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Fauxe and the Hounds
Preface
The encounter as presented here is designed for parties of 5th-8th level. Parties that include a member with wild empathy, such as a Ranger or Druid, may fare particularly well. The encounter can be modified for parties of lower level or higher level with very little difficulty. For information on scaling the adventure, see Appendix 3: Scaling the Adventure. The encounter is best utilized outside of a civilized area, along a well-traveled road. Hilly scrubland provides an ideal terrain, but woods, forest, or even open plains are also suitable. This encounter can be used en route to a more civilized area, or while traveling into the wilds in search of adventure. With minor modifications, it can be adjusted to tie into an established adventure. For suggestions on how this can be done, please see Appendix 2: Possible Variations.
Background
Cy’ti is a gnoll Druid, and is as evil a fiend as a group of adventurers would want to meet. Not long ago he was in partnership with a troll named Kag. The partnership worked beautifully. Disguised as an ordinary animal, Cy’ti would spy on anyone entering their territory. When these adventurers found themselves in a vulnerable situation Cy’ti would then cast spells upon Kag to make him nearly invulnerable to their most potent weapons. Usually Cy’ti would cast protection from elements: fire and protection from elements: acid, as well as Magic Fang and anything else that might be useful at time. Despite their many successes, eventually Kag was defeated and killed. The group that succeeded was exhausted by the battle, and began to rest. Sensing an opportunity Cy’ti attacked the group, capturing them all, and feasting upon them one-by-one. Eventually only Fauxe Nerrólin, an elven illusionist remained alive. Cy’ti had thoroughly searched through her spell book and came to the following conclusion: Fauxe was worth more alive than dead. For, without Kag, he would have to hunt alone, and take on the dangerous task of engaging groups of adventurers in combat. Cy’ti realized that the illusion magic Fauxe had at her disposal could help lead adventurers into a trap and reduce the amount of effort spent in finding his next meal. Each day Cy’ti watches as Fauxe prepares her spells, allowing her only to look at the ones he has learned are useful to him. If she attempts to escape, he will kill her familiar, Eldoril. Unwilling to risk the life of her only remaining companion, Fauxe reluctantly helps Cy’ti as he attempts to waylay and eat groups of adventurers.
Encounter Synopsis
As the PCs come around a bend in the road they notice a man running for a small stone building located at the edge of a precipice. Upon noticing the PCs the man yells a warning. As he disappears into the building a huge red dragon appears in the sky, apparently chasing the man. The dragon is an illusion, but Cy’ti will either allow the party to expend their resources attempting to fight it, or, if they attempt to take shelter in his house, they are likely to fall into the precipice. Cy’ti will finish off those who remain in the house, then make his way into the precipice to finish off the rest.
Encounter Area
For the encounter to work properly, some consideration must be made for the area that is provided. It is suggested that DMs use miniatures and a battlemat, and draw things out ahead of time as much as possible. The most important element to the encounter is the house. The house is built over a precipice that has slowly been expanding. As a result, the floor of the main room has crumbled into oblivion. A Knowledge (architecture) check DC 10 indicates that the house is not entirely stable. A Knowledge (architecture) check DC 18 indicates that the house is not supported by the apparent ground, indicating the gentle slope leading into the precipice is, in fact, an illusion.

If the PCs attempt to cross the red line as indicated in the above map, they will fall 40 ft. into the precipice below. The blue cross-hatch lines indicate where it appears they can walk, but are actually at risk of falling. Likewise the blue horizontal lines indicate the illusory floor; stepping in any of those squares will drop a PC into the precipice below. Discovering the illusory floor requires a Search check DC 18. A character that steps onto a non-existent square must succeed at a Reflex save DC 20 or fall 40 ft., resulting in 4d6 points of damage.
Encounter
The encounter begins when Cy’ti notices the party. He will be scouting his territory in eagle form, and will be unlikely to attract attention. After judging the relative speed of the party, he will alight on the hill not far from his house.
Round 1) Cy’ti takes his normal form 195 ft. from his house.
Round 2) Cy’ti uses the hat of disguise to appear as a normal human, and moves 20 ft. closer to the house. Roll a disguise check for Cy’ti, including +10 for the use of the Hat of Disguise.
Round 3) Cy’ti casts longstrider on himself and moves 30 ft. closer to his house (145 feet away).
Round 4) Cy’ti begins running as the PCs round the bend. At the end of his turn he will be 55 feet away from the house. He yells to the PCs “Run you fools! It’s coming!” He should be 100’ away from the party. They may penetrate his disguise with a Spot check equal to his Disguise check. Remember the party has a -10 penalty for the distance (100 ft).
