tag:blogger.com,1999:blog-22686108376045044802024-02-19T02:55:47.725-08:00THACO DRAGON ADVENTURESSpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.comBlogger20125tag:blogger.com,1999:blog-2268610837604504480.post-36702933043729451302022-06-10T04:03:00.001-07:002022-06-10T08:09:40.398-07:00INTRODUCTION<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6Rt79QKLknpVN1EtMMZrwk86lxk8BTGP1pXY8kuOJCIrh4XhEYbJ4vzPBVwkvN2REVkpnmbmyy-BAxDuvco7i3wKUOlK8bOCSW327FokK_pI6XY0RTyJF7jA4X7jq_to6wmj0i9M9rxHQ/s1600/thacodragon8.GIF"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5759866697440765426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6Rt79QKLknpVN1EtMMZrwk86lxk8BTGP1pXY8kuOJCIrh4XhEYbJ4vzPBVwkvN2REVkpnmbmyy-BAxDuvco7i3wKUOlK8bOCSW327FokK_pI6XY0RTyJF7jA4X7jq_to6wmj0i9M9rxHQ/s200/thacodragon8.GIF" style="cursor: pointer; float: right; height: 147px; margin: 0px 0px 10px 10px; width: 200px;" /></a><br />
These are the Adventure Pages to the <a href="http://thacodragon.blogspot.com.au/"><strong><span style="color: #ffff66;">THACO DRAGON</span></strong></a> Second Edition rules webpage - the Unofficial Version 2.6.<br />
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Adventures will focus on simple and easy to use plots - often without a map - in the <em>Book of Lairs</em> style. Some header pics may be incorporated at the top of these Adventure posts. Each story assumes the PC party to have <em>at least</em> 5-6 Player Characters with 2 or more <a href="http://thacodragon.blogspot.com/p/rules-for-o-level-humans.html"><span style="color: yellow;">NPCs/Henchmen</span></a> at higher levels. Suggestions for altering these stories may feature at the end! Click here for <a href="http://thacodragonadv.blogspot.com.au/"><span style="color: #ffff66;">THACO DRAGON ADVENTURES</span></a> - if not already on the home page.<br />
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DMs may need to tweak the map scales (hopefully not) since I have been unable to play test these creations. Please leave a comment if you've run any of these adventures! SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-40663472290109617952019-03-01T00:30:00.002-08:002022-04-18T08:00:12.189-07:00The Ghost Thieves..<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLnsKxy_Nx554VdCy3LDQO-UKjex1vi1aHAnzG9RXTnH2pTfuiJ_RnfFLImfrrsSeX0xW1eTl83SlUW0KdXiTSOIi1oa-lffDf_VWc-ycxoSeudmY2zooR5O0mpEbAin4Z357l7OK5F0rv/s1600/meditown4.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="887" data-original-width="1600" height="221" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLnsKxy_Nx554VdCy3LDQO-UKjex1vi1aHAnzG9RXTnH2pTfuiJ_RnfFLImfrrsSeX0xW1eTl83SlUW0KdXiTSOIi1oa-lffDf_VWc-ycxoSeudmY2zooR5O0mpEbAin4Z357l7OK5F0rv/s400/meditown4.jpg" width="400" /></a></div>
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A reward is offered for information that can solve the murder of a local shopkeeper, a murder that is thought connected to the recent disappearance of a Gnomish investigator and also to the identity of the mysterious 'Ghost Thieves'. An urban adventure for a strong party of 3rd to 4th level Player Characters. If the party consists of four or less characters the DM should consider adding Ellis the Half-Elf to the group as an NPC.
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<strong>Prologue</strong> <br />
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One night, while in the common room of a local inn (Locke's Tavern) the characters are approached by a sandy haired, well dressed individual, wearing a faded red jacket and trousers. He introduces himself as Ellis the Half Elf. Having noticed earlier the worn look of the PC's equipment, he asks the party whether they would be interested in assisting a local wizard who is looking for warriors. <em>"The job will only last one half of an hour or so, and it pays 10 silver pieces, and fifty if anything goes wrong."</em> The wizard, named Adius, is looking for guards while he opens a sealed flask. <br />
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<span style="color: yellow;">Ellis</span> (5th level Half Elven Fighter/Mage)<br />
AC: 6 (Dex16, Amulet of Protection +2) HD: 5 hp: 32 (Con 15) THACO: 15 (defacto wpn specialisation) Attacks: 3/2 or 1 (Spell) Damage: 1d8+3/1d12+3 (Longsword) or 1d6 (Arrow) or by spell Mv: 12 Size: M Alignment: NG<br />
Equipment: Crimson clothing, Longsword, Composite Short Bow (ROF 3/2), Dagger +2, Amulet of Protection +2, Arrows (20), 20cp/22sp/15gp/12pp. <br />
*Spells (3/2/1): <em>Cantrips</em> (19), <em>Magic Missile</em> (3), <em>Levitate</em>, <em>ESP</em>, <em>Fly</em> (or <em>Lightning Bolt</em>, memorised the next day)<br />
Str 14 Int 14 Wis 11 Dex 16 Con 15 Cha 12<br />
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Ellis can't tell the party too much in the way of the dangers faced, except that he suspects that some kind of creature is magically trapped within the flask. He can tell the party that the flask is silver with a metal stopper sealed with wax. He will also divulge that he campaigned with Adius years ago, which was when the item was discovered (in a locked chest within a dungeon complex).<br />
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If the PCs agree then Ellis says he will meet the party outside the inn at midday and will take them to Adius' town house, a two storey stone building in the Noble's Quarter. He says they should bring missile weapons, like crossbows or longbows, along with their melee weapons. They should prepare for combat.<br />
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<strong>Adius and the Flask</strong><br />
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Ellis meets the party at midday outside the inn. He is dressed as before except this time he has a longsword strapped to his belt, a short bow over his shoulder and a quiver of arrows on his back. The PCs are led through the streets of the city until they reach an area featuring well kept stone and wood buildings. Some of the buildings are very large freestanding structures, with walled courtyards, while others are terrace houses that feature walled off gardens. The walls of these building are tall, up to 15 feet high.<br />
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The player characters are led to a side entrance in one of terrace house walls. The iron bound wooden door opens easily and the party enters a grassy backyard area that is 20'x30' long. The stone wall they passed through is thick, up to four feet wide, while the walls are 15 high. <br />
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Inside the backyard, standing before the door to the rear entrance of the town house, is a middle aged man with thick grey hair, bright blue eyes, wearing a grey wizard robe. He is holding a silver flask. <em>"I am Adius the Wizard. Many thanks for your attendance"</em>. As he finishes three chainmail clad warriors enter though the side doorway behind the party. One speaks, <em>"Okay wizard, let's get on with this." </em>Adius replies, <em>"Very well then."</em> <br />
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The wizard walks to the far end of the courtyard, away from the building, and places the flask on the ground against the stone wall. He then beckons the party to move away to a position near the doorway to his house. <br />
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<span style="color: yellow;">Adius</span> 7th level Human Wizard<br />
AC: 8 (Ring of Protection +2) HD: 7 hp: 19 THACO 18 Attacks: 1 Damage: 1d4+1 (Dagger) or Spell Mv: 12 Alignment: CG <br />
Equipment: Grey Robes, Dagger +1, Wand of Magic Missiles (11)<br />
*Spells (4/3/2/1): <em>Cantrips</em> (21) <em>Reduce</em> (2), <em>Magic Missile, Charm Person, Darkness 15' Radius, Levitate</em> (2), <em>Lightning Bolt, Protection from Evil 10' Radius, Polymorph Other</em><br />
(+<em>Stoneskin</em> cast the previous day, and active versus 5 attacks)<br />
Str 11 Int 15 Wis 16 Dex 13 Con 12 Cha 16<br />
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<em>"I've finally determined that this flask we recovered some years ago is safe to open. Or rather, it's relatively safe to open. There are no extra planar entities within."</em> Everyone looks confused. <em>"errrr ... the flask does not contain any demons or creatures of a magical nature."</em> He continues, <em>"However, there is something or someone in here, and I'm determined to discover what or who it is."</em><br />
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Adius then tells the characters and NPCs, except for Ellis, to stand together while he traces a 10' radius circle of powdered silver. He tells the group that when he casts his first spell it will protect them from any summoned monster. They must stay inside the circle which will act like an invisible barrier. He says that, <br />
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<em>"We will be able to fire arrows and cast spells and these attacks will not disrupt this protective spell. However, any swordplay will break the enchantment. Wait for my signal before taking any action. We may have an opportunity to talk to whoever gets released. If I suspect we are in danger then I'll speak up. Ellis will remain outside this circle of protection because he will be opening the flask."</em> <br />
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<em>"If something does go drastically wrong, the back door to my house is unlocked. I will darken the area around the doorway if we need to escape. Just feel for the entrance, and once inside I'll lock the door!"</em> He smiles.<em> "It should not come to that I expect."</em><br />
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One of the soldiers, talking under his breath, murmurs, <em>"I hope something goes wrong. I need as much silver as I can get!"</em><br />
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<span style="color: yellow;">Mercenary Soldiers</span>, 1st level Fighters (3) Draga, Merv, Listermere<br />
AC: 4 (Chainmail and Round Shield) HD: 1 hp: 9, 9, 10 Attacks: 3/2 (Weapon Expertise/Long Bow) Damage: 2d4/1d6+1 (Broadsword) or 1d8 (Sheaf Arrow) Mv: 9 Alignment: N(G) <br />
Equipment: Chainmail, Round Shield, Broadsword, Longbow, 12 arrows each, 40cp, 39sp, 11gp total. <br />
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Adius tells the characters to flank him, forming a line, and to notch arrows, or prepare to cast spells. Ellis then moves to the far end of the courtyard and pries open the flask stopper using his dagger to chip away the wax. As soon as the stopper comes out, Adius starts casting his protection spell. As he casts smoke rushes forth from the open flask and billows into a huge 16' tall mass that takes the form of a rough looking giant who wields a large wooden club. During this time Ellis moves to the side doorway halfway along the courtyard wall. The creature looks around, his anger rising. Adius speaks up, <em>"It's a trap, here we go."</em><br />
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<span style="color: yellow;">Gorkash</span> Hill Giant Warrior <br />
AC: 3 (thick hide Armour) HD: 12 hp: 106 THACO: 9 Attacks: 1 Damage: 2d6+7 (Great Club/Str) or 2d8 (rock, 3-200' range) Mv: 12 Size: H (16' tall) Alignment: CE xp: 3000<br />
*Rolls 13 or above to save vs Spells<br />
Equipment: Great Club, Multilayered Animal Hides as Armour, leather belt, large Ivory Horn (worth 500gp), huge canvas sack with 3 rocks.<br />
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<span style="color: #6aa84f;">Tactics:</span> Characters who have bows drawn or crossbows levelled can fire immediately before initiative is rolled. In the first round, quick acting spells will go first. The giant is slow and has a -1 penalty to his initiative roll. The giant attempts to rush the group first but is repelled by the circle of protection. Adius casts a 40' long <em>Lightning Bolt</em> (7d6) that hits the stone wall and reflects back onto the giant a second time (7d6). Ellis also casts <em>Lightning Bolt</em> (5d6) but it reflects away at an angle and causes no more damage. The Half Elf then casts <em>Magic Missile</em> and retreats thought the courtyard doorway if attacked. Adius follows his first spell with <em>Polymorph Other</em> (attempting to turn the giant into a chicken), and if that fails he follows up with <em>Reduce</em> (causing a 70% reduction in height to make the giant 5' tall), and then uses the same spell a second time, and then casts levitate on the reduced monster sending it 70' skyward before cancelling the spell after the PCs have fired their bows multiple times.<br />
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At the end of the encounter Adius speaks, <em>"I was hoping I would be releasing a trapped noble or fellow traveller. Fortunately I prepared for the worst. We did well didn't we? Anyway I suppose you will be wanting payment."</em> He goes inside his house and, after a while, returns with numerous coin-filled sacks that make 50sp total for each person. <em>"Danger money."</em> He then signals to Ellis who ushers everyone outside.<br />
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In the street the half elf turns to the group, or an intelligent seeming PC, and asks, <em>"Are any of you good at solving mysteries?"</em> If the characters respond positively, or ask for further information, he says there's been some local trouble, near the tavern, and if they're willing to help, they should meet back there and talk with the bartender. He says that what needs to be said should not be openly discussed in the street.<br />
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<strong>Thefts, Murder, and a Disappearance</strong> <br />
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Returning to Locke's Tavern in the middle of the day, the characters find the common room empty except for the bartender. The barkeep is an overweight man with solid arms, short dark hair and black stubble on his face. His nose is out of alignment, as if it had been broken at some time in the past. <br />
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Ellis introduces him. <em>"If you don't already know, this is Holgar. He's privy to a lot of what goes on around here."</em> Holgar interrupts, <em>"That's right Ellis, and where are you going with this?"</em> Ellis continues, <em>"These here brave souls, and myself, just felled a huge giant over at the Adius residence. They're the heroes you are looking for."</em> <br />
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Holgar replies sceptically, <em>"Oh really? Is that so?"</em> Ellis resumes, <em>"They have skills and courage, enough courage to deal with your invisible street gang. And if they swear confidentiality I'm sure you can trust them."</em><br />
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Ellis looks to the PCs, <em>"Are you ready to swear to keep this between ourselves? It's for a good cause. I can tell you straight up that everyone in this neighbourhood knows that a local shop keeper was recently murdered and the City Watch have no clues. There's also a number of robberies going on, and we suspect magic is involved. There's a semi secret reward of 100 gold pieces for anyone that can solve the murder. I can explain further, but you need to swear that what is said here will go no further. Do you swear?"</em><br />
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If the PCs swear to keep what they are told a secret Holgar speaks up, <em>"Yes, there was a murder, but there is more going on than meets the eye. The reward offered comes from the Thieves Guild. They also offer friendship in the event of your success. The shopkeeper </em>[<span style="color: yellow;">Diego Moratanni</span>]<em> was one of their appraisers, their best one. And they're not very happy. The problem is that none of their informers or guild members have seen anything, or found any clue that points to the murderer. What is more confusing is that one of their lot, who was on the street every night since the murder, </em>the gnome <span style="color: yellow;">Traybor Dabblelleg</span><em>, a friend of this appraiser, has now gone missing. He disappeared off the street, while all of his wealth still remains at his town house. The guild is pretty sure the two incidents are connected and are sure none of their guild members could have pulled off these crimes. The guild thinks that there might be a connection to unauthorised thefts happening in area, which they suspect are due to a rogue group. The mystery is that the Guild, for all their efforts, cannot find any clue, or evidence of this gang. It's as if they were ghosts. We can't explain this."</em><br />
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Ellis chimes in, <em>"The thieves are almost certainly using magic. They travel invisibly and on rare occasions they Sleep spell those at the places they rob. A hallmark of the crimes is that they almost always strike when no one is around but sometimes they strike when only a single servant remains, who conveniently falls unconscious during the time of the robbery. If I could cast a spell of invisibility, I could go out on the street and perhaps discover who these thieves are, but alas, neither myself nor Adius are familiar with the spell. There is only one other wizard in the city that could help in this respect, but we can't get him involved. It's <span style="color: yellow;">Luscan Claymore</span> of the Lord's court. We think the only solution is to include outsiders who can announce themselves as investigators to the City Watch and have no connection to the guild. The City Watch actually suspects the guild, even though they have no proof."</em> Holgar then says that if the characters decide to patrol the city streets they can get free board in his Tavern during this time. The PCs' rooms are 15x10 foot and two people per room.<br />
