory (Dungeon Mag #102, Shackled City AP, Chapter 4)
The Kuo-Toa Shrine of Bhal-Hamatugen. I do not know how to incorporate this one at the moment.
Rescale to cover level 8

Wrath of the Abyss (Dungeon Mag #119 Chapter 2)
The Drow Outpost of Mirith Glarnon
Rescale to cover level 9

Expedition to the Demonweb Pits

The core of the campaign. The beginning Drow encounters will be cut, as they are replaced by Mirith Glarnon.
Rescale parts as needed. Especially at the end.

Crumbling Hall of the Frost Giant Jarl (available as free download at wizards.com)
This will replace the small "Demon-Quelling Sword" Side Quest. The Idea is, that Jarl Grugnir was drawn into the abyss, the players are to infiltrate his stronghold.

The Heart of Hellfire Mountain (Dungeon Mag #140)
I desperatly want to include this adventure, I just need an excuse to send my players to Niflheim, and raid a Fire Giant Stronghold.
Rescale to cover level 12

The Harrowing (Dungeon Mag #84)
If I could find an excuse to use this as a finale for the campaign, that would definatly be great.



The Characters

Balrog, a Goliath Fighter5
Torgeir Ironshield, a Shield Dwarf Cleric6 of Denier
Eadric, a River Spirit Folk Druid6 of Eldath
Fealar Clearbrook, a Wood Elf Ranger6
Arlana Wyvernspur, a Human Sorceress6 (Member of the War Wizards of Cormyr)



What happend so far?

The campaign is set in Cormyr, after the war against the demon dragon. One of the characters is a member of the war wizards of Cormyr. She hired the rest of them to invest upon rumors upon a new leader among the Giants, who wants to rally the giants of the Stormhorn Mountains to attack the weakend kingdom of Cormyr.

The players traveled to the Stormhorns, killed Sufrira, who, as Mad Amos, a friend of Giants, later told them, was sent by her brother the new Jarl of the Frost Giants, to tell Velikar, the Leader of the Hill Giants, that the days of the great leaders are over. Snurre and Nosra are dead. Grugnir is amiss. The Frost Giants will not march allong the Hill Giants.
Sufrira was not pleased by her brothers decission and decided to do some raiding before going back to the glacial rift. Thats why she attackt the players.
They had a first encounter with Asiroxa, to, who happend to pass by one of the ruinied giant strongholds. She only played with them, scorched them with her breath weapon and flew away.
The next day, they rescued Mad Amos, who was attacked by a stuck up noble, because he found some gold. The noble, Baron Teuselle, escaped, as did most of his men.
Mad Amos was able to tell them alot about the giants of the Stormhorns, especially where Velikar, the mysterious religious leader of the Hill Giants lived.
The characters continued through the mountains, and arrived at the Stronghold of the Hill Giants.
 

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Shadows of the Abyss - Rescaling Information

I created weaker versions of giants by reducing their HD by 4. When comparing these new versions to the old ones, one finds that the Hill Giants are CR5, the Frost Giants are CR7 and the Fire Giants are CR8.

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Chapter 2:

Event 1: Little Sister (EL 10)

Sufira, female frost giant barbarian 2 (CR9)
2 Winter Wolves (CR5)

Sufrira, Little Sister: Female Frost Giant Barbarian2 ; CR 9; Large Giant ( Cold ); HD (10d8)+(2d12)+108; hp 166; Init +6; Spd Walk 50 ft.; AC 23, touch 9, flat-footed 23, Base Atk +9/+4; Grp+25/+20; Atk: +21 Melee (3d6+19/19-20/x3, *Greataxe +1 ) or +20 Melee (1d4+12/20/x2, *Slam ) or +11 Ranged (2d6/20/x2, Thrown Rock , Range 10 ft. ) or ; Full Atk: +21/+16 Melee (3d6+19/19-20/x3, *Greataxe +1 ) or +20/+20 Melee (1d4+12/20/x2, *Slam ) or +11 Ranged (2d6/20/x2, Thrown Rock , Range 10 ft. ) or ; SA Fast Movement (Ex), Giant Traits, Immunity to Cold (Ex), Rage (Ex) 1 times/day (12 rounds), Rock Catching (Ex), Rock Throwing (Ex), Uncanny Dodge (Dex bonus to AC), Vulnerability to Fire (Ex); SQ: Low-light; AL: CE; SV Fort +19, Ref +5, Will +6; STR 34, DEX 14, CON 28, INT 10, WIS 12, CHA 13 .

