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Second Son: Notable Npcs

Jantzen Madrona is the town's mayor and brother of the hero Rakin Madrona. He hires the party to locate the body of his brother in the caverns below Westfall Tower. "He deserves better than to rot in the pits of an old ruin," says Jantzen.

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0% found this document useful (0 votes)
201 views7 pages

Second Son: Notable Npcs

Jantzen Madrona is the town's mayor and brother of the hero Rakin Madrona. He hires the party to locate the body of his brother in the caverns below Westfall Tower. "He deserves better than to rot in the pits of an old ruin," says Jantzen.

Uploaded by

restlessone
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Second Son Notable NPCs "I loved my brother," says Jantzen.

"Though we speak not of it,


we know he is no longer with us. The town, however, demands
his proper burial. I will pay you the sum of 200 gold pieces
Jantzen Madrona: The town's mayor and brother of the hero each to locate his body and bring it back to us. He deserves
A D&D 4th Edition Level 1 Preview Rakin Madrona. He hires the party to locate the body of his better than to rot in the pits of an old ruin."
Adventure brother in the caverns below Westfall Tower. He secretly
wishes to be rid of his brother's overarching shadow. He is Jantzen gives you a map inked on a sheaf of fine vellum and
insecure and quick to offend. half of your payment in small but heavy leather sacks.
by Michael E. Shea
Kiet: The mayor's town security advisor. He is white-skinned
"You will find the caverns at the base of an old steps in the
How To Play This Adventure with light blonde hair and pale eyes. He doesn't speak hardly at
all and mostly hides beneath his black cloak. Every so often on ruins of Westfall Tower. Be wary, bandits and goblinkind often
a DC20 check, the party can hear metal ringing under his cloak. use the cursed tower for refuge."
This adventure uses D&D 4th edition rules from a few different
sources including combat mechanics taken from the D&D Rakin Madrona: Hero of the battle of Seven Stars and router A DC15 insight check shows that Jantzen isn't being entirely
Miniatures 2.0 Handbook and the D&D Experience 4th Edition of the recent goblin menace. A month ago he entered into the honest. A DC15 perception check on Kiet shows that he is
Summary. The character sheets come from the six first level caverns under Westfall Tower to smash the source of the observing the party intensely.
characters released at D&D Experience and the creature monsters that lurked within. He has not returned.
encounters are derived from multiple sources at ENWorld, A DC 20 insight check shows that Jantzen is lying about his
Critical Hits, and the D&D Dungeons of Dread Miniature stat Jora Nahele: The barmistress of the Black Oak inn and tavern. love for his brother.
cards. The characters, the Miniatures rules, and the 4th edition She was once the lover of Rakin though the dark shadows of
one-sheet can be found at: his life let them get close in heart. She has kept the townfolks Should the party talk to anyone else in the town about Rakin or
interest in finding Rakin's body and, should the party need a Jentzen, they send the party to Jora. With a DC10 check, the
http://www.wizards.com/dnd/files/ExperienceCharacters.zip second source to find him, asks the party to locate his body so party can learn from her that Rakin and Jentzen rarely got
he may rest in peace. along. She also doesn't care for Kiet. According to local rumor,
http://www.wizards.com/dnd/files/DDM_MinBatlRules.zip Jentzen had Kiet pardoned before being hanged drawn and
quartered after murdering a young girl six years ago.The town
http://www.wizards.com/dnd/files/news_20080228.zip Introduction fears him, which even by her own word makes him a suitable
defense advisor and bodyguard of Jantzen.
This adventure is suitable for four to six players and a Dungeon Cold sleet tears at your clothes and bare skin as your weary
Master. The dungeon is designed with D&D Dungeon Tiles horses ride through the gates of Jaspermoon Village. You find
from the Caverns of the Underdark, Arcane Corridors, and the town dark except for the warm glow from the local inn, the
Hidden Crypts sets. This adventure should take around four Black Oak. There you find a warm meal, good mead, and
hours to complete. rousing tales.