Round 5) Fauxe casts major image to create the illusion of a Mature Adult Red Dragon. [Note, for the illusion to work, it is highly suggested that the DM have his Monster Manual I open to page 76-77, and occasionally refer to page 75]. Cy’ti double-moves into the house as a huge red dragon glides over the hill.
At this point, Cy’ti will wait for the PCs to enter the building. If they are not watching him he will cast protection from elements: fire, and step to the left of the door. If it appears the PCs are going to come into the house, he will drink his potion of enlarge person, allowing him to threaten all the “real” squares by the door. He hopes PCs will attempt to tumble or step away from him, forcing them to fall into the precipice below. He will attempt to cast spider climb if he is not threatened, or by taking a 5-foot step to avoid the danger of falling into the pit himself.
Fauxe will watch out the window the entire time, and attempt to keep her illusion reacting appropriately. The dragon will not attack the party, but will instead attempt to draw fire. Cy’ti knows that most adventurers know that fire does not hurt a red dragon, so he hopes they will use all of their non-fire based energy spells, allowing his protection from elements: fire to protect him from their remaining energy spells.
Fang will emerge from Room 2 and attempt to bull rush opponents into the precipice.
Tactics: Cy’ti will attempt to use melee attacks initially. If several of the PCs enter the house, he will use his flame strike spell, including himself in the blast if necessary. Rather than cast defensively, he will attempt to use a 5-foot step to avoid provoking an attack of opportunity. With luck the party will be surprised by his casting ability, and may spread out, inadvertently stepping into the precipice. Cy’ti is likely to drop his shield if the PCs are able to hit him easily, and use power attack to increase his damage. If he drops his shield, he will use the battleaxe two-handed. If the party seems unable to deal substantial damage, he will look for an opportunity to use his spell poison.
Important Characters
Fauxe Nerrólin is a young elven woman. She has raven locks, high cheekbones, and eyes of liquid amber. Although elves are normally thin by human standards, she looks emaciated. She has eaten very little during her captivity since she refused to eat any of the flesh of her companions. She is emotionally charged from the stresses of her capture and captivity. She won’t actively help the party until Cy’ti is dead or it is obvious that the PCs will succeed. She knows that if she betrays Cy’ti and he survives, not only will she suffer her wrath, but so will her familiar, Eldoril.
Eldoril is Fauxe’s pseudodragon familiar. He is currently locked up in a cage and hidden in the ravine behind the house. If he should be released (perhaps by PCs that have fallen into the precipice) he will attempt to return to Fauxe. If he is successful, she will immediately attempt to escape with him from Cy’ti while he is distracted with the party.
Cy’ti is in many ways a typical gnoll, though smarter, more cunning, and more effective than most of his kin. Cy’ti enjoys eating the flesh of sentient beings first among all things. He counts killing humanoids next best. If seen in is true form, Cy’ti has gray skin covered in coarse fur. A thick mane of reddish fur grows from his head and down his back. If a PC falls down the precipice, Cy’ti will issue a short, barking laugh before attacking again.
Appendix 1: Notable NPCs & Creature Stat Blocks
Fauxe Nerrólin
Female elf Illusionist7: CR7; Size M (4ft., 10in. tall); HD 7d4; hp 19; Init +2 (Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 Bracers of Armor), Touch 12, Flat-footed 11; BAB +3; Grapple +3; Attack +3 Melee (1d3 subdual, unarmed 20/x2) or +5 ranged (damage by weapon type); SV Fort +2, Ref +4, Will +7; AL CG; Str 11, Dex 14, Con 11, Int 18, Wis 14, Chr 14.
Languages Spoken: Common, Elven, Sylvan, Draconic.
Skills & Feats: [Ranks in Brackets] Concentration +10 (+14 to cast defensively, combat reflexes)[10], Craft (Alchemy) +8 [5], Knowledge (Arcana) +13 [10], Knowledge (Nature) +8 [5], Knowledge (Planes) +5 [2], Knowledge (Religion) +5 [2], Spellcraft +13 [10]; [Skills without ranks, useable untrained] Appraise +3, Balance +2, Bluff +2, Climb +0, Craft (all but Alchemy) +3, Diplomacy +2, Disguise +2, Escape Artist +2, Forgery +3, Gather Information +2, Heal +2, Hide +2, Intimidate +2, Jump +2, Listen +2, Move Silently +2, Ride +2, Search +3, Sense Motive +2, Spot +2, Survival +2, Swim +2, Use Rope +2; [Scribe Scroll], Combat Casting, Spell Focus (Illusion), Craft Wand, Improved Familiar (DMG pg. 200) [Eldoril, Pseudodragon familiar (see below).