Skills and Feats: Climb +19, Intimidate +11, Jump +26, Spot +10; Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Improved Bull Rush, Improved Critical (Greataxe), Improved Initiative, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency.

Possessions: Chain Shirt +1; Greataxe +1; Slam; Thrown Rock;

Event 2: Mad Amos

Baron Teusele, male human fighter 6
6 Barons Henchman, male human warrior 2
Mad Amos, male human ranger4 / Fighter 1

Mad Amos: Male Human Ranger4 Fighter1 ; CR 5; Medium Humanoid ( Human ); HD (4d8)+(1d10)+10; hp 37; Init +6; Spd Walk 30 ft.; AC 16, touch 12, flat-footed 14, Base Atk +5; Grp+7; Atk: +8 Melee (1d6+1/20/x3, *Handaxe (Masterwork) ) or +8 Ranged (1d8+2/20/x3, Longbow (Composite/Masterwork/+2) , Range 110 ft. ) or +8 Melee (1d8+3/19-20/x2, *Longsword +1 ) or ; Full Atk: +8 Melee (1d6+1/20/x3, *Handaxe (Masterwork) ) or +8 Ranged (1d8+2/20/x3, Longbow (Composite/Masterwork/+2) , Range 110 ft. ) or +8 Melee (1d8+3/19-20/x2, *Longsword +1 ) or ; SA Animal Companion (Ex), Favored Enemy (Giant) +2, Two Weapon Fighting Combat Style, Wild Empathy (Ex) +6 (+2 on Magical Beasts); SQ: ; AL: CG; SV Fort +8, Ref +6, Will +2; STR 14, DEX 15, CON 14, INT 8, WIS 12, CHA 10 .

Skills and Feats: Climb +10, Handle Animal +6, Knowledge (Geography) +7, Profession (Hunter) +9, Ride +10, Survival +9, Survival (Lost/Natural hazards) +11; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Endurance, Improved Initiative, Martial Weapon Proficiency, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Track, Two-Weapon Defense, Two-Weapon Fighting.

Possessions: Arrows (20); Handaxe (Masterwork); Leather +1; Longsword +1; Longbow (Composite/Masterwork/+2) ;

Baron Teusele:
Male Human Fighter6 ; CR 6; Medium Humanoid ( Human ); HD (6d10); hp 38; Init +2; Spd Walk 20 ft.; AC 21, touch 12, flat-footed 19, Base Atk +6/+1; Grp+9/+4; Atk: +11 Melee (1d8+6/19-20/x2, *Longsword +1 ) or ; Full Atk: +11/+6 Melee (1d8+6/19-20/x2, *Longsword +1 ) or ; SA ; SQ: ; AL: LE; SV Fort +5, Ref +4, Will +1; STR 16, DEX 14, CON 10, INT 13, WIS 8, CHA 12 .

Skills and Feats: Bluff +5, Diplomacy +3, Handle Animal +7, Intimidate +10, Ride +13; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Expertise, Improved Disarm, Martial Weapon Proficiency, Mounted Combat, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Tower Shield Proficiency, Trample, Weapon Focus (Longsword), Weapon Specialization (Longsword).

Possessions: Breastplate +1; Gold Nuggets (400gp); Longsword +1; Potion of Cure Serious Wounds; Shield +1 (Heavy/Metal);

Baron's Henchman:
Male Human Warrior2 ; CR 1; Medium Humanoid ( Human ); HD (2d8)+4; hp 13; Init +0; Spd Walk 20 ft.; AC 17, touch 10, flat-footed 17, Base Atk +2; Grp+3; Atk: +5 Melee (1d8+1/20/x3, *Battleaxe (Masterwork) ) or +3 Ranged (1d10/19-20/x2, Crossbow (Heavy/Masterwork) , Range 120 ft. ) or ; Full Atk: +5 Melee (1d8+1/20/x3, *Battleaxe (Masterwork) ) or +3 Ranged (1d10/19-20/x2, Crossbow (Heavy/Masterwork) , Range 120 ft. ) or ; SA ; SQ: ; AL: NE; SV Fort +5, Ref +0, Will +0; STR 13, DEX 10, CON 15, INT 10, WIS 10, CHA 11 .