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<span style="color: yellow;">Holgar</span> 2nd level Fighter <br />
AC: 10 HD: 2 hp: 18 THACO: 19 Attacks: 1 Damage: 1d6+3 (Club/Partial Weapon Specialisation/Str) Mv: 9 Size: M (6'2") Alignment: N(G)<br />
Equipment: White shirt, black trousers, wooden club (under counter), plus Leather Armour (stored), Longbow (stored), Sheaf Arrows (18, stored).<br />
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If the characters ask for additional details regarding the murder, they can tell the PCs that it was a stabbing, with many small wounds to the lower body, on the legs, and some to the chest. If they ask about the thefts, they can be told they take gold and silver cutlery, goblets, plates, coins, wall hangings, furniture, cushions, a tapestry, and many other luxuries, and some time ago, the contents of an entire wine cellar disappeared. If asked about Guild attempts to trap the ghost thieves they can tell the party a trap was set using a rented room where gold and silver ornaments had been laid out in sight of a window. The room was watched but no theft occurred. Other robberies occurred nearby during the two weeks this was tried, and nothing was seen by anyone in the area. If they ask about potential Wizard accomplices to these crimes, they say there are few Wizards in the city. The only ones are Adius, Lord Luscan, who has no apprentices, and Ellis. They don't know about any alchemists in the city who may be able to concoct some kind of invisibility potion. The only other potential Wizards are members of the PC party.<br />
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<span style="color: #6aa84f;">Background:</span> Both Ellis and Holgar are associated with the thieves guild and work as informers and special helpers. They do have a moral standard, one that is focused on robbing the rich. They do not condone murder or senseless acts of violence.<br />
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<strong>Night Patrol</strong><br />
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If the characters decide to patrol the streets at night they encounter many people in the early evening going about their business before things drop off a few hours after sundown. Like all centres of civilisation people wake early, at first light where they can see better to work, and then go to sleep in the early evening. Later in the night only an odd few people are seen returning to their homes from taverns that stay open until two hours before midnight. Characters walking the streets late at night run into the following encounters:<br />
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Street Encounters (roll 1d20 per 2 hours):<br />
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1. <span style="color: yellow;">Fif</span> 0-level Human (Street Beggar) <br />
AC: 10 HD: 1 hp: 5 <br />
Mv: 4 Size: M Alignment: N<br />
Equipment: Ragged Clothes, Wooden bowl, Wooden water jug, Thick blanket, 5cp.<br />
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Fif is an old cripple, whose back is deformed, making movement difficult. He acts as an informer for the thieves guild and stays out on the street all night, living on his blanket. He asks the PCs what they are doing at this late hour. If they say they are looking for the Ghost Thieves or the killers of Diego Moratanni, the murdered shopkeeper, or are looking into the disappearance of Traybor Dabblelegg, Fif replies that <em>"A lot of different people are interested in the answer to those questions."</em> He thinks the answer to all three might be one and the same. <br />
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He then says <em>"I see everything that goes on out here. The only things I see late at night are drunks, city watch and rats. Sometimes you will see other city folk, but none I would mark as a master thief or magician. The only things I don't see is what goes on in the sewers or in the darkest of shadows. Only the gutter vermin could tell you about that, if they could talk. </em><em>So, how do you plan on catching an invisible thief or murderer?"</em> <br />
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If the PCs don't have a good answer, or think they might get lucky by patrolling the streets and finding clues, he responds, <em>"I would be setting a trap if I were you! Those that don't want to be found won't easily be found. The big problem is that the traps that have been set have not worked. Nothing has stopped the robberies. Folk might be right in guessing that some kind of Wizardry is afoot."</em> The PCs can be told that <em>"Whoever these ghost thieves are they seem to know when a trap has been set. They knew enough to avoid the supposed treasure room set up by the Thieves Guild, and avoided the street search by the City Watch. The Watch didn't catch anyone of interest, although they didn't catch any of the regular street thieves either. The ghost thieves always strike away from prying eyes.</em><em> It's as if they have a cloak of invisibility, or that they have watching eyes throughout the city.</em><em>"</em> If the PCs ask how Fif knows all these things, he replies that he lives on street, that he sees much, and is not without acquaintances. He wants to solve this mystery as much as anyone.<br />
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Note: Fif can be encountered on more than one occasion. <br />
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2. <span style="color: yellow;">Drunks</span> 0-level Human labourers (3) Praegar, Manni, Goba<br />
AC: 10 HD: 1 hp: 11, 9, 10 THACO: 19 (they are all Punching Specialists) Attacks: 2 Damage: 1+2 (Str, Punching Specialisation) Mv: 12 Size: M Alignment: N(E) xp: 10<br />
Equipment: Shirts, trousers, strongly made leather shoes, 29cp/6sp total.<br />
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These three middle aged men, of haggard appearance, are professional ditch diggers and sewer workers who do many odd jobs for the city. They also have a habit of getting drunk and causing trouble after they have saved up enough money. If the PCs encounter them in the street their leader, Praeger, starts antagonising them. If the PCs are well dressed they are mocked, <em>"Your Lordships shouldn't be out at this hour, with all the vagrants lurking in the shadows"</em>. If the PCs are of average appearance they are accused of being <em>"no good mercenaries"</em>, that they are <em>"glory seekers"</em> who <em>"wouldn't be so tough without your fancy weapons"</em>, and that they'll have the City Watch throw them in jail. In any event Praeger challenges the male PCs to a fist fight, whether he thinks of them as Lords or mercenaries, claiming they are not real men. He says they need a good beating to show them they are no better than the common person who works hard just to survive. If the PCs walk away they yell insults but don't follow. <br />
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Note: This encounter occurs only once. If this roll comes up a second time read encounter 15 (Dead Cat). This group of Drunks will be not be targeted by the pick pockets. <br />
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3. <span style="color: yellow;">City Watch</span> 0-level Humans (7) plus (1) Patrol Leader <span style="color: yellow;">Randar</span>, 1st level Fighter<br />
AC: 8 (Padded Armour HD: 1 hp: 6, 8 THACO: 20 Attacks: 1 Damage: 1d6 (Club/Short Sword/Short Bow) Mv: 12 Size: M Alignment: NG/LG xp: 15, 20<br />
Equipment: Short Swords (8), Clubs (8), Short Bow (1), Arrows (10), Padded Armour, Leather cords.<br />
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The Patrol Leader's name is Randar, a young round faced man, who is the only one carrying a Short Bow. Randar speaks: <em>"So what are you doing out here at this hour? You don't look like a local gang. You look like mercenaries up to mischief ."</em> If the PCs are honest and tell Randar that they are looking for clues to the murder of Diego Moratanni, or the local thefts, Randar replies with a thoughtfully expressed <em>"I see."</em> He doesn't actually know what to make of this situation, and assumes they are working for one of the ruling noble houses. He takes them at their word, and then says. <em>"Well then. Good luck. I'm not sure what you will find. We think the murder was due to a dispute with a local gang. We know Diego had an interest in gambling. Maybe the murderer is one or more of these local thieves, the ones who have been on the recent crime spree?" </em>[occurring over the last six months]<em> "We have taken action to try to catch the thieves but so far without luck. We think a magician is aiding them, but the few Wizards that we know of in the city have no connections to any thieves. In fact the Wizards living here help protect the city."</em> When it came to the City Watch trap, they took concealed positions in the Nobles Quarter, watched the streets and stopped and searched anyone they suspected over the course of a week without result. The thieves guild was secretly informed about what was going on and kept away. Randar finishes by saying, <em>"If you find anything come and tell me."</em><br />
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Note: This encounter may occur more than once. If so, Randar asks the PCs if they discovered anything of note. Randar should be replaced by another patrol leader if the party repeatedly encounters the City Watch. The alternative leaders are <span style="color: yellow;">Elka</span>, a blonde 2nd level Warrior woman from the north who uses a Bastard Sword, and <span style="color: yellow;">Borris</span>, a part time watchman and veteran stable hand, a big man, but not a warrior (0-level Human, 12hp).<br />
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4. Thieves hiding in shadows (4)<br />
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<span style="color: yellow;">Jarka</span> 4th level Thief<br />
AC: 7 (Dex16, single weapon style) HD: 4 hp: 15 THACO: 19 or 18 Attacks: 1 or 2 (thrown) Damage: 1d4 (Dagger) Mv: 12 Alignment: N xp: 75<br />
Special Abilities: Backstab (x2/x3 with daggers), thief skills (unlisted)<br />
Equipment: Daggers (9), thieves tools, black shirt, dark brown trousers, soft shoes, 10cp/11sp/8gp<br />
*(Special Note: If the guild raids the Ratling lair Jarka uses a Shortbow with 20 arrows, ROF 3/2)<br />
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<span style="color: yellow;">Thieves</span> (3)<br />
AC: 9 (Dex14/15) HD: 1 hp: 5 THACO: 20 or 19 Attacks: 1 or 2 (thrown) Damage: 1d4 Mv: 12 Alignment: N xp: 15 <br />
Special Abilities: Backstab (x2), thief skills (unlisted)<br />
Equipment: Daggers (5), thieves tools, dark brown shirt, trousers, soft shoes, 40cp/18sp/3gp total.<br />
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The thieves here are guild members and part of 'Jarka's Crew'. They lurk in the shadows and whenever a City Watch patrol comes by they slide through a secret door in the wooden fence line. They've been out for days taking note of anyone and everyone that comes by. These thieves know the PCs have joined the search for the ghost thieves. Jarka approaches them from his shadowed position near the fence.<br />
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A rough looking thin man, unshaven, with messy brown hair comes out from around the edge of a building in a darkly shadowed area, three other figures can be barely seen, but stay back. A wooden fence extends along the laneway. The figure speaks: <em>"Apparently you are looking for the ghost thieves. So are we. If you find them, let us know."</em><br />
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If the PCs ask who they are, the leader says <em>"We're after the same thing."</em> He smiles slightly as he says <em>"We're good intentioned townfolk like yourselves."</em> If the PCs ask them if they have seen anything unusual they say, no. If asked specifically about the rats Jarka replies that <em>"The only thing I have noticed is there are more of the big ones. The city really needs to hire ratcatchers. They bring disease and it doesn't help us any when we're out here on a fine night like tonight, looking for ghosts." </em><br />
<em></em><br />
Note: This encounter may happen more than once.<br />
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<br />
5-10. <span style="color: yellow;">Rats</span> (1d4)<br />
AC: 7 HD: 1/4 hp: 2 THACO: 20 Attacks: 1 Damage: 1 (bite) + Disease Size: T (1' long) Mv: 15 xp: 7<br />
* 5% chance of contracting a serious disease per bite, Save vs Poison to negate.<br />
<br />
These foot long creatures will be spotted at 30 feet distance, 60 feet with infravision, and scurry out of the way if the characters come to within 20 feet. They are not too scared of people, but will take off when approached. The DM should describe these as fairly large rats. It is difficult to tell exactly how large they are unless the party moves in close or can make a direct comparison to the Ratlings. If <em>Charm Person or Mammal</em> and <em>Speak with Animals</em> spells are cast on these rats they can tell the party they have indeed seen something strange. They've seen rats acting like humans, and carrying shiny pointed objects. They don't know where they go, but they don't live in the sewers, they only travel though them. If the PCs ask the rats to find the lair they will do so. It takes two days. These rats can tell Ratling scouts from other rats, and they follow them to a rundown house in the Merchant's Quarter, adjacent the Nobles Quarter.<br />
<br />
<br />
11. <span style="color: yellow;">Mouse</span> (1)<br />
AC: 7 HD: 1hp THACO: 20 Attacks: 1 Damage: 0 Size: T Mv: 12 xp: 0<br />
<br />
If <em>Charm Person or Mammal</em> and <em>Speak with Animals</em> spells are cast on this mouse she can tell the party the same story as the rats. The creature is too afraid to go searching for their lair. It acts in the same way as the Rats but is encountered only once.<br />
<br />
<br />
12-14. <span style="color: yellow;">Ratling Watchers</span> (2-3 'Large Sized Rats') <br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 7<br />
*Climb Walls 90%<br />
<br />
The DM should only describe to the PCs that these are a couple of large sized rats. The characters should be given an indistinct impression of their actual size and shape compared to normal rats (a Druid has a 50% +5% chance per level of recognising the difference). These unarmed Ratling scouts lurk in or about shadows situated near escape holes in walls or near sewer drain holes. They will be spotted at 30 feet distance, 60 feet with infravision, and flee if the PCs come any closer than 30 feet. The Ratlings hear the party approach. They can be surprised if the PCs are moving silently and they can be killed via thrown weapons, rocks, or missile fire if the PCs do so from a distance of more than thirty feet. These creatures do not stand and fight but flee. If <em>Charmed</em> a Ratling will think the spellcaster is someone to be trusted, ready to provide treasure or some benefit and will allow the character to move close. The creature will not speak the common tongue if other humanoids are nearby and will play dumb. If a <em>Speak with Animals</em> spell is cast it does not work. However, instructions in common are understood and the charmed creature will react to whatever is said (making it fairly obvious the creature can understand the characters). If killed and examined the party can see the Ratlings have unusually developed, and large, forelimbs. They don't look like a typical rat on close inspection. If the PCs decide they want to kill all the large rats they can find, after two nights they are ambushed by the Ratlings in a deserted part of the city (see below). <br />
<br />
Note: Any Ratlings that are killed in the street should be subtracted from the total number of Ratlings listed at their lair. There are a total of 193 Ratlings at the start of this adventure.<br />
<br />
<br />
15. <span style="color: yellow;">Dead Cat</span>.<br />
<br />
The party sees a small shape, not more than a foot long, in the side of a laneway. If approached the party can see it is a dead cat with black and white fur. A very close examination reveals it has numerous small puncture wounds along its chest and has been dead for only a day or so. This cat was killed by a small group of Ratlings, eight of them, that sortied forth from the cover of the sewers. This encounter can happen more than once with different looking cats. The first cat has white and black fur, the next one has brown and white fur, the next is grey. There are no purely black cats. They are all killed by the townsfolk because they see them as a sign of bad luck. Finding dead cats is a clue to the party about what is going on. <br />
<br />
<br />
16. <span style="color: yellow;">Sir Acklan</span> (Drunk, Noble)<br />
AC: 7 (normally 5 with Padded Armour/Dex 16/Amulet) HD: 5 hp: 46 THACO: 18 (normally 13 wpn mastery) Attacks: 1 while drunk or 2/1 Damage: 1d8+1 (normally 1d8+4 with Longsword, Str, wpn mastery) Mv: 4 (normally 12) Alignment: N(G) xp: 200 (normally 625)<br />
Str 16 Int 14 Wis 10 Dex 15 Con 14 Cha 15<br />
Equipment: Jewelled Longsword, Dark Purple Padded Armour, soft leather boots, Amulet of Protection +1, 12sp/24gp/8pp.<br />
<br />
Sir Acklan, a sandy haired noble, is highly trained and experienced in combat. He has a weakness of indulging in too much city night life and tonight he has had too much to drink. He's so drunk that he gains no combat bonus for his dexterity and cannot employ his weapon mastery skills. Presently he is staggering very slowly towards his home in the Noble's Quarter. He ignores the PCs and anything they say until they get right in front of him, at which point he says <em>"You're in my way"</em>. If the PCs ask if he's seen anything unusual while they are standing in front of him he responds by saying, <em>"Yes, you, and you're still in my way."</em> If the characters continue with any questioning he just rolls his eyes and says he doesn't know what they are talking about. He is not interested but he does know about the robberies, and vaguely remembers the story of the murder. <br />