One tale, however, speaks of gloom and sorrow. The town's


Adventure Summary hero, Rakin Madrona, hero of the Battle of Seven Stars and
router of the Red Fang goblin tribe, has been killed in the
The hero of the village of Jaspermoon has gone missing. More caverns below Westfall Tower. The entire town mourns his loss.
and more attacks by villainous beasts have tracked back to a
previously undiscovered series of tunnels below the ruins of a After a day of rest in the inn's very comfortable rooms, you
ancient watch tower. Rakin Madrona traveled to these tunnels meet your breakfast with an invitation from the Jaspermoon
and has not been heard from since. mayor's aid. The mayor seeks assistance and is willing to pay
handsomely for it.
Jantzen Madrona, the acting town's mayor and younger brother
of Rakin Madrona, asks a band of traveling adventurers for Mayor Jantzen Madrona, younger brother of the hero Rakin
help in locating his brother's body in the ruinous catacombs. Madrona, is a small thin man in royal robes. In a chair to his
left sits a man with skin like snow and eyes like pale clouds in
the sunset. Jantzen introduces him to you as Kiet, his town
defense advisor.
Encounter 1: Hobgoblin Soldiers
The ruined tower of Westfall sticks up from the ragged sharp
mountains three days west of Jaspermoon. It rises like the
decaying corpse of an old beast crushed under the weight of
time.

On a DC15 perception check the party notes torchlight.


Otherwise the party rolls initiative against the hobgoblins and
the battle begins.

A deep voice barks out at the night and soon barks again. Then
you hear the sound of steel drawn from leather and the ring of
armor as two huge hobgoblins step from the ruin of the tower
and attack!

2x Hobgoblin Soldier Level 3 Soldier


Medium natural humanoid (goblin) xp 150
Initiative +7 Senses Perception +3; low-light vision
HP 47 Bloodied 23
AC 20 (22 with phalanx soldier) Fortitude 18 Reflex 16 Will 16
Speed 5

m Flail (standard; at-will) * Weapon +7 vs AC; 1d10+4


damage; the target is slowed until the end of the hobgoblin
soldier's next turn, and the target is marked until the end of the
hobgoblin soldier's next turn.
M Formation Strike (standard; at-will) * Weapon Requires
flail; +7 vs AC; 1d10+4 damage, and the hobgoblin soldier
shifts 1 square provided it ends in a space adjacen to another
hobgoblin.
Hobgoblin Resilience (immediate reaction, when the
hobgoblin soldier suffers an effect that a save can end;
encounter)
The hobgoblin soldier makes a saving throw against the
triggering effect.
Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC
while at least one hobgoblin ally is adjacent to it.

Alignment Evil Languages Common, Goblin


Skills Athletics +12, Stealth +10, Str 19(+5), Dex 14(+3)
Wis 14(+3), Con 15(+3), Int 11(+1), Cha 10(+1)
Equipment scale armor, heavy shield, flail
Encounter 2: Hobgoblin Warband
The spiral staircase leads to a series of caverns carved by the
earth itself. Clearly the tower above was built over these
strange ancient formations. Tunnels lead deep into the earth
narrowing so low that sometimes you must crawl on your hands
and knees.

Soon the caverns open up and you see torchlight flicker ahead.
A guttural voice barks orders.

A character with goblin speech hears the following:

"We have not heard from the mongrels above. Prepare


yourselves on the ridge".