Skills and Feats: Handle Animal +5, Intimidate +5, Ride +7; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Rapid Reload (Crossbow (Heavy)), Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Battleaxe).

Possessions: Battleaxe (Masterwork); Bolts, Crossbow (10) (x2); Chainmail (Masterwork); Shield, Heavy; Crossbow (Heavy/Masterwork) ;

Chapter 3:

1.Gate Towers and Curtain Walls (EL 9)
4 Hill Giants CR5

Hill Giant, lesser: Male Hill Giant Giant8 ; CR 7; Large Giant ; HD (8d8)+32; hp 68; Init -1; Spd Walk 30 ft.; AC 20, touch 8, flat-footed 20, Base Atk +6/+1; Grp+17/+12; Atk: N/A Melee (2d8+10/20/x2, *Greatclub (Large) ) or +12 Melee (1d4+7/20/x2, *Slam ) or +12 Ranged (2d6/20/x2, Thrown Rock , Range 10 ft. ) or ; Full Atk: N/A Melee (2d8+10/20/x2, *Greatclub (Large) ) or +12/+12 Melee (1d4+7/20/x2, *Slam ) or +12 Ranged (2d6/20/x2, Thrown Rock , Range 10 ft. ) or ; SA Giant Traits, Rock Catching (Ex), Rock Throwing (Ex); SQ: Low-light; AL: CE; SV Fort +10, Ref +1, Will +2; STR 25, DEX 8, CON 19, INT 6, WIS 10, CHA 7 .

Skills and Feats: Climb +5, Jump +5, Listen +6, Spot +3; Brutal Throw (Giants Bonus), Improved Bull Rush, Power Attack.

Possessions: Greatclub (Large); Hide; Slam; Thrown Rock;

2.Bailey (EL 7)
4 Dire Wolves CR3

5.Burned Keep (EL 6)
Built-to-Collapse Wall Trap
CR 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 20-ft.-by-5-ft. area); Search DC 14; Disable Device DC 16

6.Anteroom (EL 7)
2 Hill Giants CR5
1 Owlbear CR4

9.Larder (EL 7)
Fiendish Advanced Dire Boar (10HD) CR7

Fiendish Advanced Dire Boar: Male Dire Boar Animal10 ; CR 6; Large Magical Beast ; HD (10d8)+30; hp 75; Init +0; Spd Walk 40 ft.; AC 15, touch 9, flat-footed 15, Base Atk +7/+2; Grp+20/+15; Atk: +15 Melee (2d6+13/20/x2, *Gore ) or ; Full Atk: +15 Melee (2d6+13/20/x2, *Gore ) or ; SA Damage Reduction 5/Magic, Spell Resistance 15, Animal Traits, Energy Resistance Cold/Fire 10, Ferocity (Ex), Scent (Ex), Smite Good (Su) 1/day; SQ: Darkvision (60'), Low-light; AL: NE; SV Fort +10, Ref +7, Will +10; STR 28, DEX 10, CON 17, INT 3, WIS 13, CHA 8 .

Skills and Feats: Jump +13, Listen +10, Spot +9; Alertness, Endurance, Improved Natural Attack (Gore), Iron Will.

10.Abandened Hall (EL 6)
Stone Roper (TOH) CR6

11.Postern (EL 9)
Skurver, hill giant wereboar (CR 8)

Skurver, Giant Form: Male Hill Giant Giant8 Animal3 ; CR 10; Large Giant ( Shapechanger ); HD (8d8)+(3d8)+53; hp 102; Init -1; Spd Walk 30 ft.; AC 22, touch 8, flat-footed 22, Base Atk +8/+3; Grp+19/+14; Atk: +14 Melee (2d8+10/20/x2, *Greatclub (Large) ) or +14 Melee (1d4+7/20/x2, *Slam ) or +7 Ranged (2d6/20/x2, Thrown Rock , Range 10 ft. ) or ; Full Atk: +14/+9 Melee (2d8+10/20/x2, *Greatclub (Large) ) or +14/+14 Melee (1d4+7/20/x2, *Slam ) or +7 Ranged (2d6/20/x2, Thrown Rock , Range 10 ft. ) or ; SA Alternate Form (Su), Boar Empathy (Ex), Ferocity (Ex), Rock Catching (Ex), Rock Throwing (Ex), Scent (Ex); SQ: Low-light; AL: CE; SV Fort +13, Ref +4, Will +6; STR 25, DEX 8, CON 19, INT 6, WIS 12, CHA 7 .