<br />
Sir Acklan is a target for the pick pockets who the PCs are likely to encounter on their patrol. When this happens the pick pockets go to 'aid' Sir Acklan who brushes them off and says he doesn't need any help, while his entire coin purse, that was strapped to the front of his belt, is picked . The next day Acklan has trouble remembering what happened and doesn't know how he lost his money. <br />
<br />
Note: This encounter only happens once. Reroll if it comes up again<br />
<br />
<br />
17. <span style="color: yellow;">Lissa</span> & <span style="color: yellow;">Briff</span> (Young Couple, 2nd level Thieves - pick pockets) <br />
AC: 9/8 (Dex 15/16) HD: 2 hp: 8 each THACO: 20 Attacks: 1 Damage: 1d3 (knife) Mv: 12 Alignment: N xp: 15 <br />
Equipment: Pale Shirt, trousers, dark green dress, soft shoes, knives, 3cp/12sp/9gp total.<br />
Thief skills: pp 45% MS 50%, Backstab x2 with knife.<br />
<br />
This fair haired young couple, they look to be less than 20, walk with their arms linked, and act as if they are out for an evening stroll. If the PCs ask why they are out so late, they tell them they find the night exciting and romantic. During the day they both work at a hemp weaving establishment (Hasard's located in the merchant's quarter). If the PCs ask them if they have seen anything unusual Briff looks to Lissa who speaks and says, "<em>Just a lot of rats, Sir/Lady."</em> She asks <em>"Are you out to slay some rats?"</em> They don't attempt to pick pocket the party unless they end up in very close proximity and the PCs make themselves easy (irresistible) targets. They are unaware that the party is looking for the ghost thieves. If accused of being rogue thieves they say that people can vouch for their integrity (which include Holgar, who has heard of them, Fif, and Jarka). They are on the lookout for ghost thieves, but are primarily looking for easy drunks that can be separated from their coin. If they get in trouble they run.<br />
<br />
<br />
18. <span style="color: yellow;">Badrick</span> 0-level Human (Drunk, Farm hand and Fruiterer).<br />
AC: 10 HD: 1 hp: 6 THACO: 20 Attacks: 1 Damage: 1 Size: M Mv: 12 Alignment: N xp: 5<br />
Equipment: Dirty white shirt, brown vest, brown trousers, sandals, 8cp/1sp.<br />
<br />
Badrick is a happy drunk. He has short light brown hair and calls out to the party. <em>"Hello over there! </em><br />
<em>Hello! Out at this late hour? Good to see some happy faces! hahaha."</em> His face is bright red and he keeps smiling the whole time. He's drunk but good enough to make his way home by himself. If the PCs ask if he's seen anything unusual he says, <em>"Only a troop of warrior types out and about well past their bedtimes eh?"</em> and he smiles. If the characters push him he says, <em>"All I've seen is what I always see at this time of night. Rats ... and The Watch doing their rounds. Two types of rats! Are you out catching rats? hahaha!"</em> (He had a bad experience with the City Watch when very drunk some time ago.) He can't say much more about anything unusual. He's heading home to a shared room he stays in near the orchards where he works, located on the far side of the city. He's a long way from home and came here because a fellow worker, Langdon Dar, a former soldier, told him the Sullen Fox Inn serves the best ale in the City.<br />
<br />
Note: This encounter only happens once. Reroll if it comes up again<br />
<br />
<br />
19. <span style="color: yellow;">Helios</span> 0-level Human (Drunk, Scribe).<br />
AC: 10 HD: 1 hp: 5 THACO: 20 Attacks: 1 Damage: 1 Size: M Mv: 12 Alignment: N xp: 5<br />
Equipment: While shirt and pants, thin belt, shoes 4cp/6sp/2gp.<br />
<br />
The characters see a thin old man with grey hair walking their way. He's dressed in dirty white clothes. He sees them and speaks up. <em>"Out at this late hour? You look ready for fighting, armed and armoured up like that."</em> If the characters ask him if he's seen anything unusual he answers with a question. <em>"You mean like some sort of trouble? Like that murder or the thievery?"</em> If the PCs say yes. Helios says, <em>"If you ask me, which you have, I say it's the local thieves behind all this. They are no good ruffians. They're dangerous. They have no sense of right or wrong. They take that which is not theirs. I would hang them all if it were up to me."</em> If the characters ask him for proof that he's right or if he has seen anything that would help them. He says, <em>"No. Not really."</em> Helios is not too drunk this night and still pretty sharp. He doesn't know anything useful. He ignores the rats and hasn't noticed anything about their size. He's heading back to his town house. <br />
<br />
Note: This encounter only happens once. Reroll if it comes up again. <br />
<br />
<br />
20. <span style="color: yellow;">Lidara</span> 0-level Human (Commoner, Maid). <br />
AC: 10 HD: 1 hp: 6 THACO: 20 Attacks: 1 Damage: 1 Size: M Mv: 12 Alignment: N xp: 5<br />
Equipment: Black Cloak, light brown dress, shoes, 6cp/4sp.<br />
<br />
The characters see a short dark cloaked figure, with head bowed so the face cannot be seen, heading towards them down the middle of the street. Easy passive perception checks, with a +4 bonus, indicate the figure is a woman. If not challenged she heads straight past them without saying a word. If the party speaks up and asks what she is doing out at this late hour she stops and says, with head still bowed, that she was visiting a friend with a fever and is heading back to her residence - the cloth merchant Oben Bragga's house (where she and two other maids tend to the family (of five). If the PCs ask about the friend with the fever she gives out few details. She says it's her friend Mari. This is not true. She's been visiting the one of the baker's sons, Joren, whom she plans to marry. During this whole time she keeps her face bowed, so that all that can be seen is a few locks of straight dark hair. If she is told to reveal her face she appears quite pretty with a pointed nose, olive skin and dark eyes. If the PCs ask her if she's seen anything unusual she replies, <em>"Yes, lots of big rats. I hate them. Are you out to kill them then?"</em> If the PCs ask her about the rats she says, <em>"I've always hated them from when I was a child. More than anyone. They are unclean creatures. And there are many more big ones, particularly in the last half year. I noticed. You should help the city and kill as many as you can."</em><br />
<em></em><br />
Note: The PCs can encounter Lidara on more than one occasion visiting her 'sick friend'. On subsequent encounters, she nods to the PCs as she passes but does not speak. If a character talks to her again she responds politely and then asks, <em>"How is the rat killing coming along?"</em><br />
<br />
*********<br />
If the PCs spend their nights on patrol killing rats they eventually provoke an ambush attack from the Ratlings after two (2) nights of this killing spree (see below). When approaching Rats or Ratlings the DM should not make clear distinctions between the two since they are hard to tell apart in the darked laneways of the city. Because both scurry away at range, the party's best strategy is to use missile fire, or throw weapons/rocks, from about 30 feet away. <br />
<br />
<br />
<strong>Setting a Trap with Magic</strong><br />
<br />
If the characters can cast invisibility or illusion spells and decide on setting up an ambush for the ghost thieves, they may employ two strategies, only one of which will be successful. If they stake out a portion of the street they find nothing unusual. However, if they decide to set up a room with desirable items, just as the Thieves Guild did, then they will attract the attention of the Ratlings after two days.<br />
<br />
If Ellis or Holgar were not asked about the Thieves Guild's failed trap previously, and if they are asked now, one or both will outline the following story - that the Guild rented a large street-side room, 15x20 feet, for 3 coppers per day and watched it each night for two weeks. Even with well hidden watchers, nothing happened. They had placed silver goblets lined up right in the window where almost anyone could have taken them. Meanwhile, not too far from this trap were robberies of similar items, even a tapestry was taken. <em>"It was like the ghost thieves had inside knowledge or knew the place was being watched."</em><br />
<br />
For the DM: The reason why these traps failed is that once the Ratlings find a place to rob, through their teams of Watchers, they observe the place for at least five days before acting. Usually they target a rich Merchant's or Noble's house or apartment. When the family, or individual owner, is out at some time during the night they act. If the residence has too many night time guards or servants they abandon their plans. If only one servant remains the Wizard Ratling will cast <em>Sleep</em> before the robbery occurs. This has only happen on a few occasions.<br />
<br />
The PCs can set the same sort of trap as the Guild (using three silver goblets supplied by Holgar) but to be successful the characters must be seen to regularly vacate the area, or leave it abandoned, with no one observing from the shadows. If one PC remains they must appear as a non-threatening servant for there to be any chance of a robbery. In this situation there is a 50% chance the Ratlings will look elsewhere.<br />
<br />
There are three magical options the party can try. (1) Either someone invisible comes into the room from outside each time it is left abandoned, or someone invisible watches from nearby, (2) an illusion of the occupants leaving is used to make the Ratlings think the room is vacated and then the remaining characters conceals themselves so they cannot be seen from a quick search inside the room, or (3) the characters can smuggle someone inside without being seen and leave that person inside, hidden in a cupboard or other place of concealment. A potential method of success using this smuggling ploy would be to cast the reverse of <em>Enlarge</em> and sneak in one or more characters inside a small box, and place them into a camouflaged or hidden location within the room, like a cupboard. Characters just standing around inside will be seen by the Ratlings and give the game away.<br />
<br />
The Ratlings are VERY careful and cautious. Before each robbery they have Ratling Watchers climb up and look into windows multiple times, they observe the building from the shadows (where they discovered the Thieves Guild watchers), and they make their way inside and then scurry out to get a sense of what they will do a number of days before the robbery goes ahead. This internal search happens twice. Once during the period of observation and then on the night of the robbery to ascertain the condition of the room. If windows or doors are locked and prevent entry the Ratling Lock Pickers attempt to unlatch windows or unlock a door. If they cannot gain entry the robbery is cancelled. They try to eliminate any chance they will be surprised.<br />
<br />
On the night of the robbery one (1) of the Portable Hole team runs through the room and signals all clear to the rest of his team. If a door or window is locked two (2) Ratling Lock Pickers go first and open the portal (they can try to open a lock three times before giving up - each subsequent attempt taking three times the amount of time taken to pick the lock required on the previous attempt, 1round, 3rds, 9rds).<br />
<br />
If things go bad, and fighting erupts, one or more of the Ratling thieves screeches and many of their kin come swarming out of the sewers, rushing through entranceways to attack the characters (see Ambush Street Attack for details). The Ratlings with hand crossbows fire first followed by charging stiletto wielding fighters. The unarmed Ratlings all make their escape when this occurs. If the Portable Hole group cannot escape the Ratling Ambush group attackers will be relentless in order to prevent the loss of their prized magical item.<br />
<br />
If the PCs drive off these attackers and come into possession of their equipment, the Stiletto daggers and hand crossbows, they will be able to trace their place of construction. Any local warrior type or thief guild members will recognise the workmanship. Ellis or Holger will recognise the fine craftsmanship. They tell the PCs that one armourer in the city makes such weapons. It is Marcio Del Toro (see Marcio the Armourer).<br />
<br />
If the party fails to stop the Ratlings here it will mean they have been driven off, killed or paralysed, whereafter any immobile survivors are rolled into the Portable Hole and taken back to their lair. Any dead Ratlings are taken back to the lair in a similar fashion and their bodies given the Mimic in Room 8.<br />
<br />
<span style="color: yellow;">Ratling Thieves</span> (8) with Portable Hole carrier<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 5<br />
*Climb Walls 90% <br />
*Equipment: one carries a Portable Hole folded and attached to a small belt. Four other Rats in this group help fold and unfold it while the remaining lot push or throw loot into the hole. For large items more Ratlings join this crew.<br />
<br />
<span style="color: yellow;">Archameneon</span> (1) Ratling Wizard (only present if a servant remains in the room)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 5<br />
*Climb Walls 90%<br />
Spells (1): <em>Sleep, Cantrips</em> (4)<br />
Int 17 Wis 15<br />
<br />
<span style="color: yellow;">Ratlings</span> (2) Lock Pickers<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 5 <br />
*Climb Walls 90%, Pick Locks 35%<br />
*Equipment: Belt with lock pics.<br />
<br />
<br />
<strong>Ambush Street Attack</strong> <br />
<br />
Thirty Ratlings comprise this Ambush group. They attack the party if the player characters either 1. Engage in a rat killing spree, whereafter this attack is sprung in a deserted part of the city on the third night (after two nights of rat killing), or 2. if the characters set a trap in a rented room (see above), and 3. when the PCs enter the ground floor of the deserted Merchant's house where the Ratlings have their lair (in the basement). This last attack in the Merchant's house <u>only</u> occurs if the party has previously fought the Ratlings, otherwise they lay low and the Ratlings from this group are encountered in the Dungeon Lair. If the party fights the Ratlings in the first two scenarios and inflicts casualties upon them, the encounter at the Merchant's house, has any lost Ratlings replaced from the revellers inhabiting Room 10 so there are always thirty fighters in this group.<br />
<br />
<span style="color: yellow;">Ratlings</span> (30)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 or 1/2 Damage: 1d3 (Stiletto or Hand Crossbow) or 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 7<br />
*Climb Walls 90%<br />
*Equipment: Stiletto Daggers (20), Hand Crossbows (10), Crossbow Bolts (36 total), Poisoned Crossbow Bolts (4) causing paralysis for 2d6 hours (but the poison is weak allowing a +4 to Saving Throws). <br />
**The Ratlings and their equipment here should be deducted from the total number of Ratlings found in Room 10 of their lair. <br />
<br />
<span style="color: #6aa84f;">Tactics:</span> The opening attacks are from ten crossbow bolts that target all PCs. Not more than four of these crossbow bolts are poisoned since they have limited supplies of the Giant Centipede venom. It takes the Ratling archers one round to reload before they can fire their next shot - they do not carry stiletto daggers. All the Ratlings making up this group come from Room 10. Any casualties should be taken from the numbers found there. If more than half their number are killed they flee, unless only a single PC remains standing. <br />
<br />
Special Note: If the PCs are not at the Ratling lair when this Ambush attack occurs, and the party succeeds in killing some of their number, thereby driving them off, they should come into possession of their weapons. Ellis, Holgar, and any of the guild members in the street, or any of the City Watch Patrol leaders, can tell the PCs where the Stiletto daggers and Hand Crossbows were constructed. (see Marcio the Armourer who can reveal the location where this equipment was delivered).<br />
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<br />
<strong>Marcio the Armourer</strong><br />
<br />
If the characters have not discovered the location of the Ratling lair, but are in possession of their weapons, knowledgeable City Folk can tell the PCs where these were made. There is a Weaponsmith working in the Artisan's Quarter that specialises in making finely crafted thin bladed weapons, such as rapiers, and stiletto daggers. He also makes crossbows with polished metal fittings in all sizes. The Armour's workshop is called the Dancing Bull Weaponsmith. Inside the PCs will find a short but very solid man, with black hair and thick eyebrows, named <span style="color: yellow;">Marcio Del Torro</span>.<br />
<br />
When Marcio first sees the characters he assumes they are customers. However, if he is shown the stiletto daggers or hand crossbows he interrupts the PCs with a question (he recognises the equipment he made for an anonymous buyer).<em> "That is my work. Where did you get this from? What is going on here?"</em> If the PCs explain what happened he tells the characters that he sold such weapons to an anonymous buyer about 6 months ago who had ordered them 6 months earlier (the weapons took time to build along with getting the right materials to make the expensive hand crossbows). All were delivered to a house in the Merchant's Quarter. Gold was paid, and the weapons left at the door at midnight. It was a highly unusual transaction for such an expensive order. They took delivery of 200 stilettos, 25 hand crossbows, and 270 quarrels. It cost 100gp for the daggers, 270gp for the quarrels and 5000gp for the crossbows, which took a long time to put together.<br />