When the party enters the cavern they see the following: Hobgoblin Warcaster, Level 3 Controller (Leader)
Hobgoblin Soldier, Level 3 Soldier Medium natural humanoid (goblin) xp 150
Another hobgoblin stands in the center of this cavern while two Initiative +5 Senses Perception +4; low-light vision
more, one with a bow and one carrying a staff, stand on the Medium natural humanoid (goblin) xp 150
Initiative +7 Senses Perception +3; low-light vision HP 46 Bloodied 23
ridge above. AC 17 Fortitude 13 Reflex 15 Will 14
HP 47 Bloodied 23
AC 20 (22 with phalanx soldier) Fortitude 18 Reflex 16 Will 16 Speed 6
Description: A hobgoblin archer and a warcaster stand on the
ridge to the north west. They have kicked down a ladder that let Speed 5
m Staff (standard; at-will) * Weapon +8 vs AC; 1d8+1
them climb up. A party member can reset the latter as a damage.
standard action and takes combat advantage when climbing it. m Flail(standard; at-will) * Weapon +7 vs AC; 1d10+4
damage; the target is slowed until the end of the hobgoblin M Shock Staff (standard; recharge 4,5,6) * Lightning, Weapon
Climbing it takes a move action. +8 vs AC; 2d10+4 lightning damage, and the target is dazed
soldier's next turn, and the target is marked until the end of the
hobgoblin soldier's next turn. until the end of the hobgoblin warcaster's next turn.
Hobgoblin Archer, Level 3 Artilery M Formation Strike (standard; at-will) * Weapon Requires R Force Lance (standard; recharge 5,6) * Force Range 5; +7 vs
Medium natural humanoid (goblin) xp 150 flail; +7 vs AC; 1d10+4 damage, and the hobgoblin soldier Fortitude; 2d6 +4 force damage, and the target slides 3 squares.
Initiative +7 Senses Perception +3; low-light vision shifts 1 square provided it ends in a space adjacent to another C Force Pulse (standard; recharge 6) * Force Close blast 5; +7
HP 39 Bloodied 19 hobgoblin. vs Reflex; 2d8 +4 force damage; and the target is pushed 1
AC 17 Fortitude 13 Reflex 15 Will 13 Hobgoblin Resilience (immediate reaction, when the square and knocked prone. Miss: Half damage, and the target is
Speed 6 hobgoblin soldier suffers an effect that a save can end the neither pushed nor knocked prone.
hobgoblin soldier makes a saving throw against the triggering Hobgoblin Resilience (immediate reaction, when the
m Longsword (standard; at-will) * Weapon +6 vs AC: 1d8 + 2 effect. hobgoblin warcaster suffers an effect that a save can end The
damage Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC hobgoblin warcaster makes a saving throw against the
r Longbow (standard; at-will) * Weapon Range 20/40; +9 vs while at least one hobgoblin ally is adjacent to it. triggering effect.; encounter)
AC; 1d10+4 damage, and the hobgoblin archer grants an ally
within 5 squares of it a +2 bonus to its next ranged attack roll Alignment Evil Languages Common, Goblin
against same target. Alignment Evil Languages Common, Goblin Skills Arcana +10, Athletics +4, Stealth +10
Hobgoblin Archer (immediate reaction, when the hobgoblin Skills Athletics +12, Stealth +10 Str 13(+2), Dex 14(+3), Wis 16(+4) Con 14(+3), Int 19(+5),
archer suffers an effect that a save can end the hobgoblin archer Str 19(+5), Dex 14(+3), Wis 14(+3), Con 15(+3), Int 11(+1), Cha 13(+2)
makes a saving throw against the triggering effect. Cha 10(+1) Equipment robes, staff
Equipment scale armor, heavy shield, flail
Skills Athletics +5 Str 14(+3) Dex 19(+5) Wis 14(+3) Con
15(+3) Int 11(+1) Cha 10(+1)
Equipment leather armor, longsword, longbow, quiver of 30
arrows
Encounter 3: Skeletons Blazing Skeleton Level 5 Artillery
Medium natural animate (undead) xp 200
The caverns continue deeper into the earth. All around you find Initiative +6 Senses Perception +4; darkvision
the supplies and refuse of the hobgoblins. Soon you find a pair Fiery Aura (Fire) aura 1; any creature starts its turn in the aura
of large stone doors, worn smooth with age. They are closed takes 5 fire damage.
and barred - from this side. HP 53; Bloodied 26
AC 19; Fortitude 15,Reflex 18,Will16
Pulling free the bar and entering you find a set of ornately Immune disease, poison; Resist 10 fire, 10 necrotic Vulnerable
carved steps that lead down into a rectangular chamber. The 5 radiant
walls are finely carved and hardly touched from the countless Speed 6
years. As you step in, your skin grows cold. Something clearly
isn't right about this place. m Blazing Claw (standard; at-will) * Fire +8 vs AC; 1d4+1
damage, and ongoing 5 fire damage (save ends).
As you step into the large room with a pool of sapphire blue R Flame Orb (standard; at-will) * Fire Range 10; +8 vs
water., Three skeletons rise up on either side of the pool. Two Reflex; 2d4+4 fire damage, and ongoing 5 fire damage (save
raise longswords in their claw-like hands while the third ends).
explodes in purple flames.
Alignment Unaligned Languages -
Encounter Description: The two skeletal warriors attack from Str 13 (+3) Dex 18 (+6) Wis 15 (+4) Con 17 (+5) Int 4 (-1),
each side of the blue pool while the blazing skeleton stays back Cha 6 (0)
and pelts the party with Flame Orbs.