Skills and Feats: Climb +5, Jump +5, Listen +9, Spot +9; Alertness, Cleave, Improved Bull Rush, Iron Will, Power Attack.

Possessions: Greatclub (Large); Hide; Slam; Thrown Rock;

Skurver, Hybrid Form: Male Hill Giant Giant8 Animal3 ; CR 10; Large Giant ( Shapechanger ); HD (8d8)+(3d8)+53; hp 102; Init -1; Spd Walk 30 ft.; AC 22, touch 8, flat-footed 22, Base Atk +8/+3; Grp+21/+16; Atk: +16 Melee (2d8+13/20/x2, *Greatclub (Large) ) or +7 Ranged (2d6/20/x2, Thrown Rock , Range 10 ft. ) or +16 Melee (1d6+9/20/x2, *Claw ) or +11 Melee (1d8+4/20/x2, *Bite ) or ; Full Atk: +16/+11 Melee (2d8+13/20/x2, *Greatclub (Large) ) or +7 Ranged (2d6/20/x2, Thrown Rock , Range 10 ft. ) or +16/+16 Melee (1d6+9/20/x2, *Claw ) or +11 Melee (1d8+4/20/x2, *Bite ) or ; SA Alternate Form (Su), Boar Empathy (Ex), Curse of Lycanthropy (Su), Ferocity (Ex), Rock Catching (Ex), Rock Throwing (Ex), Scent (Ex); SQ: Low-light; AL: CE; SV Fort +16, Ref +4, Will +6; STR 29, DEX 8, CON 25, INT 6, WIS 12, CHA 7 .

Skills and Feats: Climb +7, Jump +7, Listen +9, Spot +9; Alertness, Cleave, Improved Bull Rush, Iron Will, Power Attack.

Possessions: Greatclub (Large); Hide; Thrown Rock; Claw; Bite;

13.Guard Room (EL4)
Owlbear (CR4)

14.Western Watch Room (EL 10)
6 Hill Giant Elite Guards (CR5)

Hill Giant, Elite Guard: Male Hill Giant Giant8 ; CR 7; Large Giant ; HD (8d8)+32; hp 68; Init -1; Spd Walk 30 ft.; AC 23, touch 8, flat-footed 23, Base Atk +6/+1; Grp+17/+12; Atk: +5 Ranged (2d8/19-20/x2, Crossbow (Heavy/Masterwork/Large) , Range 120 ft. ) or +12 Melee (1d4+7/20/x2, *Slam ) or N/A Melee (3d6+10/19-20/x2, *Greatsword (Masterwork/Large) ) or +5 Ranged (2d6/20/x2, Thrown Rock , Range 10 ft. ) or ; Full Atk: +5/+0 Ranged (2d8/19-20/x2, Crossbow (Heavy/Masterwork/Large) , Range 120 ft. ) or +12/+12 Melee (1d4+7/20/x2, *Slam ) or N/A Melee (3d6+10/19-20/x2, *Greatsword (Masterwork/Large) ) or +5 Ranged (2d6/20/x2, Thrown Rock , Range 10 ft. ) or ; SA Giant Traits, Rock Catching (Ex), Rock Throwing (Ex); SQ: Low-light; AL: CE; SV Fort +10, Ref +1, Will +2; STR 25, DEX 8, CON 19, INT 6, WIS 10, CHA 7 .

Skills and Feats: Climb +4, Jump +4, Listen +6, Spot +3; Cleave, Power Attack, Rapid Reload (Crossbow (Heavy)).

Possessions: Chainmail +1; Slam; Greatsword (Masterwork/Large); Thrown Rock; Crossbow (Heavy/Masterwork/Large) ;

18.Velikar's Chamber (EL 7)

VELIKAR, VROCK POSSESSED CR 7 // Belt of Growth
Hill Giant; giant 8
CE Large giant (evil, chaotic)
Init +2; Senses Low-light, Listen +13, Spot +13
Languages Giant

AC 28, touch 12, flat-footed 26; // AC 27, touch 11, flat-footed 25; Dodge, Mobility
hp 88 (8 HD) DR 10/cold iron
Fort +14, Ref +6 //+5, Will +4
Resist: Acid, Cold, Fiire: 10, Electricity: 20