<br />
The house is a freestanding structure on Hobb's lane. There are no street signs so PCs will have to ask the location from various NPCs. The place always looks abandoned (but it is rented from a merchant - <span style="color: yellow;">Rolkus Rokka</span> - who doesn't know why someone would pay rent but not occupy the building. The rent agreement was does via letter, and he's never seen the occupier. Money, 20gp, is left each month on his doorstep). <br />
<br />
<br />
<strong>Lair of the Ratlings</strong> <br />
<br />
The PCs arrive at a large freestanding town house in the Merchant's Quarter that appears abandoned. While the roof seems intact the windows are missing glass panels. Anyone looking through the windows notices that the rooms appear empty. The characters can see cobwebs and notice dust on the floors. The weathered front door is locked. If the PCs walk around the outside and observe carefully (making a passive perception check -2) they find two holes in the exterior wall partly obscured by broken wooden planks and a vine. The exterior of the building is 30x50 feet. DMs will have to add in the appropriately sized rooms for the ground floor based on the following description ...<br />
<br />
If the PCs enter, by breaking down the door (hp 20, swords do 1/4 damage, axes do full damage) or via picking the lock (with a +20% chance), they find themselves inside a short 10 foot corridor with two side doors and a door at the end (note every door has a hole chewed out of one corner). There are a total of six rooms, all of which have windows. One room was formerly a kitchen area with a small fireplace that is connected to an underfloor network of channels that distribute heat throughout the house. The main room of the house has a large fireplace where the floor is clear of dust - unlike the other rooms. In the fireplace is a pile of wooden debris that consists of broken wooden planks, and bits of furniture. PCs will notice that every room in the building also has a small hole in the base of one wall, large enough to fit a rat.<br />
<br />
If the party has already fought the Ratlings in the streets, four Ratling watchers are positioned in the roof to stand guard against intruders. As soon as the party approaches one of their number climbs down to alert the Ambush team. When characters advance halfway from the front door they are subject to the Ambush Street Attack encounter inside the building.<br />
<br />
<span style="color: yellow;">Ratlings</span> (30)<br />
(see <strong>'Ambush Street Attack'</strong> for details)<br />
<br />
If the characters get to the main room and clear the fireplace they can see there is a secret doorway partially open in the hearth. PCs checking the floor to the side of the fireplace immediately notice a trigger plate that is partly pressed into the ground, with a small rock wedging it in place. If the PCs pull out the rock the trigger plate rises up to floor level and the secret doorway in the fireplace closes. To open the door one must push downwards using a pole placed on the small stone trigger plate that sits flush with the floor.<br />
<br />
Spiralling stone stairs lead downwards ... <br />
<br />
<br />
<strong>Underground</strong><br />
<br />
Characters descending the stairway find themselves in the dungeon area of the building. All rooms and corridors have stone paving, stone clad walls, and are lit with candles set in varying types of iron candelabra, unless otherwise noted. The dungeon itself was constructed by an evil wizard ('Master' <span style="color: yellow;">Vekrizen</span>) who was driven from the City many years ago by Luscan Claymore of the Lord's Court. The house was then gifted to a merchant, Rolkus Rokka, but it was left abandoned for a number of years because of its bad reputation. The Ratlings recently acquired the property, through an anonymous exchange of letters, and now pay rent set at 20gp per month.<br />
<br />
<span style="color: yellow;">Ratlings</span> (193 - minus those eliminated in previous encounters) 30 Ratlings, who act as night Watchers are subtracted from this total where 10 each are taken from Rooms 3, 5 and 11 (see descriptions).<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 or 1/2 Damage: 1d3 (Stiletto Dagger or Hand Crossbow) or 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 7<br />
*Climb Walls 90%<br />
<br />
DM notes: The Ratlings in the lair drink nothing but wine or blood wine (actual blood, currently taken from their prisoner). They distain drinking water. As a result a number of Ratlings are always drunk, where the incapacitated ones will be found among the cushions and blankets in the Den (Room 11).<br />
<br />
Note: If the PCs have been captured they eventually end up in the same condition as Traybor Dabblelegg the gnome. PCs that are trapped in the Portable Hole are released in Room 1. They are thrown ropes to allow them to climb out and are surrounded and ordered to strip. The PCs are then chained to the walls in the prison area that is used as a Gambling Den (Room 9). Dead PCs are dragged to Room 8 as dinner for the Mimic. If Thieves Guild members have knowledge about the Ratlings and the Stiletto Daggers, and the PCs don't return because they have been captured, a raiding party is organised on the following night. The City Watch is distracted by a fire and the Thieves Guild mobilises. <br />
<br />
The raiding party consists of all previously mentioned guild-connected characters encountered in the street but armed with Shortswords and Daggers (except Jarka who uses a Shortbow and targets spellcasters and other archers), plus Ellis the Half-Elf, Adius the Wizard, plus 2d4+8 other thieves of 1st to 2nd level, and 1d4+2 thieves of 3-5th level (one 5th level thief carries a silver dagger), and one 9th level Guildmaster thief ('Jazarak') who disguises his face the entire time. At the end of combat the Guildmaster directs the other thieves to take all the coins but leave all the goblets and house hold goods. These are to be left for the City Watch who will be informed of the lair's location (exonerating the Thieves Guild). Jazarak does not stick around to collect any treasure and leaves this to his underlings. <br />
<br />
'<span style="color: yellow;">Jazarak</span>'<br />
AC: 5 HD: 9 hp: 34 THACO: 15 or 14 Attacks: 5/2 (two wpn style and 3/2 base) or 3 (thrown daggers using both hands) Damage: 1d6+1 (Shortsword) or 1d4 (Dagger)<br />
Thief Skills: PP 60 OL 80 FRT 75 MS 85 HS 80 DN 40 CW 70 RL 30<br />
Special Abilities: Backstab (x4/x5 with dagger)<br />
Equipment: Shortsword +1, Daggers (12), Silver Daggers (2), Leather Armour underneath dark clothes with hooded top, <em>Amulet of Proof against Detection and Location,</em> <em>Potion of Levitation</em>, <em>Potions of Healing</em> (4), cloth wrapped around face, smoke powder pots (2).<br />
Str 9 Int 15 Wis 15 Dex 17 Con 9 Cha 16<br />
<br />
<strong><em>LAIR MAP</em></strong><br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjj7xxBiKSxmZVowqLCqzDGIUx4BaxfFf3k2KopsT8VueZua5azpZJ4tlnHp6QDb0Q_WgMq8gGq9Iei1iq46IrbmQWAoUDJKxQPYIGhUsrb65TpRnmsoVB1z2tka3rYGWQIZYcV_qlFB-1_/s1600/Cellar+Dungeon+%255B2%255D.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="485" data-original-width="750" height="375" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjj7xxBiKSxmZVowqLCqzDGIUx4BaxfFf3k2KopsT8VueZua5azpZJ4tlnHp6QDb0Q_WgMq8gGq9Iei1iq46IrbmQWAoUDJKxQPYIGhUsrb65TpRnmsoVB1z2tka3rYGWQIZYcV_qlFB-1_/s640/Cellar+Dungeon+%255B2%255D.jpg" width="540" /></a></div>
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<span style="font-size: x-small;">[This map was modified from this original source: </span><a href="http://canisterandgrape.blogspot.com.au/2014/02/mucking-about-with-d-maps.html"><span style="font-size: x-small;">http://canisterandgrape.blogspot.com.au/2014/02/mucking-about-with-d-maps.html</span></a> ]</div>
<br />
Ideally the DM should print this out and write in the numbers of Ratlings present in each room. As Ratlings are killed in the streets the DM should deduct the casualties from the locations in the lair.<br />
<br />
<br />
<span style="color: red;">Room 1</span><br />
<br />
This room is lit with candles set in iron candelabra (4 sets here) that are positioned along the walls. There is a door to the south and iron bars to the east (bars that can stop medium sized creatures but not Ratlings). The room is 20x20 (DMs are to use these dimensions as a frame of reference to gage the size of all other rooms). The faint noise of a large chattering group echoes from the barred entryway to the east. PCs in the stairway making a difficult perception check (-4 penalty) notice a rope cord (AC 3, hp 5) running out from the top of the bars across the ceiling to an end that is attached to the door handle in the south. Any characters that move toward the southern door or travel half way across the room automatically see the rope but cause the Ratlings (that hide along the walls in Room 3) to trigger the trap. Firing on the cord also causes the Ratlings to trigger the trap. Once the Scorpions attack ten Ratlings fire their crossbows through the iron bars at the party. The iron bars can be swung open by pressing a secret trigger hidden in the wall (that can be found by searching for secret doors).<br />
<br />
<span style="color: red;">Room 2</span> <br />
<br />
This room is not lit. It is occupied by Large Scorpions that move out of the room when the door is swung open via a cord triggered by the Ratlings in Room 3. The door here is not locked, merely latched closed from the outside.<br />
<br />
Large Scorpions (3)<br />
AC: 5 HD: 2+2 hp: 15 THACO: 19 Attacks: 3 Damage: 1d4/1d4 + 1 (Poison) Mv: 9 Size: S (2' long) Alignment: Non xp: 175<br />
*tail sting does 1hp damage and the character must save, with a +2 bonus, for 15/0 damage. <br />
<br />
<span style="color: red;">Room 3</span><br />
<br />
During the day there are 22 Ratlings stationed here that act as guards. When the PCs enter Room 1 they stay out of sight, lining themselves up along the walls, with some moving into Room 4. A rope cord runs out to the ceiling from between the iron bars to a latch on the door to Room 2. When the door opens the three Large Scorpions rush out and attack the party. Once this attack commences the Ratlings armed with crossbows breakaway from their positions along the walls and fire at the party. At night there are only 12 Ratlings here, with ten using crossbows, while 10 of their number are out on the street acting as unarmed Watchers (scouts). The Watchers leave their stiletto weapons behind. There are numerous small torches lined up in the eastern end of the room that are used to control the Large Scorpions after they get released, to usher them back into their room. <br />
<br />
<span style="color: yellow;">Ratlings</span> (22)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 or 1/2 Damage: 1d3 (Stiletto or Hand Crossbow) or 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 7<br />
*Climb Walls 90%<br />
Equipment: Hand Crossbows (10), Quarrels (30), Stilettlo Daggers (12), small torches (14), flint and steel (2), oil flasks (2), iron candelabra (2), candles (6).<br />
<br />
<span style="color: red;">Room 4</span><br />
<br />
This part of the corridor has a dark green curtain covering the Northern wall and a large Tapestry of a castle on the southern wall. Behind the curtain is a corridor leading North. The party will have to search behind the curtain to automatically discover this corridor. Any group entering here, or fighting in Room 3 draws the attention of the Ratlings in Room 5. Lit candelabra are situated in the corners of the room (8 candles in total).<br />
<br />
<span style="color: red;">Room 5</span><br />
<br />
During the day there are 20 Ratlings stationed here that act as guards. At night there are only 10 Ratlings as 10 of their number are out on the street acting as unarmed Watchers (scouts). All the Ratlings here are armed with stiletto daggers. If fighting breaks out in Room 1 they move to support their kin. One Ratling heads down the stairs into Room 10 to inform the Ratling Lords.<br />
<br />
<span style="color: yellow;">Ratlings</span> (20)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d3 (Stiletto) or 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 7<br />
*Climb Walls 90%<br />
Equipment: Stiletto Daggers (20), candelabra (2), candles (6). <br />
<br />
<span style="color: red;">Room/Corridor 6</span><br />
<br />
Along this West to East corridor are lined a number of small torches (10), flint and steel, and two ceramic jars with cork lids. At either end are two doors. The door to the East has a small rat-sized hole chewed into one corner and is unlocked. The door to the West is solid and locked, with no chewed hole. Inside the jars is a viscous substance. It is venom taken from the Giant Scorpions in Room 7. The venom only works when injected into the blood stream. There is enough poison to coat 10 crossbow bolts. The corridor is lit by one iron candelabra (with 3 candles).<br />
<br />
<span style="color: red;">Room 7</span><br />
<br />
This room is dark. Inside are four Giant Centipedes. The door is locked and solid with no damage or chewed hole. It takes 30hp damage, swords do 1/4 damage, axes do full damage, to break it down if lock picking fails. If the door is opened the Centipedes move forward to attack. The creatures can be kept at bay with fire, hence the torches lined up in corridor outside. The Ratlings come here and isolate one of these creatures in an overbearing attack in order to milk the paralysing poison that is then stored inside the ceramic jars.<br />
<br />
<span style="color: yellow;">Giant Centipedes</span> (4)<br />
AC: 9 HD: 1/2 hp: 2 THACO: 20 Attacks: 1 Damage: 1 + Poison Size T (1' long) Mv: 15 Alignment: N xp: 35<br />
*Save vs (weak) poison with a + 4 bonus or become paralysed for 2d6 hours.<br />
<br />
<span style="color: red;">Room 8</span> Store Room<br />
<br />
The door to this room has a chewed corner that allows Ratlings to pass through. It is unlocked. Inside it is very dimly lit by one thick candle. If the PCs bring more light they see this is a store room. To the south are many (41) flasks of lamp oil (used to help light torches), numerous small torches (30), more than a hundred candles (123), five tangled coils of rope, two buckets, a hooded lantern, a grappling hook, 12 sheets of parchment, and two small chests filled with copper pieces (508 total). In the North Eastern corner is a well. Lying on the ground in front of it is a broken bucket that cannot hold water. (The Ratlings use the well as a latrine since they have no use for the water - they only drink wine and blood).<br />
<br />
Covering a large portion of the Northern wall are tree roots coming down out of the ceiling that stick into the brickwork. Among the bundle of roots are (what look like) three uncut gems.<br />
<br />
For the DM: These tree roots are actually a Mimic. The Ratlings feed the monster the occasional dead rat or cat and get it to break up stolen furniture to use as firewood. The creature is longing for a big feed and has been told it will get the gnome's body after the Ratlings are finished with it. If the PCs try to pluck one of the 'uncut gems' from the 'tree roots' the mimic attacks. If reduced to less than 15hp the creature speaks in common and pleads for its life. <em>"Spare me, spare me. I stop. I stop. I can tell you anything you wish to know."</em> The creature actually knows very little useful information about the lair but can report there are at least a hundred of the rat creatures living here. One rat, that came here a few years ago, is very intelligent and asks questions about magic, of which the mimic knows very little. The mimic has no name but is called <em>'monster'</em> or the <em>'wall monster'. </em>The wizard Vekrizen used to simply call it <em>'mimic' </em>and used the monster to dispose of dead bodies, although sometimes live victims were thrown within its reach.<br />
<br />
<span style="color: yellow;">Mimic</span><br />
AC: 7 HD: 8 hp: 62 THACO: 13 Attacks: 1 Damage: 3d4 (Pseudopod, range 10') Size: L (10') Alignment: N Mv: 3 xp: 1,400<br />
Special Defence: Any creature or item that touches the mimic is held fast by its glue-like surface. An open doors roll is required to break free. Alcohol dissolves the glue in 3 rounds. The mimic can dissipate this glue at will. <br />
*Imposes -4 penalty to the surprise roll. <br />
<br />
<span style="color: red;">Room 9</span> Gambling Den<br />
<br />
This former prison has been turned into a Gambling Den. The iron bound door here is locked with a chewed hole in one corner. The reinforced door requires hp 50 damage to break down (swords and axes used on the door do 1/4 damage and become wrecked after 4 rounds). Only iron or steel hammers, that do 1/2 damage, are not damaged if used - if and when lock picking fails. <br />
<br />
In the centre of the room is a table filled with wine bottles and silver goblets, with ten chairs arranged around it. There are two Ratlings seated on each chair perched upon cushions (20 total). Other Ratlings (8) lounge on cushions strewn about the floor under the table. The Ratlings here are playing a table top dice game for silver and gold coins, using two six sided dice. Their daggers are scattered about the table and on the floor. Attached to the walls are many sets of rusted manacles. To the North are two prison cells with locked doors. On the floor of one cell can be seen a rumpled grey robe with bones scattered about nearby. For the DM: These are the remains of an apprentice wizard, Rali, that was punished for accidentally betraying Master Vekrizen to Lord Luscan Claymore. The apprentice wizard, and his books, were thrown in here and left behind when Vekrizen left the city. The Ratling, Archameneon, discovered his remains a number of years previously and has been studying the Spellbooks and notebooks ever since. Lady Saska (see Room 10) has keys to open the cells and an iron pin to open the manacles.<br />
