Premade Campaign 02: The Warlord Lah-Karoo (2/3)

The Warlord Lah-Karoo is intended for Epic level characters and is Part 2 in a 3 Part series.

Yesterday’s Premade Campaign ended with the party being level 11 and either fighting a bunch of kobolds, or fighting a young dragon. Either way, if the party wasn’t killed in the last battle, they have returned to the town as heroes. For a short while, they are able to live a life of happiness, with the people of the town being extremely grateful that they weren’t either cooked by a dragon or forced into an unjust battle. This is short lived, as their heroic deeds become known by the king of their land, and they are asked to travel to the kingdom for an important quest.

Their travels there take several days, and near the end of the trip they are attacked by several assassins very obviously targeting the group member with the most ties to magic, likely the group’s Warlock, Wizard, or Cleric. When they finally arrive the Kingdom is engaged in a large scale battle with a huge army of soldiers outside the gates, trying to get in. They are able to beat back the forces, who retreat into a nearby forest. A horseless carriage approaches the party, flying flags of their kingdom, and they are quickly brought inside and driven to safety. Along the way the group is informed that a reengage group lead by the Dragonborn Warlord Lah-Karoo is laying siege on the castle, and they have no clear idea as to why.

The rest of the campaign after the jump…

Lah-Karoo follows an ancient tradition of gods believing magic should not be wielded by humans, and is trying to stomp out any kingdom that doesn’t follow his rule. He has already crushed several small villages in the surrounding area, which is the main reason that the group was called, but their sneak attack against the actual castle comes as a huge surprise due to the size of his forces. Why? Because Lah-Karoo and some of his men are immortals, and now wield powerful magic. What is the party to do?

  • 01-40: His immortality is highly exaggerated, and he is actually using illusionary magic to disguise himself as such and project his visage into battles to scare his opponents. The party must hunt him down and kill him before his attacks are actually able to take over the castle.
  • 41-80: Lah-Karoo has found several talismans of an old mage and can not be harmed by normal means. The party must break into his ranks and remove the objects from them to destroy their powers, but this will take a great deal of trickery and favors for some less-than-trustworthy enemies.
  • 81-100: Lah-Karoo has become a god, with the help of an old, forgotten deity, but his powers are tied to the kingdom. In order to break free and destroy the rest of the magic-using world he feels that he must first destroy all traces of magic in this country. But just as his powers are bestowed by ancient gods, the tools of yore can be used against him.

Be sure to come back tomorrow for the Epic conclusion of this campaign!

Part 1: Two Kobold Tribes

One comment

  1. » Blog Archive » Premade Campaign 03: The Womb of Death (3/3) says:

    [...] Part 2: The Warlord Lah-Karoo [...]

    June 14th, 2008 at 8:54 pm

Leave a reply