Speed 30 ft. (6 squares)
Melee morningstar +1 (large) +16/+11 (2d6+1d6+9 ) // (3d6+1d6+9 ) (Life Drinking 3HP/Hit, may. 30HP)
Melee slam +15/+15 (1d4+1d6+8 ) // (1d6+1d6+8 )
Melee masterwork armor spikes (large) +16/+11 (1d8+1d6+8 ) // (2d6+1d6+8 )
Melee morningstar&spikes +11/+6 (2d6+1d6+9) // (3d6+1d6+9 ), +8 (1d8+1d6+4) // (2d6+1d6+8 )
Ranged thrown rock +15 (2d6+8 )
Face 10 ft. Reach 10 ft. // Face 15 ft. Reach 15 ft.
Base Atk +6; Grp +20
Spell-Like Abilities: 1/day – Heroism (90min, allready included), Mirror Image (1d4+3, 9min)

Abilities Str 26, Dex 14, Con 22, Int 13, Wis 10, Cha 6
SQ Giant Traits, Rock Catching (Ex), Rock Throwing (Ex)
Feats Brutal Throw (Giant), Combat Expertise, Dodge, Mobility, Power Attack, Spring Attack, Whirlwind Attack
Skills Concentration +16, Listen +13, Spot +13
Possessions potion of cure serious wounds; masterwork armor spikes (large); masterwork breastplate (large/armor spikes); masterwork shield (heavy/wood/large); slam; morningstar +1 (large); thrown rock; ring of protection +1, headband of conscious effort, belt of growth, Crystal of Life Drinking (Lesser);

20.Cell (EL9)
Gleodites, male Drow rogue4 / swashbuckler4

21.Collapsed Cavern (EL 9)
Asiroxa, Half-Dragon (Red) Six-Headed Pyro Hydra

Asiroxa: Male Six-Headed Hydra Magical Beast6 ; CR 7; Huge Dragon ; HD (6d12)+36; hp 75; Init +1; Spd Walk 20 ft., Swim 20 ft., Fly 40 ft.; AC 20, touch 9, flat-footed 19, Base Atk +6/+1; Grp+21/+16; Atk: +12 Melee (1d10+7/20/x2, *Bite ) or +6 Melee (1d8+3/20/x2, *Claw ) or ; Full Atk: +12/+12/+12/+12/+12/+12 Melee (1d10+7/20/x2, *Bite ) or +6 Melee (1d8+3/20/x2, *Claw ) or ; SA Breath Weapon (Ex) 30' Cone of Fire 1/day 6d8 (DC19), Fast Healing (Ex), Half-Dragon Wings, Immunity to Fire (Ex), Magical Beast Traits, Scent (Ex); SQ: Darkvision (60'), Low-light; AL: CE; SV Fort +11, Ref +6, Will +4; STR 25, DEX 12, CON 22, INT 4, WIS 10, CHA 11 .

Skills and Feats: Climb +9, Listen +11, Speak Language +2, Spot +11, Swim +15; Combat Reflexes, Iron Will, Snatch, Weapon Focus (Bite).
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Currently my players are hacking their way through the Hill Giant Stronghold. The CR5 Hill Giants work great, we're having a lot of fun :-)

I rolled for treasure to place into the Stronhold (And to give its denizens as equipment)

I will not use magical NPC equipment as stated above, but simply try to boost the NPCs as much as possible with the treasure generated using the Magic Item Compendium Tables.

My Treasure placement rules:

of the total amount of character wealth growth I want to achive:

50% will be art, gems and gold
~60% will be items. (Some items will be sold, thats why I go up to 60%)

go from avg. character level -3 to avg. char level+2 until the gold value would be achieved. (On average)

Roll for items. Reroll crap :-)
 
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I finally know how to incorporate Bhal-Hamatugn (The Kuo-Toa Shrine)

The House Eilserve Drow* are hiding in a secret outpost of their house since their house fell from grace several years ago. (That outpost is Mirith Glarnon)

The players have to somehow get past the Kuo-Toas, before they can encounter the drow behind the giant attacks.


*(Maybe I will change their House, as Eclavdra is actually the Highest Ranking Priestess of Lolth in EttDP, and it seems unlikely that her house has been eleminated, but I have to wait until I get Drow of the Underdark with the Vault of the Drow update before deciding that...)
 


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