Prohibited Schools: Evocation, Necromancy.
Wizard Spells Per day: 4/6/5/4/3
Spells Prepared: 0 - Ghost Sound (x4). 1st - Disguise Self, Silent Image (x4) [open slot]. 2nd - Minor Image (x4) [open slot]. 3rd - Major Image (x3), [empty slot]. 4th - Hallucinatory Terrain (x2), Illusory Wall.
Possessions: Headband of intellect +2, spell component pouch. [Currently locked up] bracers of armor +1, backpack, scroll case, scroll of teleport, spellbook containing the following spells:
0 Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidgitation. 1st Alarm, Shield, Mage Armor, Comprehend Languages, True Strike, Color Spray, Disguise Self, Nystul’s Magic Aura, Silent Image, Ventriloquism. 2nd Resist Energy, Summon Monster II, Web, Touch of Idiocy, Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Fox’s Cunning. 3rd Dispel Magic, Invisibility Sphere, Major Image, Haste. 4th Evard’s Black Tentacles, Charm Monster, Hallucinatory Terrain, Illusory Wall, Greater Invisibility.
Eldoril
Male Pseudodragon Familiar; CR --; Tiny Dragon; HD 7; hp 10; Init +0l Spd 15 ft., fly 60 ft. (good); AC 22, touch 14, flat-footed 20; Base Atk +2; Grp -8; Atk +4 melee (1d3-2 plus poison, sting); Full Atk +4 melee (1d3-2 plus poison, sting) and +0 melee (1, bite); Space/Reach 2-1/2 ft./ 0 ft. (5 ft. with tail); SA poison, SQ blindsense 60 ft., deliver touch spells, dragon type, improved evasion, speak with master, telepathy, granted abilities; AL NG; SV Fort +4, Ref +3, Will +6; Str 11, Dex 11, Con 13, Int 10, Wis 12, Cha 10.
Skills and Feats: Hide +16/+24 in forest or overgrown areas, Survival +3, Listen +5, Search +2, Spot +5; Alertness.
Blindsense (Ex): Can locate creatures within 60 feet by nonvisual means.
Dragon Type: Darkvision 60 ft., low-light vision, immunity to sleep and paralysis effects.
Poison (Ex): Injury, Fortitude DC 12, initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.
Telepathy (Su): Communicate telepathically with creatures within 60 feet that speak Common or Sylvan.
Cy'ti
Male Gnoll Druid 7: CR 8; Size M (7ft., 4in. tall); HD 2d8+6 + 7d8+21; hp 71; Init +2 (Dex); Spd 20 ft.; AC 20 (+2 Dex, +4 Hide +1, +3 Hvy Wooden Shield +1, +1 Amulet of Natural Armor +1) or 17 (+2 Dex, +4 Hide +1, +1 Amulet of Natural Armor +1), Touch 12, Flat-footed 18 or 15; BAB +6/+1; Grapple +11/+6; Attack +12 Melee (1d8+6 Battleaxe +1, 20/x3) or +12 Melee (1d8+8 Battleaxe +1 [two-handed], 20/x3) or +7 Melee (1d8+18 Battleaxe +1 [two-handed, Power Attack for 5] 20/x3); Full Attack +12/+7 Melee (1d8+6 Battleaxe +1, 20/x3) or or +12/+7 Melee (1d8+8 Battleaxe +1 [two-handed], 20/x3) or +7/+2 Melee (1d8+18 Battleaxe +1 [two-handed, Power Attack for 5] 20/x3); SQ Darkvision 60’; AL NE; SV Fort +11, Ref +4, Will +9; Str 20, Dex 14, Con 16, Int 13, Wis 18, Cha 11.
[Changes based upon Enlarge Person] AC 18 (-1 Size, +1 Dex, +4 Hide +1, +3 Hvy Wooden Shield +1, +1 Amulet of Natural Armor +1) or 15 (-1 Size, +1 Dex, +4 Hide +1, +1 Amulet of Natural Armor +1), Touch 10, Flat-Footed 17 or 14; Attack +12 Melee (2d6+7 Battleaxe +1, 20/x3) or Attack +12 Melee (2d6+10 Battleaxe +1 [two-handed] 20x3) or Attack +7 Melee (2d6+20 Battleaxe +1 [two-handed, power attack 5] 20x3).