<br />
<span style="color: yellow;">Ratlings</span> (28)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d3 (Stiletto) or 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 7<br />
*Climb Walls 90%<br />
Equipment: Stiletto Daggers (28).<br />
<br />
Treasure: Silver goblets (30), wine bottles full/empty (4/8), two wooden six sided dice, wine stained fine cushions (21), wine stained small floor rugs (6), iron candelabra (4), candles (12), 255sp/44gp.<br />
<br />
<span style="color: red;">Room 11</span> Sleeping Den<br />
<br />
The floor of this room is covered with decorative rugs, silk sheets, and cushions and acts as a sleeping area for the Ratlings. Scattered about are gold and silver coins along with many unconscious Ratlings. During the day there are 28 Ratlings here with an 80% chance they are all unconscious because of having drunk too much wine. At night there are only 18 Ratlings here as 10 of their number are forced out onto the street to act as unarmed Watchers (scouts). <br />
<br />
<span style="color: yellow;">Ratlings</span> (28)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d3 (Stiletto) or 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 7<br />
*Climb Walls 90%<br />
Equipment: Stiletto Daggers (28), <br />
<br />
Treasure: Gold goblets (1), Silver goblets (5), wine stained fine cushions (26), wine stained floor rug, large (1), wine stained floor rug, small (3), half rolled up silk sheets, five of which are wine stained (8), empty wine bottles (2), candelabra (2), candles (6), 104sp/60gp.<br />
<br />
<span style="color: red;">Room 12</span> Kitchen<br />
<br />
The door to this room swings open easily (there is no lock or bolt). Directly in front of the party is a large round wooden table upon which are bottles of wine (4), silver plates, bread and goblets. Some stools (3) are positioned around the table. In the West wall is a long open fireplace, featuring three large iron pots, with a chimney that connects upwards into the house above. The Ratlings cook meals here by stewing them in wine. There are a number of stools (5) lined up in front of the fireplace. Along the East wall are more than a hundred bottles of wine. The Southern end of the room is packed with foodstuff and firewood (broken furniture). It is filled with chickens (hanging from the wall), eggs, stale loaves of bread, and dried fruit.<br />
<br />
<span style="color: yellow;">Ratling Cooks</span> (12)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d2 (Small knife) or 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 7<br />
*Climb Walls 90%<br />
Equipment: Small knives (6).<br />
<br />
Treasure: Gold goblets (3), Silver goblets (15), silver plates (28), (unused) silver jugs (4), large iron pots (3), wine bottles full/empty (82/42), silver forks (22), silver knives (12), silver spoons (14), iron ladles (5), silver bowls (12), ceramic bowls (17), ceramic cups (31), iron candelabra (3), candles (9), 45gp, 21sp.<br />
<br />
<br />
<span style="color: red;">Room 10</span> Throne Room<br />
<br />
A long wooden table, filled with wine bottles, silver goblets, and food filled plates dominates this room. In the centre of the table is a hogtied Gnome (bloodletted and stripped of valuables and ring), wearing ragged underclothes, with bloodied (cut) legs. Arrayed along one side are a set of chairs upon which is are seated two Ratlings per chair. Upon the floor is a sea of cushions and rugs, upon which longue more Ratlings clutching stiletto daggers or goblets. Behind the table is a raised platform upon which are three chairs which seat one Ratling each. The walls are covered with pinkish coloured silk curtains that have black embroidered eagles. Eight iron candelabra light the room. <br />
<br />
<strong>The Ratling Lords</strong><br />
<br />
If the party has fought its way through to this area the Ratlings will be waiting for them as they advance down the stairs. PCs coming through the entry way are struck by (non-poisoned)crossbow bolts and swarmed by every Ratling in the room. If the party has made it this far without causing too much calamity they will see the Ratlings laughing and chattering away. The Ratling Lords, seated on the raised area overlooking the long table, are likely see the party and hysterically screech <em>"Kill them! Kill them!"</em>, while pointing toward the doorway.<br />
<br />
None of the Ratling Lords, Lady Saska, Lord Fazachal, or Archameneon can be reasoned with. In combat they fire crossbows and Archameneon casts his <em>Sleep</em> spell. These leaders are fanatics when it comes to intruders in their lair. All the Ratlings here will fight until there is less than 20 of their number remaining before they attempt escape.<br />
<br />
<span style="color: yellow;">Lady Saska</span><br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d3 (Stiletto or Hand Crossbow) or 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 5<br />
*Climb Walls 90%<br />
Equipment (under her chair): Stiletto Dagger, Hand Crossbow, Crossbow Bolts (3), a key ring with an Iron key that opens (or locks) all rooms, a large Iron key that opens the iron bound jail cell door, another large iron key that opens the iron cage cells in the prison/gambling den, and a square sided Iron pin that opens the manacles on the walls in the same room.<br />
<br />
<span style="color: yellow;">Lord Fazachal</span> <br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d3 (Stiletto or Hand Crossbow) 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 5<br />
*Climb Walls 90%<br />
Equipment (under his chair): Stiletto Dagger, Hand Crossbow, Crossbow Bolts (3), parchment, ink and quill, scroll case with letters of agreement on rent set at 20gp per month signed by the Merchant Rolkus Rokka, and a Ring of Invisibility (also inside the scroll case). <br />
<br />
<span style="color: yellow;">Archameneon</span> Ratling Wizard <br />
AC: 7 HD: 1/2 hp: 2 THACO: 20 Attacks: 1 Damage: 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: N xp: 15<br />
*Climb Walls 90%<br />
Spells similar to a first level wizard (1): <em>Sleep, Cantrips</em> (4)<br />
Int 17 Wis 15<br />
Equipment: Under and around his chair is a pile of eight large books relating to magic, plus a human sized dagger, too big for Ratlings to use (Rali's dagger). The books represent key material needed to learn magic. The top two books are Spellbooks. One is thin with <a href="http://thacodragon.blogspot.com/p/new-spells-and-spell-like-powers.html"><span style="color: yellow;">cantrip</span></a> listings, <em>Read Magic</em>, <em>Fire Dart</em> (1d2 dam), <em>Detect Magic</em>, (and other cantrips) and a second thicker book has 1st, 2nd and 3rd level spells: <em>Chill Touch, Comprehend Languages, Detect Undead, Identify, Gaze Reflection, Protection from Evil, Sleep, Melf's Acid Arrow, Glitterdust</em>, <em>Flame Arrow, </em>and <em>Fireball</em>. The other six thick books are finely written notes on studying magic, transcribed from other sources.<br />
<br />
Note: The only reason Archameneon has managed to learn to cast spells is because he is a genius, and the notebooks have provided enough material for him to progress from essentially nothing. Nevertheless it has taken solid years of research to achieve this feat along with the help of the Mimic in Room 8, which has no name. Archameneon simply addresses the Mimic as '<em>monster</em>'.<br />
<br />
<span style="color: yellow;">Ratlings</span> (80)*this number includes all members of the Ambush team.<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 or 1/2 Damage: 1d3 (Stiletto or Hand Crossbow) or 1d2 (bite) Mv: 12 Size: T (1&1/2' long) Alignment: NE xp: 7<br />
*Climb Walls 90%<br />
*Equipment: Stiletto Daggers (80), Hand Crossbows (13), Crossbow Bolts (170 total) - deduct equipment from this total from the Ambush team. If the Ambush team is out then only 5 crossbows remain here. <br />
<br />
Treasure: Gold goblets (13), Silver goblets (89), silver bowls (36), silver plates (29), silver forks (6), silver knives (41), silk curtains with eagle embroidery (3), wine stained fine cushions (46), wine stained floor rugs, large (3), wine stained floor rugs, small (4), wine bottles full/empty (7/24) iron candelabra (8), candles (24), 430sp/590sp. <br />
<br />
Traybor, who is immobile in the middle of the table, is in bad condition. Although the Ratlings have given him food and drink, being bound, and the constant bloodletting, has taken its toll. When released Traybor has trouble standing upright. His body is numb and he needs assistance to walk (or else he stumbles and falls). Any magical healing doing more than 10hp alleviates the numbness. Eventually he speaks (see below).<br />
<br />
<span style="color: yellow;">Traybor Dabblelegg</span> 5th level Gnomish thief <br />
AC: 10 (5 Padded, single wpn style, Dex) HD: 5 hp: 3 (28) THACO: 17 or 17 Attacks: 1 Damage: (by weapon +1 str) Mv: 9 Size: S Alignment: NG <br />
Special Abilities: Backstab (x3/x4 dagger), Thief Skills (unlisted).<br />
Equipment (stacked under the long table): Shortsword, Daggers (3), Silver Dagger (1), Padded Armour, <em>Ring of Invisibility </em>(inside Fazachal's scroll case).<br />
Str 3 (16) Int 15 Wis 11 Dex (10) 16 Con (8) 12 Cha 14<br />
<br />
<span style="color: #6aa84f;">Backstory:</span> <em>"I was hoping to catch the thieves operating in the area, as they would likely lead me to Diego's murderer. I rented a room, not my regular room, near Diego's shop, and made sure to stay up late every night drinking from a fine gold goblet near the window. Through good fortune I also own a device that can cloak me from sight. A ring that makes one invisible. I used it to sneak back into the neighbourhood after going out after finishing my regular drinking session - with watered wine. I then watched my goblet sitting in sight of the street and waited for something to happen. And low and behold, after less than a week, five days actually, I witnessed two of these rats appear, climb through the open window and proceed to make off with the goblet. Little did I know there would be more than just two. Unwisely I thought it best to kill the rats there and then, planning to inform (the guild) afterward. I thought we would end up fixing a simple, but unusual, rat problem, but I underestimated. I moved to attack the rodents, becoming visible in the process. As I slew one of the creatures I was hit by a number of their crossbow bolts and collapsed from what I know was poison. When I awoke I found myself tied up in this dreadful place ... to be used as a wine dispensary. You saved me. I cannot thank you enough. "</em><br />
<em></em><br />
<span style="color: red;">Room 13 <span style="color: black;">Secret Treasure Room </span></span><br />
<br />
Unknown to the Ratlings is a secret treasure room, left here from ages past. If the PCs open the door they see darkness. If the characters bring a light they can see coins glistening on the floor before them. If they move inside the lead character (only) hears a (telepathic) voice that says, <em>"Stop now and state your business"</em>. If character responds with an intent to take the treasure the monster plants a <em>Suggestion</em> spell that says <em>"this area is best left alone"</em>, that <em>"the coins are not their property anyway. It's better to leave well enough alone."</em><br />
<br />
The Spectator, whose name is Holobolous, is hiding along the wall to the south of the entryway. Characters looking southwards will see the monster. Anyone that wants to fight for the treasure by stepping out from the doorway into the room is attacked simultaneously with the wounding eye and paralysation eye. <br />
<br />
<span style="color: yellow;">Holobolous</span> Spectator Beholder<br />
AC: 4/7/7 (Body/Central eye/eye stalk) HD: 4+4 hp: 38(body)/1(eye)/1(x4 eye stalks) THACO: 15 Attacks: 1 or more Damage: 1d4+1 (Bite) + Magic (see below) Mv: Fl 9 (B) Size: M (4' diameter) Alignment: LN xp: 4000<br />
*MR 5%<br />
*<strong><em>Description taken from the Monstrous Manual:</em></strong> <em>A spectator, if blinded in all of its eyes, cannot defend its treasure and will teleport to the outer plane of Nirvana. This is the only condition under which it will leave its post. Its eyes regenerate in one day and then it returns. If the treasure is gone, the creature again leaves for Nirvana, never to return.</em><br />
<em>Spectator has a general magic resistance of 5%. As long as the central eye is undamaged, it can also reflect one spell cast at it, per round, sending it back against the caster. This does not apply to spells whose range is touch. Reflection occurs only if the spectator rolls a successful saving throw vs. spell. If the saving throw fails, magic resistance (and a further saving throw) must be rolled. Reflection is possible only if the caster is standing within the 60 degree arc of the central eye. Only the spellcaster is affected by a reflected spell.</em><br />
<em>All of the smaller eyes may be used at the same time against the same target. Their powers are:</em><br />
<ol>
<li><em>Create food and water (creates the amount of food and water for a large meal for up to six people; this takes one full round)</em></li>
<li><em>Cause serious wounds (inflicts 2d8+3 points of damage to a single being at a range of 60 yards; a saving throw vs. spell is allowed for half damage)</em></li>
<li><em>Paralyzation ray (range 90 feet, one target only, for 8d4 rounds).</em></li>
<li><em>Telepathy (range 120 feet, only one target; communication is possible in this way, and the beast can also plant a suggestion if the target fails a saving throw vs. spell; the suggestion is always to leave in peace).</em></li>
</ol>
<em>If properly met, the spectator can be quite friendly. It will tell a party exactly what it is guarding early in any conversation. If its charge is not threatened, it can be very amiable and talkative, using its telepathy.</em><br />
<br />
Treasure: Five fake diamonds made out of clear crystal (20gp each), four Diamonds (1000gp each), two Rubies (500gp each), 3000sp/1800gp/240pp/120ep. <br />
<br />
<br />
<strong>Resolution</strong><br />
<br />
If the characters battle the lair on their own they reap all the rewards. The guild pays the 100gp reward offered for solving the mystery of the Ghost Thieves, the murder of Diego Moratanni, and the disappearance of the gnome Traybor Dabblelegg.<br />
<br />
If the Thieves Guild raiding party saves the PC party then they reap the rewards but gift the characters a fair cut of the treasure - for uncovering the mystery - which is more than the initial 100gp reward promised. The amount should be up to 500gp. The spellbooks will be examined by Adius and Ellis who will allow a PC wizard to take them if really desire it. The Portable Hole will go to either Adius or Ellis (50% chance). <br />
<br />
Characters who successfully complete the adventure receive 500xp in addition to experienced gained for their individual actions.<br />
<br />
<br />
Note the original title for this adventure was Ratty Ratty Rat Rats.. <br />
<br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-87670059500241037912018-10-09T11:29:00.001-07:002019-05-16T02:44:16.570-07:00Vision of Danger<div class="separator" style="clear: both; text-align: center;">
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<br />
The party is asked to scout out an abandoned farmhouse after they arrive at a town under attack by supernatural forces. A short adventure for 1st level Player Characters.<br />
<br />
<span style="color: #6aa84f;">Background:</span> The characters arrive at the frontier town of Willowdale, after being hired to act as wagon guards for 1sp per day. They also earn an extra 5gp for each combat encounter the party successfully negotiates. Their employer is the rotund merchant Jarvis Fogglecoop. Jarvis wears elaborate dark red leather armour with black trimmings, a long sword at his side. He has a thick red moustache and a mass of thick red hair hidden under a pointed leather hat. He is delivering 160 iron ingots (that weigh 8lbs each) to the local blacksmith.<br />
<br />
<br />
<strong>Attack from the Sky</strong><br />
<br />
After an uneventful journey the characters and Jarvis, who acts as the driver of the ox-drawn wagon, arrive at the walled frontier town of Willowdale. The settlement is situated on a prairie that is hemmed in by distant hills to the East and a narrow river to the West. The PCs cross this river via a sturdy wooden bridge that is wide enough to take wagons. <br />
<br />
<span style="color: yellow;">Militia Gate Guards</span> (5), with spears, shields, steel helms, and wearing leather armour, tell the characters and merchant that the town is at war with Orcs who are known to inhabit the nearby hills. Almost all of the warriors from the surrounding areas have gone forth after a series of unnatural events blighted the town. They name the events as being a killer fog, a whirlwind that flattened a number of town buildings, a midnight attack by a large zombified bear, and the poisoning of all the town's horses.<br />
<br />
After the guards finish their tale the party enters the town. Inside the PCs see that some of the townhouses in the small settlement have been flattened. Arriving near the blacksmith's shop Jarvis (the rotund merchant) pays the characters their share for the 5 day journey, a whole 5 silvers each. <br />
<br />
He smiles and says they can earn the same amount on the return journey and reminds the characters that <em>"the pay is greater on the more dangerous routes."</em> No sooner has he said this than a large hawk with an oversized beak and claws drops upon him from the sky. Dozens more hawks drop down and viciously attack people throughout the town.<br />