The water is charged with magical electricity. Any creature that


steps within it takes 5 electrical damage. Any creature forced
into the pool gets to roll a saving throw to go prone instead.

2x Skeleton Warrior Level 3 Soldier


Medium natural animate (undead) xp 150
Initiative +6 Senses Perception +3; darkvision
HP 45; Bloodied 22
AC 18; Fortitude 15 Reflex 16 Will 15
Immune disease, poison; Resist 10 necrotic; Vulnerable 5
Radiant
Speed 5

m Longsword (standard at-will) * Weapon +10 vs AC; 1d8 +2


damage, and the target is marked until the end of the skeleton
warrior's next turn; see also speed of the dead.
Speed of the Dead When making an opportunity attack, the
skeleton warrior gains a +2 bonus to the attack roll and deals an
extra 1d6 damage.

Alignment: Unaligned Langages: -


Str 15 (+3) Dex 17 (+4) Wis 14 (+3) Con 13 (+2) Int 3 (-3) Cha
3 (-3)
Equipment: chainmail, light shield, longsword
The hall leads to another pair of stone doors, this time barred
Encounter 4: The Chillborn from the opposite side. A DC20 strength check can break open
the doors. When broken, read the following:
The forgotten halls continue. Runed tablets line the walls with
religious symbols now long forgotten. Soon you find a set of The doors break inward and smash against the stone within the
steps leading down to a large room. Three gargoyle statues leer room ahead. As you begin to step in a bolt soars past your head
at you from a raised platform. Between you and the statues lays and skips against the stone wall. You see a figure sitting in one
a huge crack - a gaping wound in the earth that leads down corner weakly holding a crossbow in his thin arms. His skin
into the abyss below. hangs off of his bones and one of his feet is missing below the
ankle. His eyes light up when he sees you clearly.
As you step further into the room two pale skinned beings step
out from behind the left and right statues. Wisps of frosty mist "Who are you?" he asks.
rise from their bodies.
"I am Rakin Madrona." the man says. "I came here countless
Encounter Description: Each of the Chillborns attack from days ago to rid us of the evil of this place only to find the place
either side of the two dragon statues. They are unwary of the itself IS evil. It saturates these halls like black blood."
great rift in the earth and may be pushed down where they will
be destroyed. "I was betrayed. My brother's man, Keit, stabbed me in the
back and threw me in here, barring the door and leaving me to
the horrors within. I cut my way down here but it cost me. A
2x Chillborn wound on my foot began to rot and I had to cut it off. My food
Medium Natural Animate (Undead), Level 6 Soldier soon ran out and I was sure to die. You have saved me, my
AC 22, FORT 21, REF 17, WILL 17 friends."
HP 48, Bloodied 24, Init +5, Spd 4
Senses: Perception +3.
Immune: Poison, Resist: cold 10, nec 10, wpn 10
Weakness: Massive Dmg, Vuln rad 5

Attacks: Melee Slam +14 vs AC; 1d6+6 AND Followup


Followup +9 vs Fort; Immobilized 1 rd
Ice Reaper +5 cold dmg to Immobilized or Stunned