Animal Companion (Ex): Cy’ti is allowed an animal companion. Cy’ti has Fang, a Dire Wolf. See PHB page 35-36 for more information.
Nature Sense (Ex): Cy’ti gains a +2 bonus on Knowledge (nature) and Survival checks [noted below].
Wild Empathy (Ex): Cy’ti may attempt to improve the attitude of an animal. Cy’ti rolls a d20 and adds +7 to the roll. See Diplomacy (PHB page 72) and Wild Empathy (PHB page 35).
Woodland Stride (Ex): Cy’ti can move through any sort of undergrowth without a movement penalty and without suffering damage or any other impairment.
Trackless Step (Ex): Cy’ti cannot be tracked unless he chooses to leave a trail.
Resist Nature’s Lure (Ex): Cy’ti gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape (Su): 3/day Cy’ti can take the form of any medium or small animal with 7 or fewer HD. For more information, see Wild Shape (PHB page 37) and Polymorph (PHB page 263).
Skills & Feats: [Ranks in brackets] Concentration +4 [1.5], Handle Animal +12 [12], Knowledge (Nature) +15 [12], Listen +9 [5], Spot +9 [5], Survival +18 [12]; [Skills without ranks, useable untrained including armor check penalty] Appraise +1, Balance +0, Bluff +0, Climb +3, Craft (any) +1, Diplomacy +0, Disguise +0 (+10 with Hat of Disguise), Escape Artist +0, Forgery +1, Gather Information +0, Heal +4, Hide +0, Intimidate +0, Jump +3, Move Silently +0, Ride +2, Search +1, Sense Motive +4, Swim +1, Use Rope +2; Power Attack, Endurance, Track, Natural Spell.
Druid Spells Per Day: 6/5/4/3/2
Spells Prepared: 0th Cure Minor Wounds, Detect Magic (x2), Flare, Read Magic (x2). 1st Entangle, Jump, Longstrider, Magic Fang, Obscuring Mist. 2nd Heat Metal, Lesser Restoration, Spider Climb, Tree Shape. 3rd Poison, Protection from Energy, Stone Shape. 4th Flame Strike, Freedom of Movement.
Possessions: Hide Armor +1, Battleaxe +1, Heavy Wooden Shield +1, Amulet of Natural Armor +1, Quall’s Feather Token (tree), Hat of Disguise, Potion of Cure Moderate Wounds (2d8+3), Potion of Enlarge Person.
Fang
Male Dire Wolf animal companion: CR --; Size L; HD 6d8+18; HP 45; Initiative +2 (Dex +2); Spd 50 ft.; AC 14 (-1 Size, +2 Dex, +3 natural), touch 11, flat-footed 12; BAB +4; Grapple +15; Attack: +11 melee (1d8+10, bite, 20/x2); Full Attack: +11 melee (1d8+10, bite, 20/x2); Space/Reach: 10 ft./5 ft.; SA Trip; SQ Low-light vision, Scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills & Feats: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2 (+6 when tracking by scent); Alertness, Run, Track [bonus feat], Weapon Focus (bite).
Link (Ex): Cy’ti can handle Fang as a free action, or push as a move action. Cy’ti has a +4 bonus on Handle Animal checks made to influence Fang.
Share Spells (Ex): Any spell Cy’ti casts upon himself can also affect Fang as long as Fang remains within 5 ft.
Tricks: Attack (DC 20), Defend (DC 20), Down (DC 15), Guard (DC 20), Stay (DC 15), Track (DC 20). Fang is allowed to know seven tricks. Attack counts as two tricks. Please see the Handle Animal Skill, PHB page 74 for more information on each one.
Appendix 2: Possible Variations
Fauxe is in league with Cy’ti and has been the whole time
Change Fauxe’s alignment to CE. Change forbidden schools to enchantment & necromancy. Use the following Stat block for Fauxe if you make this change:
Fauxe Nerrólin
Female elf Illusionist7: CR7; Size M (4ft., 10in. tall); HD 7d4; hp 19; Init +2 (Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 bracers of armor) [16 with Mage Armor], Touch 12, Flat-footed 10 [14 with Mage Armor]; BAB +3; Grapple +3; Attack +4 Melee (1d6+1, quarterstaff 20/x2) or +5 ranged (damage by weapon type); SV Fort +2, Ref +4, Will +7; AL CE; Str 11, Dex 14, Con 11, Int 18, Wis 14, Chr 14.
Languages Spoken: Common, Elven, Giant, Draconic.