<br />
<span style="color: yellow;">Blood Hawks</span> (48) <br />
AC: 7 HD: 1+1 hp: 7 THACO: 19 Attacks: 3 Damage: 1d4/1d4/1d6 (Claws, Bite) Size: 4' Mv: 1, Fl 24 Alignment: N xp: 120<br />
<br />
<span style="color: #6aa84f;">Tactics:</span> To determine if a PC is attacked roll 1d8. A roll of 1-5 means no attack, a roll of 6-8 results in a Blood Hawk attack upon a Player Character. This attack lasts 4 rounds at which point any undamaged Blood Hawks fly off. Characters can go to the assistance of others being attacked but risk wounding their comrades (20% chance) unless a credible non-damage causing strategy is employed. Town militia can be seen fighting off the killer birds on high points of the wall and inside the town. Any Blood Hawk that receives four or more points of damage flies off. <br />
<br />
<span style="color: yellow;">Jarvis Fogglecoop</span> 0-level Human<br />
AC: 8 HD: 1+4 (fat) hp: 11 THACO: 20 Attacks: 1 Damage: 1d8 (Longsword) Mv: 9 Size: M (6') Alignment: N(G) xp: 25<br />
*Equipment: Longsword in hard lacquered sheath, Red Leather Armour with black trimming, small brass key, money pouch with 15sp/20gp/6pp remaining.<br />
*Oxen (2) and Wagon (cart). Hidden underneath the driver's bench is a locked box with 200sp/50gp/45pp and 6 gems worth 100gp each. <br />
<br />
Jarvis is surprised in the first attack where the Blood Hawk gets a full round of actions with a +2 hit bonus. If he is still alive after this surprise attack, initiative can be rolled, for himself and the party. <br />
<br />
Note: If Jarvis the Merchant survives the Blood Hawk attack due to the intervention of the PCs he promises to pay them double the rate on the return journey (2sp) and tips them one platinum piece each. <br />
<br />
After the battle the PCs see fallen townsfolk and avian attackers lying among the buildings. A bald headed dark skinned warrior in silver Plate Mail rushes to the wounded and heals those that have not yet succumbed to their wounds. Eventually a large grey bearded man dressed in bronze Plate Mail, flanked by two body guards wearing grey Full Plate armour, appears. He approaches the characters. <br />
<br />
<em>"I am <span style="color: yellow;">Lord Sumpter</span>, you seem able bodied, and as you can see, we have need of warriors ... will you serve the garrison until our expeditionary forces return?"</em> He adds, <em>"We are critically short of defenders. My knights are away. They battle against orcs occupying the nearby hills. My hope is that the orcs will be defeated along with the wizard or shaman responsible for these unnatural events."</em><br />
<br />
<br />
<strong>A Vision of Danger</strong><br />
<br />
If the PCs agree to join the garrison Lord Sumpter says he will pay them at the rate of two silver pieces per day. Whether the party joins or not, Sumpter then requests they perform a dangerous task in defence of the town. It is something too dangerous for militia to carry out, but a task that would be foolish for himself to engage in. It is simply to scout out an abandoned farmhouse. If necessary he can offer to pay the characters if they have not joined his garrison, but not more than a few gold pieces each, so that he can learn more about a potential threat.<br />
<br />
The dark skinned healer, seen earlier, then approaches and Lord Sumpter introduces him. <em>"This is <span style="color: yellow;">Patriarch Moochacha</span>"</em> who responds by saying, <em>"I am".</em> Moochacha continues, <em>"I've seen danger. A vision of danger. A sense that there is something amiss at an abandoned farmhouse to the North East of here. It is near a grove of three very tall poplar trees. The journey is not far, only a half day, but none of us can abandon our positions in the town. Will you go forth and spy upon this building and discover what troubles me? Return as soon as you find out. Avoid trouble. Be exceedingly cautious."</em><br />
<br />
If the PCs agree, Lord Sumpter explains that they will have to go on foot since the all the town's horses have been killed (poisoned). He says that when they near the abandoned farm house, they should take cover in the undergrowth, in the long grass that has taken over the fields there. <br />
<br />
If the characters ask why Lord Sumpter is not battling the orcs himself he explains that someone of strength is needed to defend the town and that he has extreme confidence in those doing battle out in the wilderness. His forces include some powerful allies - a Ranger and Wizard - that accompany his knights, various men-at-arms and a number of (lower level) clerics.<br />
<br />
<br />
<strong>Journey to the Farm House</strong><br />
<br />
After being billeted overnight with the town's soldiers and militia, the characters wake the next day and set off on their half day journey. <br />
<br />
Close to the town are many agricultural fields worked by farming families growing all manner of vegetable and grain crops. The party passes numerous farm houses bounded by wooden and brush fences that keep in livestock. Animals such as goats, pigs, chickens and a few dogs can be seen. <br />
<br />
As the characters travel further they find themselves walking through unattended fields filled with tall dry thigh-high grass interspaced with various groves of trees. They pass a few abandoned buildings that had been given up as the area became more dangerous due to the presence of Orcs.<br />
<br />
After a half day's journey along a narrow overgrown pathway the PCs come to the location of the abandoned farm. A short distance away they see three tall poplar trees that make up a small grove and sight a small stone building, with a collapsed roof, about 300 yards beyond. Although there is a doorway, no door can be seen. There is one small window hole in the wall (and another on the other side). The tall grass extends right up the building and a wooden fence surrounds the dwelling at a 50 foot distance. There's a gap where a pathway presumably intersects the fence. There is no sign of occupation. <br />
<br />
<span style="color: #6aa84f;">For the DM:</span> Sitting in the grass on either side of the gap in the fence are five Goblins. Three have square wooden shields and short swords while two are armed with short bows. If the Goblins stand up their shoulders, and part of their upper chests can be seen along with their helmeted heads. The Goblins have purple coloured skin and wear leather armour. They listen for the approach of intruders rather than watch. They can vaguely see people coming along the path when they come within 20 feet. Noisy PCs walking into this range are immediately hit by missile fire from the archers. The sound of combat alerts the other monsters hiding in the farm house. The building dimensions are 15x35 feet, that form a single room. There is a doorway and two windowless windows along its length.<br />
<br />
<span style="color: yellow;">Goblins</span> (5)<br />
AC: 6 HD: 1-1 hp: 5 THACO: 20 Attacks: 1 Damage: 1d6 Size: S (4') Mv: 6 Alignment: LE xp: 15<br />
*Infravision 60 feet.<br />
*Penalty of -1 to hit in daylight. <br />
Equipment: Short Swords (5), knives (5), Leather Armour, metal Round Helms, Short Bows 2, Arrows (24 total), waterskins (5), 29cp total.<br />
<br />
<span style="color: #6aa84f;">Tactics:</span> The goblins here swap shifts with those inside the building every 4 or 5 hours. One goblin will appear in the doorway and clap his hands three times whereupon the goblins on guard all stand up while the other shift takes its place. This event occurs one hour after the PCs arrive at the nearby grove of trees. If players wait another 3 hours after the changing of guards two orc scouts arrive at their location (see <em>The Return Journey</em> for details) and either initiate combat with missile fire or circle around the PC's location to warn their comrades.<br />
<br />
The DM should notify players that if they wish to sneak up to the farmhouse, or the goblins (that are seen after one hour), they can crawl in the long grass. It takes 30 minutes to crawl 300 yards. PCs wearing metal armour and carrying shields and weapons have an intermittent noise radius of more than 20 yards that alerts the goblins hiding near the fence line gap. PCs wearing leather may sneak successfully in these outdoor conditions without alerting the goblins. If attempting a backstab one move silently check with a +40% bonus should be made or the goblin turns (a surprise check should still be rolled for the monster).<br />
<br />
Inside the farmhouse is a second watch of goblins and their orcish leader. If the fighting goes poorly the orc uses the Flying Potion to escape. There are eleven satchels with iron rations placed along one wall.<br />
<br />
<span style="color: yellow;">Goblins</span> (5)<br />
AC: 6 HD: 1-1 hp: 5 THACO: 20 Attacks: 1 Damage: 1d6 Size: S (4') Mv: 6 Alignment: LE xp: 15<br />
*Infravision 60 feet.<br />
*Penalty of -1 to hit in daylight. <br />
Equipment: Short Swords (5), knives (5), Leather Armour, metal Round Helms, Short Bows 2, Arrows (24 total), waterskins (5), 34cp/2sp total.<br />
<br />
<span style="color: yellow;">Orc Sergeant</span><br />
AC: 8 HD 2 hp: 15 THACO: 18 (Str17) Attacks: 1 (Sword) Damage: 1d6+2 (Str17) Size: M (5'11) MV: 9 xp: 65<br />
*Infravision 60 feet.<br />
*Penalty of -1 to hit in daylight.<br />
Equipment: Falchion Sword (1d6+1), Leather Armour, knife, waterskin, 12cp/2sp.<br />
Treasure: (Witches') <a href="http://thacodragon.blogspot.com.au/p/new-magical-items.html"><span style="color: yellow;">Flying Potion</span></a> with 4 doses.<br />
<br />
If captured the monsters here can reveal that they've been sent by their chieftain, to spy on the town (for a period of one week). Charmed characters can reveal there are two orcs acting as forward scouts near Willowdale. Their tribe is known as the Blood Red Hand and their leader is known as Chief Corkus. The tribe knows that their chief is in league with a witch but none have seen her. <br />
<br />
<br />
<strong>The Return Journey</strong><br />
<br />
Early in the return journey along the overgrown pathway the PCs (unexpectedly) encounter two grass covered figures walking their way. When in range the orcs fire their bows.<br />
<br />
<span style="color: yellow;">Orc Scouts</span> (2)<br />
AC: 8 HD 1 hp: 6 THACO: 19 Attacks: 1 (Sword) Damage: 1d6+1 Size: M MV: 9 xp: 35<br />
*Infravision 60 feet.<br />
*Penalty of -1 to hit in daylight.<br />
Equipment: Falchion Sword (1d6+1), Short Bow, Arrows (8), Leather Armour, satchel with iron rations, waterskins, 19cp/1sp total.<br />
<br />
They are covered with grasses and are returning from closely observing the town and its reaction to the latest (Blood Hawk) attack. In battle they fire their arrows first before closing in. <br />
<br />
<br />
<strong>Resolution</strong><br />
<br />
When the characters return they should report their findings to Lord Sumpter. The Lord thanks them for their deed. He has one of his retainers pay the party for their day's work - which comes to 2sp as promised (or more). If Jarvis the Merchant still lives he offers to match the Lord's pay for the return journey to Knight's Bridge Keep, from whence they came. <br />
<br />
Success in this short adventure grants each character 150xp on top of that earned in combat.<br />
<br />
<br />
<strong>Epilogue</strong><br />
<br />
A <a href="http://thacodragon.blogspot.com/p/barbarian-warlock.html"><span style="color: yellow;">witch</span></a> named <span style="color: yellow;">Zirella</span> is the cause of the supernatural events. She is 9th level and can cast 1st-5th level Wizard spells 4/3/3/2/1 (+cantrips) and Druid Spells 3/2/-/1 (Animal Summoning I). Her motive here is revenge upon the townsfolk for shunning her as a (demon worshipping) heretic. This occurred at a time before Lord Sumpter took control of the settlement. After she was banished, Zirella engaged in all manner of destructive adventures and has only recently returned to the region. <br />
<br />
The eventual outcome of this fight is that the Blood Red Hand orcs are routed in a battle near their settlement. Their leader Corkus is slain and the survivors flee, moving the entire tribe hundreds of miles eastward into more mountainous terrain - into cave systems they can exploit. Zirella abandons her attacks when confronted by the wizard, who almost kills her. She flees southwards and does not return.SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-85590086402909170642017-06-08T07:00:00.001-07:002023-01-26T05:35:28.766-08:00Rescue on the Giants' Shoreline <br />
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<br /><b>
Shipwrecked sailors are stranded on a rocky shoreline that is inhabited by monstrously oversized creatures.</b> An Al-Qadim/Ylaruam Adventure for a strong party of 7th to 8th level characters. The starting point for the adventure is Port Shaleef situated on a large island that is located near an arid and hostile mainland. PCs in this adventure will have to dress accordingly for the hot conditions: <br />
<br />
<strong>Heat rule</strong> - No heavy metal Armour can be worn - only Leather, Ringmail, or covered fine Chainmail (elfin chain). Too many items of armour results in eventual heatstroke. PCs wanting to wear their standard metal armour will suffer heatstroke after 1d4 hours (+1 hour for each Constitution bonus given to hit points) or after 4 rounds of combat (+1 round for each Constitution bonus given to hit points). Heatstroke results in light-headedness and deliriousness resulting in the loss of 1/2 the PC's physical ability scores with continued activity of any sort resulting in the loss of 1 point of Constitution per hour. Only rest, shade and water can stabilize the individual restoring 1 point of Constitution per day. Other scores are fully recovered after 2 days. <br />
<br />
<strong>Port Shaleef</strong> <br />
<br />
The characters are wandering the docks of Port Shaleef during the morning, perhaps buying seafood from fishermen, when they notice a group of Ruffians subtly shaking down a number of merchants (roll <a href="http://thacodragon.blogspot.com.au/"><span style="color: #cccccc;">passive perception</span></a> check -4). The few scimitar-armed Guards, dressed in white robes, who also wander the docks, don't seem to notice or care. No one complains to them either (because everyone knows the guards get a cut of the extortion money). Furthermore, the victims don't want the PCs help because they fear reprisals. The victims, all merchants, are named Zaid el-Salman, Sadoon el-Malak, Taaj el-Amini, and Umar el-Hafeez. <br />
<br />
The party should take action on the second, third or the four victim, where the perceptive character notices successive incidents of extortion. He or she witnesses the arrogant look of the Ruffian Leader's face and the expressions of the dejected merchants who hand over small sacks (with 10 Silvers). This incident happens each month, and similar extortion events happen throughout the city. <br />
<br />
If the characters talk to the Guards they tell the PCs they've seen nothing wrong. They further say they will only act if someone makes a complaint. The Guards warn the characters about starting any kind of trouble (they will arrest the PCs and not the Ruffian gang). If the PCs attempt to <em>Charm</em> or pressure any of these merchants into making a complaint, and/or ask them to reveal why they don't want help, one will say they don't want to end up like their friend Abdallah Khan. Even Charmed merchants will refuse to complain (only a <em>Suggestion</em> spell will work.) If pushed further the merchant will say that Abdallah Khan ended up face down in the harbour.<br />
<br />
<span style="color: yellow;">Rasheed</span> (Ruffian Leader) 3rd level Thief<br />
AC: 8 (Dex16) HD: 3 hp: 13 THACO: 19 Attacks: 1 Damage: 1d4+1 (Str15) Mv: 12 Alignment: NE xp: 35<br />
Backstab (x2 damage/x3 with dagger)<br />
Equipment: Jewelled Curved dagger, Brown Robes, sandals, 12gp/4sp/4cp plus 1d4 sacks of 10sp.<br />
<br />
<span style="color: yellow;">Ruffians</span> (4) 0-level Humans<br />
AC: 10 HD: 1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d4 Mv: 12 Alignment: NE xp: 10<br />
Equipment: Curved dagger, Brown Robes, sandals, 50cp/14sp/4gp total.<br />
<br />
<span style="color: yellow;">Kameel el-Akhtar</span> 3rd level Fighter<br />
AC: 8 (Cloth Armour, Shield) HD: 3 hp: 24 THACO: 16 (Specialised) Attacks: 3/2 (Scimitar) Damage: 1d8+3 (Str15) Alignment: N xp: 65<br />
Equipment: Scimitar, Curved Dagger, Oval Shield, White Cloth Armour, White Turban, sandals,15gp/11sp/8cp.<br />
<br />
<span style="color: yellow;">Port Shaleef Guards</span> (7) 1st level Fighters <br />
AC: 8 (Cloth Armour, Shield) HD: 1 hp: 7 THACO: 19 (Specialised) Attacks: 3/2 (Scimitar or Short Bow) Damage: 1d8+2 or 1d6 Alignment: N xp: 25<br />
Equipment: Scimitars (7), Oval Shields (5), White Cloth Armour, White Turban, sandals, Composite Short Bows (2) for the two who do not carry shields, Arrows (16 in each quiver), leather ties, 89cp/99sp/29gp total.<br />
<br />
<span style="color: #6aa84f;">Tactics:</span> The scenario invites the PCs to stop the Ruffians in a subtle manner. Rasheed, their leader, if confronted, warns the PCs to <em>"Mind your own business. What's happening here doesn't concern you. My friends over there</em> [he points to the guards] <em>will not approve of your meddling." </em>If a character charms Rasheed they will need a convincing story to stop him from threatening the Merchants. When the <em>Charm</em> wears off Rasheed will resume collecting 'protection' money. <br />
<br />
If a player character casts<em> Charm</em> on the Guard Leader, Kameel, and asks him to arrest the Ruffians he will consider the idea and 'play along with it'. He'll tell Rasheed that he's causing too much of a distraction and to stop for today. Kameel, although friendly to the PC, will think humorously of the request, considering it a bit of joke. He won't arrest Rasheed who supplements his income.<br />