Abilities: Destroyed by single atk of 24+ dmg


Wintry Cloud: Creatures take 2 cold dmg at start of their turns
for each chillborn within 5 (max 8 dmg)

Str +9 (22), Con +5 (15), Dex +5 (14), Int -1 (2), Wis +3 (10),
Cha +5 (15)

When the party begins to enter down the northern hall, give
them a DC10 perception check to see a pair of repeating
crossbows further down the hall tied with a network of thin
cables and lines attached to various stones and plates on the
floor. A dead chillborn stands pinned to the wall with a half
dozen bolts buried in its rotted body.

A DC15 dexterity check can disarm each of the crossbows, on a


failed check the crossbows fire bolts: +8 ranged for 1d8+2
damage. When two checks have succeeded the party can move
on.
Encounter 5: The Chainfighter Human Bandit Level 2 Skirmisher
Medium natural Humanoid xp 125
As you enter the room with the sapphire pool, a figure steps Initiative +6, Senses Perception +1
down the stairs. Cloaked in black and flanked by two shady HP 30 Bloodied 15
looking men, you recognize him as Keit - Jantzen Madrona's AC 16 Fortitude 12 Reflex 14 Will 12
man. He looks up at the emaciated figure you bring with you. Speed 6

"I have killed a lot of men better than you, Rakin." says Keit. m Mace +4 vs AC 1d8+1 and the bandit shifts 1 square.
"You were meant to die, down there and now you shall. When I r Dagger (standard at will) Range 5/10; +6 vs AC; 1d6+1
am finished I will have to make up for my first mistake by m Dazling Strike (standard encoutner) +4 vs AC; 1d8+1
showing young Jora what sort of man I really am." damage, the target is dazed until the end of the human bandit's
next turn, and the human bandit 1 square.
He throws off his cloak revealing a body of pale skin tattooed in Combat Advantage The human bandit deals an extra 1d6
black ink. He unwraps a wicked spiked chain from around his damage on melee and ranged attacks against any target it has
waist and begins to spin it with amazing dexterity. With a single combat advantage against.
word the two men with him rush and attack!
Alignment Any Languages Common
Encounter Description: Keit the Shadar-Kai Chainfighter Skills Stealth +9 Streetwise +7 Thievery +9
stays back while the human bandits engage. He waits until the Str 12 (+2), Dex 17 (+4), Wis 11 (+1), Con 13 (+2), Int 10
party is firmly established before he rushes in with his chain (+1), Cha 12 (+2)
and begins to whip them to death. Equipment leather armor, mace, 5 daggers

Shadar-kai Chainfighter, Level 6 Skirmisher


Medium shadow humanoid xp250
Initiative +9 Senses Perception +5; low-light vision
HP 54; Bloodied 27
AC 20; Fortitude 19, Reflex 19, Will 17
Speed 6; see also dance of death and shadow jaunt

m Spiked Chain Reach 2; +11 vs AC; 2d4+3 damage.


M Dance of Death (standard; recharge 6) * Necrotic, Weapon,
The shadar-kai chainfighter shifts 6 squares and makes 3 spiked
chain attacks at any points during his move. He can only attack
a given enemy once, but he deals an extra 1d6 necrotic damage
with each successful hit.
Shadow Jaunt (move encounter) * Teleportation
The shadar-kai chainfighter teleports 3 squares and becomes
insubstantial until the start of his next turn.