Skills & Feats: [Ranks in Brackets] Concentration +10 (+14 to cast defensively, combat reflexes)[10], Craft (Alchemy) +8 [5], Knowledge (Arcana) +13 [10], Knowledge (Nature) +8 [5], Knowledge (Planes) +5 [2], Knowledge (Religion) +5 [2], Spellcraft +13 [10]; [Skills without ranks, useable untrained] Appraise +3, Balance +2, Bluff +2, Climb +0, Craft (all but Alchemy) +3, Diplomacy +2, Disguise +2, Escape Artist +2, Forgery +3, Gather Information +2, Heal +2, Hide +2, Intimidate +2, Jump +2, Listen +2, Move Silently +2, Ride +2, Search +3, Sense Motive +2, Spot +2, Survival +2, Swim +2, Use Rope +2; [Scribe Scroll], Combat Casting, Spell Focus (Illusion), Craft Wand, Improved Familiar (DMG pg. 200) [Eldoril, Quasit familiar [see DMG page 201].
Prohibited Schools: Enchantment, Necromancy.
Wizard Spells Per day: 4/6/5/4/3
Spells Prepared: 0 Acid Splash, Flare, Ghost Sound, Message. 1st Enlarge Person, Mage Armor, Shield, Shocking Grasp, Silent Image (x2). 2nd Hypnotic Pattern, Minor Image (x2), Scorching Ray (x2). 3rd Fireball, Major Image (x3). 4th Hallucinatory Terrain (x2), Illusory Wall.
Possessions: Headband of Intellect +2, Spell component pouch, Bracers of Armor +1, Quarterstaff +1, Backpack, Spellbook containing the following spells:
0 Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidgitation. 1st Alarm, Shield, Mage Armor, Comprehend Languages, True Strike, Color Spray, Disguise Self, Nystul’s Magic Aura, Silent Image, Ventriloquism. 2nd Resist Energy, Summon Monster II, Web, Touch of Idiocy, Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Fox’s Cunning. 3rd Dispel Magic, Invisibility Sphere, Major Image, Haste. 4th Evard’s Black Tentacles, Charm Monster, Hallucinatory Terrain, Illusory Wall, Greater Invisibility.
Kag survived
Use the Troll from the MM (page 247) inside the house. Cy’ti will cast defensive spells on Kag, and let him do the fighting first. Have Cy’ti prepare more healing spells.
Fauxe is more than she appears
Fauxe is a member of an Elven Royal Family. If you choose to go this route, it will become campaign specific. She could also be a lesser noble, if you prefer. In any case, she may have been captured as part of a more sinister plot. Use your imagination.
Danger in the ravine
Cy’ti has used the spell Speak with Animals to arrange an ‘understanding’ with a pack of wolves that lives in the ravine. They patrol near the house, and when someone falls in, they attack.
Design your own
This was specifically designed to be a generic encounter, suitable in any campaign world. By associating these characters with campaign specific Prestige Classes or organizations, you can find a new use for this encounter.
Appendix 3: Scaling the Adventure
For Parties of Levels 1-2:
The adventure as written is lethal. Replace Cy’ti with a normal bugbear or ogre. Replace Fang with a normal wolf. Have Fauxe scream for help when she sees the PCs through the window from Room 3. As they come to rescue her, the ogre will attempt to attack them. Fauxe should have no spells prepared, and no equipment. The illusory wall spell could have been cast by someone else before the ogre moved in. A sense motive DC 15 will indicate that although she is screaming for help, she is also trying to indicate that walking through the door means walking into a trap.
For Parties of Levels 3-4:
A cautious party could still survive this encounter if they withdraw from the initial attack. To make it less dangerous, reduce Cy’ti’s Druid level to 5 (the minimum for Wild Shape). Replace Fang with a normal wolf animal companion.
For Parties of 9th 10th level:
Increase Cy’ti to a 9th level Druid, granting him the ability to Wild Shape into a large creature and 5th level spells. He will favor the form of a Dire Ape. Any combat in the room requires a DC 10 balance check because of the roughness of the floor. Failure by 5 or more causes a tumble into the chasm below. Increase the depth of the chasm to 80 feet. Have several Worgs patrol the bottom of the ravine.
For Parties above 10th level:
Adventuring parties over 10th level seldom have cause to walk through the wilderness. It might be better to associate Fauxe with someone they know, or have the PCs offered a reward to find out what happened to the missing adventurers. Use the “Kag survives” variation, but replace Kag with the Troll Hunter (MM page 247). Advance Cy’ti to 11th level as a Druid.
For all parties:
Fauxe’s level can remain static for this encounter to work for any party. She can be used as a possible cohort for a PC, or be used to spring-board future adventures.
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