<br />
If the PCs engage in combat with the Ruffians they all draw daggers expecting the Guards to rush in and break up the fight (that happens right after the second round). The two Guard archers stay at a 20 foot distance with arrows drawn looking to target spell casters. Guards with melee weapons drawn step between the two groups but do not immediately attack.<br />
<br />
If the PCs kill or seriously injure the Ruffians before the Guards intervene they are arrested and will face a local Qadi (magistrate). If the Guards are attacked and the fight goes badly for them Kameel (Wis16) signals one of his men to get help. The Guards will try to flee from the PCs if they are severely overmatched. If this occurs more than thirty Guards return to the docks within one turn led by an 8th level Fighter (Captain Hariri) who is accompanied by a 7th level lieutenant (Zaki el-Hadi) and a 9th level Wizard (the Vizier Sezani, who has <em>Stoneskin</em> cast and is equipped with a <em>Rope of Entanglement</em> that can trap 8 man-sized creatures). There are also two fifth level sub-lieutenants that round out the group. <br />
<br />
Just as the characters resolve the problem with the Ruffians (the DM may rule that their interactions are interrupted), a commotion out in the harbour attracts the attention of those on the waterfront ...<br />
<br />
<strong>An Emergency</strong> <br />
<br />
A sailing Dhow arrives, expertly swinging close to the docks with trimmed sail. A deck hand on the bow waves his hands and yells to get the attention of the entire dock area <em>"Aieeeeee, Aiieeee, Aiiiieeeeee !!"</em> As the Dhow swings by the Captain, dressed flamboyantly in Red and Purple Robes, calls out to the shore:<br />
<br />
<em>"People of Port Shaleef ... I, Captain Samir of the Arabis, seek brave warriors to rescue lost comrades who are shipwrecked not far from here. If nothing is done the monsters that rule those shores will surely finish them off. Who among you will come with me and fight to save their lives? I offer adventure, fame and one hundred gold pieces. Brave warriors, let yourselves be known!"</em><br />
<br />
The <em>Arabis</em> comes to rest against a stone quayside, with crewmen jumping ashore trailing ropes to secure the vessel. If the player characters agree to the adventure then Captain Samir tells them that the shipwrecked sailors were lost on a rocky promontory to the south known as The Giant's Shoreline. It's not far from Port Shaleef, barely a day's journey if the wind is strong (which it is). <br />
<br />
Captain Samir explains that he discovered the wreck of <em>Sahib</em>, another sailing dhow, on rocks not far from the shoreline yesterday afternoon. <em>Sahib</em> had sailed a day before his own ship and was also destined for Port Shaleef (Both were on a 5 day journey from the Port of Tarsis). Samir is hopeful since he saw <em>Sahib's</em> dingy upon the beach, although there were no indications of the crew. Further investigation could not be attempted because of the nearby Terror Birds, flightless monsters that are often, but not always seen along the shoreline.<br />
<br />
Captain Samir knows he has no hope of rescuing the lost crew by himself. Apart from the Terror Birds that roam the beachfront some have also seen huge one-eyed Giants. A large armed party is his best hope. If asked, Captain Samir can explain the terrain that will be encountered, that the rocks and the wreck are less than a hundred yards offshore from a long beach. Behind the beach is a rise of loose dry sand, interspaced with clumps of dried grass, leading up to a rocky sandstone cliff face that blocks vision inland. The cliffs are at least 50 feet high.<br />
<br />
Samir intends to sail immediately, hoping to return before any of the shipwrecked crew are eaten by the giant animals and humanoids that live on the promontory. The <em>Arabis</em> is expected to reach the promontory before sunset. He assumes the crew of <em>Sahib</em> left the beach to escape the Terror Birds, hence the abandoned dingy, and guessed the birds only arrived after they had landed. He wonders aloud to the PCs <em>"And why did they go ashore knowing the dangers of the coastline? Sahib was sunk only up to its deck. They could have stayed there, for the seas were calm. It is very strange that they didn't stay with their ship and wait for rescue."</em> Samir also mentions that although there was no sign of the crew yesterday, even after calling out to them, he thinks it's possible they moved further inland to escape whatever threats were present. <br />
<br />
<span style="color: yellow;">Captain Samir el-Dar</span> Dual Class 2nd level Fighter/6th level Thief (former class)<br />
AC: 8 (Dex16) HD 6 hp: 31 THACO: 17 or 16 Attacks: 2 Damage: 1d8+1 (Scimitar) and 1d4+2 (Dagger+1) Alignment: NG<br />
Equipment: Scimitar, Jewelled Curved Dagger +1, Composite Short Bow (stowed), Spyglass, Compass: 120cp/330sp/120gp/10ep/6pp.<br />
Str 16 Int 13 Wis 14 Dex 16 Con 12 Cha 14<br />
<br />
<span style="color: yellow;">Crew</span> (7) 0-level Humans<br />
AC: 10 HD: 1 hp: 6 THACO: 20 Attacks: 1 Damage: by weapon type (stowed)<br />
Equipment: Beige pants and open sleeveless shirts, 93cp/72sp/5gp total.<br />
<br />
<span style="color: yellow;">Arabis</span> (Cargo Dhow) <br />
<br />
<span style="color: #6fa8dc;">Dimensions:</span> 60'x20' Mast: 20 feet from the bow. Sail: Triangular on a long diagonal boom. Stone Anchor (50 lbs) and heavy rope (200'). Gunwale level: 5 feet from the waterline. Deck: There is a deck house to the stern and quarters below deck. There's a large square hatchway in the middle of the deck with a wooden door that can be sealed to keep out water. Rudder: Centred on stern with rudder bar steerage. Rowing dingy, upturned on the foredeck (seats 4) with two oars stowed below.<br />
<br />
<span style="color: #6fa8dc;">Ship Inventory:</span> Ship light; One lantern with <em>Continual Light</em>. Weapons: Composite Short bows (8), arrows (320), long handled clubs (6), handaxes (4), scimitars (8), Quarterstaff poles (4). Provisions: Dried Food and Water for 3 weeks (10 persons) including 4 water barrels, 300' Rope, Spare Sail, 1 Canvas Deck Cover, 5 Wooden planks (5), Twine, Wood Working Tools, Lamp Oil (16), small hand held Oil Lamps (4), Sealed Tar Bucket, Corking Cloth, 2 Gang Planks, 3 Buckets, 2 Wicker Baskets, 8 String Hammocks, wooden bowls, cups, small knives, empty waterskins (8). <br />
<br />
<span style="color: #6fa8dc;">Cargo</span> (not offloaded): 140 Bolts of Cotton Cloth, 100 bundles of bamboo poles, 280 bags of 20lb sacks of wheat grain plus 12 small wooden crates of scented soap bars.<br />
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<br />
<strong>Journey to the Giant's Shoreline</strong><br />
<br />
The <em>Arabis</em> sets sail in a southerly direction into open ocean away from the port and out of sight of land. Captain Samir steers his ship toward an unseen mainland, looking downwards into a compass that he holds in his other hand. Some of the crew make adjustments to the sail from time to time, all the while looking extremely nervous.<br />
<br />
The journey, as expected, takes slightly less than a day. With the Sun getting low in the sky the party sights a coastline. A barren rocky shoreline comes into view. Low cliffs rise up behind a long beach that stretches out towards a rocky promontory. Wandering along the beach, occasionally striking the wash with their beaks, are numerous large flightless birds, the fabled Terror Birds. It looks like there are a couple of dozen of these blue-black feathered monsters scattered along this part of the coast. <br />
<br />
In the water before the promontory is the mast and top deck of a half sunken dhow that is around a 100 yards from the beach. As they get closer the party can see a rowing dingy pulled far up on the beach away from the water. Captain Samir speaks, explaining that the coastline is treacherous with a rocky reef skirting the land; <em>"This is not the first time trading ships have run aground here."</em> Samir suggests that the best course of action is to set anchor another 100 yards or so away from the wreck and then use the dingy to either search the ship or go ashore (it looks like <em>Sahib</em> is abandoned because water is up to the deck and there is no sign of anyone aboard). During this time Captain Samir pulls out his Spyglass and checks the shoreline, seeing nothing except what has already been described.<br />
<br />
<strong>Note:</strong> The ship's dingy can only take 4 people per trip, with five or six overloaded (making it very unstable). Two of the crew can expertly row party members ashore leaving between two to four characters available as passengers. PCs could use magic to get their whole party ashore. <br />
<br />
Waiting underwater near the wreck of <em>Sahib</em> is a Giant Octopus, a monster that took Captain Fareem (see the description later in the adventure). The beast frightened the crew when their captain was taken, forcing them ashore. The wrecked dhow contains terracotta roof tiles. If the party does not investigate the sunken ship the DM can have the Giant Octopus attack <em>Arabis</em> at any point in the adventure. The Octopus doesn't immediately go after those in the dingy. <br />
<br />
<span style="color: yellow;">Giant Octopus</span> <br />
AC: 7 HD: 8 hp: 54 THACO: 13 Attacks: 7 Damage: 1d4 (Tentacle Slap)/ 2d6 (Bite) + Constriction (2d4 per round) Mv 3/Sw 12 Size: L (12' across) Alignment: N Xp: 2000, half xp if driven off.<br />
<br />
<span style="color: #6aa84f;">Tactics:</span> The Octopus draws itself up around the half sunken Dhow and reaches out to attack characters that explore the wreck. The <a href="http://www.lomion.de/cmm/octogian.php"><span style="color: #eeeeee;">Monstrous Manual</span></a> provides details for combat:<br />
<blockquote>
[A giant octopus generally attacks with six of its eight tentacles, using two to anchor itself. Each striking tentacle causes 1d4 points of damage, but unless the member is loosened or severed, it constricts for 2d4 points of damage every round after striking. If a victim is dragged close enough to the beak, the monster can bite for 2d6 points of damage. Any victim under 8 feet tall or long can be struck by only one tentacle at a time, and the chance that both upper limbs are pinned on a successful strike is 25%, while the chance that both upper limbs are free is also 25%. When both upper limbs are held, the victim has no attack; if only one limb is held the victim attacks with a -3 penalty to its attack roll; if both limbs are free (i.e., the tentacle is wrapped around the victim’s body) then the victim attacks with a -1 penalty to its attack roll. Tentacles grip with a Strength of 18/20. Any creature with a Strength equal to or greater than 18/20 can grasp the tentacle and negate its constriction. This does not free the victim, and the octopus will immediately seek to drag the victim to its mouth to eat it. To break free, a tentacle must be severed; this requires 8 points of damage. (These hit points are in addition to those the octopus gains from its 8 Hit Dice.) Once three or more tentacles are severed, it is 90% probable that the octopus will retreat, ejecting a cloud of black ink 40 feet high by 60 feet wide by 60 feet long.]</blockquote>
<strong>On the Beach</strong><br />
<br />
Player Characters landing on the beach are immediately swarmed by the large flightless Terror Birds. They have dark blue, almost black, feathers and pale yellow wrinkly legs with beaks of a similar colour. The Birds approach as the party lands so that they attack in waves of ten, a new wave arriving per round with the last eight arriving on the fourth round of combat. The birds attack relentlessly and cannot be driven off except by fire (greater than a torch). Flaming attacks, like <em>Fireball</em> or <em>Burning Hands</em>, that kill of more half their number, drive them away temporarily (for 1d2 hours).<br />
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<em><span style="color: yellow;">Terror Birds, Aepyornis, Giant Flightless Birds</span></em> (38) new monster<br />
AC: 7 HD: 3+3 THACO: 17 Attacks: 1 Damage: 1d8 or 1d4+1 (Bite or Talon rake, 50% chance) Size: L (8') Mv: 24 Alignment: Non xp: 165<br />
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If the PCs investigate the abandoned dingy they immediately notice something disturbing. On the ground are weapons; daggers (8), scimitars (3), plus a long pole and a shield. Also seen are huge indentations in the sand. Footprints. Except these are almost 4 feet long! Inside the dingy are some dried rations, waterskins (9), various lengths of rope, two oars, and a torn sail cloth (big enough to rig the dingy for sailing using the pole lying on the ground). Note: The dingy here is the same size as the one from <em>Arabis</em>. <br />
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From where they are on the dry sandy portion of the beach the party can see there is a large dark opening in the cliff nearby - a cave that might hide the missing crew, or Giants? The cave entrance is about 20 feet up the cliff side, easily accessed by a wide pathway that cuts across the cliff face. Giant sized prints head in that direction. If the party heads that way they are confronted by huge one eyed skeletons that erupt from the sands in front of them. Their chests contain burning fire. Note: These guardians never attacked the sailors since they were captured by the Cyclops.<br />
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<span style="color: yellow;">Giant Cyclops Skeletons</span> (5) <br />
AC: 4 HD: 6+4 hp: 42 THACO: 13 Attacks: 1 Damage: 2d6 (Giant Club) or 8d6 (Fireball) Size: L (18' tall) Mv: 12 Alignment: N Xp: 1075<br />
Special Attack: Once per hour may reach into their flaming chest and hurl a Fireball.<br />
Special Defence: Immune to Fire, and mind influencing Spells, half damage from Cold, full damage from electricity. Holy Water does 2d6 (mod). Turned as Mummy<br />
<br />
<span style="color: #6aa84f;">Tactics:</span> These Giant Skeletons attack any creatures that head towards the cliff on the way up to the Cyclops lair. They will not pursue individuals on the wet sand and do not attack those who flee from them without fighting. If characters snipe at the skeletons from the beach they will immediately hurl their Fireballs. After 2d10 rounds they rebury themselves in the sands. <br />
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<strong>To the Cave</strong><br />
<br />
After the battle with the skeletons the party can advance. Less than 100 yards away are rocky sandstone cliffs rising more than 70' feet in height. At the base are a few scattered and dried out scrub bushes. A wide path leads upwards 20 feet toward a single large cave entrance that is 20' in height. (The natural cave here was expanded by the Cyclops.)<br />
<br />
The sounds of battle will alert the Hell Hounds and Giants within this cave lair. At the start of the skeleton battle one Cyclops will briefly peak out to see what is happening. They decide to wait out this fight and keep the Hell Hounds from rushing forward. The Cyclops are surprised that any human would fight the Giant Skeletons. They take turns peaking out every now and again to see if the PCs are still alive. If any PCs approach to within 50 yards of the cave entrance one of the giants, Clancus, will step out from the shadows and cast a net over the party. The DM should make an impression in describing the 18' tall size of the Cyclops as he emerges from the shadows of the cave whilst simultaneously casting his net.<br />
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If the characters call out to parley, before getting within 50 yards of the entrance, the Cyclops will respond in a 'reasonable' manner. The leader, Ortus will reveal himself. Understanding that the characters are skilled warriors, he will ask what they want, while being ready to shift inside the cave to avoid danger. If the characters ask for the sailors he will say that; <em>"I don't have them and you don't have a right to them anyway"</em>. Such a response should raise PC suspicions. If the characters ask about the 'right to them' (the sailors) Ortus states that anything found on the beach belongs to himself, and that they are presently trespassing upon his lands. If the characters ask where the sailors are Ortus says that it's none of their business and they should leave in peace. He refuses to elaborate on where the sailors are (some are in their cave while the majority were sold as slaves). If the PCs act aggressively and threaten to fight, Ortus takes cover inside the cave and releases the Hell Hounds (see tactics below). If the PCs offer more than 500 gold for each shipwrecked sailor the Cyclops will change their minds. Ordinarily they (stubbornly) would not trade with humans but such an offer is too good to refuse. <br />
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<span style="color: yellow;">Hell Hounds</span> (5)<br />
AC: 4 HD: 6 hp: 42 THACO: 15 Attacks: 1 Damage: 1d10 (Bite) + Special Size: M (6' long) Mv: 12 Alignment: LE Xp: 975<br />
*Can see invisible 50% of the time.<br />
Special Attacks: Breath Fire for 6 hp damage at 10 feet (Save for half Damage). On attack roll of 20 bites and breaths fire at the same time. Can charge where a successful bite attack is normal (1d10) but the victim must also make a strength or dexterity check (whatever is highest) to avoid being knocked over for an extra 1d6 damage. Success means an extra 1d4 damage is still taken but the PC remains standing and is only pushed backward.<br />
Special Defence: Immune to Fire.<br />
<em></em><br />
<span style="color: yellow;">Cyclops</span> (4) Ortus, Clancus, Velgris, Gobbris<br />