Alignment: Unaligned Langages: Common


Skills Acrobatics +14 Stealth +14
Str 17 (+6), Dex 18 (+7), Wis 14 (+5),Con 13 (+4), Int 10 (+3),
Cha 11 (+3)
Equipment: leather armor, spiked chain
Encounter 6: The Second Son Human Berserker Level 3 Brute
Medium natural Humanoid xp 150
As you step out into the sunlight you see four men outside the Initiative +2 Senses Perception +1
ruins of the tower. One of them in a large fur cloak turns. It is HP 56 Bloodied 28 see also battle fury
Jantzen Madrona. He looks surprised to see you and even more AC 14 Fortitude 14 Reflex 13 Will 13
surprised to see his brother still alive. Speed 7

"My brother! You are alive!" says Jantzen. m Greataxe (standard at will) * Weapon
+6 vs AC; 1d12+4 damage (crit 1d12+16)
"Thanks to my new friends, brother." says Rakin weakly. "Your M Battle Fury (Immediate reaction, when first bloodied;
man, Keit, is dead." encounter) The human berserker makes a melee basic attack
with a +4 bonus to the attack roll and deals an extra 1d6
Jantzen's face falls. "He was my greatest weapon." damage on a hit.
R Handaxe Range 5/10; +4 vs AC; 1d6 +3 .
"You betrayed me, brother," says Rakin. "I loved you and left
me in there to die." Alignment Any Languages Common
Skills Athletics +9 Endurance +9
"You should have died, Jantzen. It was a heroes death and your Str 17 (+4) Dex 12 (+2) Wis 11 (+1)
shadow would have left me. I could have become the man I was Con 16 (+4) Int 10 (+1) Cha 12 (+2)
supposed to be. Now I will have to have you cut open like a pig Equipment leather armor, greataxe, 2 handaxes
in front of the whole world to see."
Human Mage Level 4 Artillery (Leader)
The battle begins. Medium natural Humanoid xp 175
Initiative +4 Senses Perception +5
Encounter Description: One guard and the berserker stand HP 42 Bloodied 21
three squares out from the tower. The other guard and Jantzen With the battle complete, read the following:
AC 17 Fortitude 13 Reflex 14 Will 15
the human mage stand back further. Speed 6
You see tears in Rakin's eyes as he holds his brother's lifeless
head in his lap. He looks to you.
2x Human Guard Level 1 Solider m Quaterstaff (standard at will) * Weapon
Medium natural Humanoid xp 100 +4 vs AC; 1d8 damage.
"He tried to have me killed, but he was still my brother. I loved
Initiative +4 Senses Perception +5 r Magic Missile (standard at will) * Force
him. He was weak and foolish and full of vanity but he was my
HP 31 Bloodied 15 Range 20; +7 vs Reflex; 2d4 +4 force damage.
younger brother."
AC 16 Fortitude 14 Reflex 13 Will 12 R Dancing Lightning (standard encoutner) * Lightning
Speed 5 The mage makes a seperate attack against 3 different targets;
I thank you for my life, my friends. You have done me great
range 10; +7 vs Reflexes; 1d6 +4 lightning damage.
service and I shall never forget it. I do not know what will
m Halberd Reach 2: +8 vs AC 1d10+2 damage and the target A Thunder Burst (standard encounter) * Thunder
become of our town but I will do my best to ensure you can
is markes until the end of the human guards next turn. Area burst; 1 within 10; +7 vs Fortitude; 1d8 +4 thunder
always find a warm bed and a mug of fine ale.
M Powerful Strike (standard recharge 5,6) * Weapon damage, and the target is dazed (save ends).
Requires halberd: reach 2; +8 vs AC; 1d10+6 Damage and the "Now I have a woman to see. I don't know if she'll have me, but
target is knocked prone. Alignment Any Languages Common
It is time I asked that barwench, Jora, to marry me. It was her
R Crossbow (standard at will) * Weapon Skills Arcana +11
smile that kept me alive in that dark place and your sword arm
Range 15/30; +7 vs AC; 1d8+1 damage Str 10 (+2) Dex 14 (+4) Wis 17 (+5)
that brought me from it."
Alignment Any Languages Common Con 12 (+3) Int 18 (+6) Cha 12 (+3)
Equipment robes,quaterstaff, wand
"Thank you."
Skills Streetwise +6
Str 15 (+2), Dex 14 (+2), Wis 11 (+0), Con 15 (+2), Int 10 (+0),
Cha 12 (+1)
Equipment chainmail, halberd, crossbow with 20 bolts.

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