AC: 2 HD: 13 hp: 102, 88, 90, 94, , THACO 7 Attacks: 1 Damage: 6d6 or 4d10 (Fist or thrown Rock/150yards) or Net* (20x20 area/50 yards range) Size: H (20') Mv: 15 Alignment: CE xp: 4000<br />
Equipment: Fur clothing, huge leather belts, large sacks with 5 rocks, nets (5 hanging inside the cave entrance).<br />
*A successful hit with a Net will cause the character to be entangled for 20 rounds minus the character’s dexterity score. Entangled characters may not fight except with a thrusting weapon such as a spear (and then at a -2 on chances to hit); their armor class is also reduced by two and they lose dexterity bonuses. During this time the Cyclops may pull on the net to trip characters (Save vs Breath weapon -2 penalty).<br />
**They all speak the common tongue of humans in area, along with the Cyclops dialect.<br />
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<span style="color: #6aa84f;">Tactics:</span> If the PCs approach to under 50 yards from the cave entrance without calling out to parley then Clancus steps out suddenly and throws a net over them. If they parley with Ortus and talks break down he steps back into the cave out of sight and lets loose the five Hell Hounds who charge at the party. As this happens Ortus and Clancus will both step out at either side of the cave, with Velgris in the entrance and all will throw large rocks at the party members. If any of the Cyclops are reduced to less than half their hit points they switch inside the cave and are replaced by Gobbris. If any of the Cyclops fall during the fight AND if the leader has less than 25 hit points, AND if the PC party is still standing strong, they attempt to surrender, and offer up the captured sailors, with Ortus (or another Cyclops) calling out to the characters during the battle. If pressured he will tell the party that he sold (for 25gp each) five of his captives to the Verbeeg that trade fruit and wine for Terror Bird feathers, and for other material they collect. He says there is a trading post out on the plain not far from the coast (less than a day's journey).<br />
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<strong>Inside the Cyclops Cave</strong> it's 100' long and 20 to 30 feet high, having been partially excavated out. Hanging just inside the entrance are large throwing nets (there are iron hooks, 5 in total). On the ground are 16 more throwing rocks. Further inside are much larger rocks that serve as seats and a table. Two large knives the size of scimitars can be found on the table. Scattered around are many bones, mostly of Terror Birds, although there are also long whale bones lined up against one wall. Coils of rope and netting material are hung on the other wall (attached to iron spikes). There are numerous huge clay urns, some bowls and three large water cisterns. One of the urns is filled with gems and coins:<br />
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There are twenty eight onyx (50gp each), ten Bloodstone (50gp), sixteen Amber (80gp), nine Jade (70gp), six Amethyst (100gp), fourteen pearls (500gp), and coins of 2590cp/1450sp/230gp/48pp.<br />
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There is a very large and tall (5' high) empty basket with a few blue-black feathers stuck within the wicker (having recently been emptied - the contents were traded with the Verbeeg for wine). <br />
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In the back of the cave is a larder in which there are 11 large bags filled with dried fruit, 20 large ceramic bottles of wine lined against the walls, and, hanging from the ceiling are eight plucked Terror Bird carcasses. In this same area, in a 15 foot deep pit partly filled with bird and fish bones, are three <span style="color: yellow;">Sailors</span> from <em>Sahib </em>(0-level Humans). <br />
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One sailor, Omar, tells the characters that five of the crew were taken away by another group of giants - lanky two eyed brutes with long drawn faces and wide jaws (Verbeeg). This happened shortly after they were captured two days ago. They say that their dhow ran aground in fog on the rocks offshore. The vessel was already in poor condition and started taking on water. Knowing that going ashore was too dangerous, they opted to stay on the half sunken <em>Sahib</em> and prepared to rig the dingy with sail to reach Port Shaleef. However, before anything could be organised they were attacked by a Giant Octopus that took Captain Fareem. With no way of taking all the crew in the dingy, thereby escaping in one trip, they were forced to put some of their number ashore. <br />
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At this time, during two nerve wracking trips from ship to shore, there were none of the usually sighted Terror Birds. Planning to leave some of crew behind, hiding in the cliffs, they prepared the dingy for sail but were caught by the Cyclops who threw nets over them and imprisoned them in their lair. Shortly thereafter some of their number were traded, along with bundles of Terror Bird feathers, for wine, bags of dried fruit and gold coins (25gp for the slaves). The three sailors that remained were taunted by the Cyclops who said that those traded away were the <em>"lucky ones"</em> who were headed to a new home out on the plain. The sailors kept as prisoners were to be eaten within the next day or so. <br />
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<strong>To the Trading Post</strong><br />
<br />
With the sun setting the party will need to continue with the rescue out on the desert plain above the cave. They should inform Captain Samir of their plans and have the rescued sailors taken aboard <em>Arabis</em>. When the PCs (hopefully) tell Samir that they will need to journey across the plain he offers up his Spyglass saying <em>"Borrow this, it might be useful to you. And fill some of the extra waterskins we're carrying. There's at least half a dozen in the galley."</em> He tells the PCs that he'll wait offshore for six days, and if they do not return he'll draw near the coast at least once a week and look out for them. Omar, one of the rescued sailors reminds the party that the dingy from <em>Sahib</em> has material to rig it for sailing (the torn sailcloth and the wooden pole). If they rescue the remaining sailors at least some could flee using the boat.<br />
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A narrow trail leads from the Cyclops lair further up to the cliff tops. Reaching the summit 50 feet above, the party looks westward to see a hard desert expanse stretching away before them. All around is flat barren land stretching as far as the eye can see with distant mountains visible far away on the horizon. An indistinct path leads off into the distance towards a distant rock formation appearing as an island some miles away. If the party marches into the night they have a 50% chance per hour of losing the trail unless one of the characters has infravision. If the trail is lost they can still aim for the formation that can be seen in the clear night (the path leads there). The party reaches the rock formation an hour or so before midnight.<br />
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Hiding in the rock formation, is a huge grey-coloured lizard with a red underside. It does not attack giant sized creatures. When the party approaches it will rush out to attack from its position behind a toppled oblong boulder. If the party keeps more than 200 yards away at all times they will avoid this encounter.<br />
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<span style="color: yellow;">Fire Lizard</span> (mod)<br />
AC: 3 HD: 10 hp: 80 THACO: 11 Attacks: 3 + tail slap Damage: 1d8/1d8 (Claws), 2d8 (Bite) + 2d4 (tail vs rear or side attackers only) Mv: 9 Size: G (30' Long) Alignment: N Xp: 3000<br />
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Note: Characters who have not slept during the course of the journey take an accumulated penalty to their attack rolls which begins around three o'clock in the morning where they incur a -1 penalty that doubles every 4 hours until rest of at least three hours is undertaken. After the battle with the lizard the DM should warn PCs that they are beginning to feel fatigued. <br />
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After reaching the rock formation the characters see signs of a settlement further away. Some lights can be seen out on the plain towards the mountains. <br />
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<strong>The Trading Post</strong><br />
<br />
Whether or not the party decides to rest for a few hours or continue their journey throughout the night, they are likely to encounter the trading post during the morning. The distinct shapes of buildings can be seen from a number of miles away. The PCs approach from the East, heading westwards in the direction of the mountains. [Note: If the buildings are approached at night each is lit by torchlight coming through the small rectangular windows.]<br />
<br />
When the characters draw near, to within a mile, they see the buildings are of mud brick construction with small square windows, and straw thatching. The occasional brown cloaked figure can be seen walking around these structures. <br />
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After a more prolonged inspection the characters will notice there is an oasis pool in front of the buildings, that there are wide wooden walkways between these structures (made of shipwreck material), and there is a large bamboo cage enclosure, with a number of humanoid figures housed within (a few of the figures are standing but most are sitting in a group in the centre of the cage). If the party has Samir's Spyglass they can determine the races of the prisoners (see below). All the buildings are quite large, having been built to suit Verbeeg that are 9' tall. <span style="color: red;">Building </span><span style="color: red;">4</span> is 20 feet square and the walkways are 10 feet wide.<br />
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If the PCs keep their distance, staying a mile away, and stop to observe for an hour, they eventually see a few large dogs walking around near the slave pen, recognising them as the same beasts kept by the Cyclops (Hell Hounds). The Verbeeg themselves are tall and thin with broad shoulders and drawn facial features. They are dressed in canvas cloaks with brown hemp cloth trousers and sandals. Some can be seen carrying spears. When not under attack only five will be carrying weapons - those near the slave pen, with one acting as a wandering guard moving around the perimeter of the entire settlement. This guard does the rounds once every half an hour and spends most of his time with the other guards near the slave pen. The rest of the Verbeeg company remain inside, out of the sun, until after midday (see below for more details). The Hell Hounds always loiter in random positions close to the buildings facing the slave pens.<br />
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<strong>A note to the DM:</strong> Experienced characters will see that this approach to the settlement, from the East, is exposed. If invisibility is used then they will have to contend with the Hell Hounds when they draw near to the oasis pool (50% chance of detection). They can continue forward and be spotted, or circle around at a distance, until the buildings cover their approach and the Hell Hounds are out of sight. A fight among the confines of the buildings may prove beneficial compared to being surrounded on an open desert plain. The PCs cannot outrun any of the Giants, so if battle breaks out there will be no easy escape (unless via magic). The party can wait and observe the Trading Post for as long as they want.<br />
<br />
<strong>If the party continues their (non-invisible) approach from the East</strong>, when they move to under a mile from the trading post, they will be spotted by the perimeter guard, who automatically assumes the party isn't hostile (they are coming from the territory of the Cyclops). The PCs will be allowed to approach until a few hundred yards where after they are recognised as non-giants, causing an alarm to be raised (via word of mouth). This mobilises almost all the occupants who assemble in line formation, just in front of the water pool, facing the approaching party. If that happens the Verbeeg leader, <span style="color: yellow;">Captain Akrog</span>, who has a two handed sword strapped to his back, moves to the front and speaks. Either side of Akrog will be <span style="color: yellow;">Gorbala the Shaman</span> and <span style="color: yellow;">Krizzak</span> (see below). The Hell Hounds stay behind the line. <br />
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Akrog challenges the party and asks what they want. If the party says they want the captured sailors they are told they are needed and not for sale, especially not to puny <em>'humanish' </em>creatures. Regardless of how the party reacts, Akrog, thinking on his feet, then encourages the party to draw near to his line in the hope he can capture them to use as slaves. He says, <em>"Noble warriors, if you really want to free your kin make me a good offer. Show me what you'll be willing trade for them. Something of high worth."</em> He takes one step forward gesturing with one arm. Whatever the characters offer, Captain Akrog will want to inspect it. <em>"Come closer so I may see better."</em> If the party approaches within arms length he reaches out with both arms to overbear the PC, saying <em>"Grab them!!",</em> causing his entire band to rush forward (they have a high 18' movement speed). Gorbala and Krizzak rush forward to help Akrog. If the closest PC has let his or her guard down, surprise may need to be rolled. Initiative will be needed for the rest of the party (if they are still at some distance) as the Verbeeg troop rushes the gap.<br />
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The Verbeeg will run up to the PCs, with <strong>four</strong> tackling each character. These attackers drop their weapons as they close to grab the characters. The remaining monsters rush up still holding their weapons (spears and shields). With overbearing, a +4 bonus to the attack roll is added for each difference in size. For each extra overbearing helper there is an additional +1 to the rolls. In this case the Verbeeg will have +7 to the overbearing roll, using the attack roll of the monster in the group with the worst THACO. Akrog will have a +4 bonus in the first round, while in the second his group of three (including Gorbala and Krizzak), will have a +6 to their roll. Defending characters with weapons drawn are allowed first strike on the unarmed attackers with a +4 to hit and +4 damage. Once the PCs are taken down they are disarmed, their armour removed and tied up. Obvious spellcasters are gaged (with torn strips off their own clothes). Any caught spellcasters will remain gagged and hung by their arms in <span style="color: red;">Room 13</span>, the kitchen, under guard of two Verbeeg.<br />
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If the party keeps its distance and combat breaks out, there will be no overbearing. The Verbeeg warriors throw a spear first before CHARGING.<br />
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In either scenario, after 2 rounds of fighting, the Fire Giants, who have been resting in <span style="color: red;">Room 13</span>, having arrived at the trading post earlier in the night after a long walk from the mountains, arise and strap on their armour just outside the doorway. They 'juggle' their giant two handed swords as they do so. It takes 3 rounds to hastily prepare themselves. <br />
<br />
<strong>If the party approaches the settlement in the afternoon</strong>, or observes it up until that time, they will see the heads and upper bodies of 18 foot tall reddish skinned, black haired giants among the buildings. These giants wake around midday. They wear heavy Banded Mail armour and carry huge two handed swords. The party will then see all the prisoners (19) taken out of the slave pen, loaded up with backpacks (full of food and waterskins) and herded Westward, escorted by a sizable number of Verbeeg - twenty six (26) in total. The armoured (Fire) Giants travel with them along with four Hell Hounds, leaving one hound behind at the Trading Post. The party notices three unique Verbeeg - one wearing a green cape with a warhammer, and two with black capes. One of these two has a two handed sword and the other carries a bundle of spears over his shoulder. The other Verbeeg warriors all have round shields and spears. If using the Spyglass half their number (12) are seen also carrying torches tied to their belts (The torches have fractured rock crystals mounted in them that light up in darkness. There are a total of 24 of these torches at the settlement - see Room 10 for details).<br />
<br />
This group of slaves and giants is headed to a nearby rock crystal mine, a 200 yards long open pit about half a mile away, where they work until late into the night. Normally, when visitors are not present, only one Verbeeg leader, the spear thrower Krizzak, will oversee the mine. Approaching the site the characters see a mound of spoil that looks like a low hill in the distance. Waste on this dig is high, with lots of rock piles, and flawed crystal blocks discarded in the process. (Flawless rock crystals can be carved into crystal balls, figures, etc). The slaves work a full shift while 10 Verbeeg do half shifts each. The slaves are treated relatively well so as to alleviate the overall workload. Dead slaves mean more work for the Verbeeg.<br />
<br />
Picks and shovels are left at the site, along with tin buckets. The Fire Giants are here to collect unblemished rock crystals. These crystals are kept hidden, buried under rubble, at the mine. When they arrive the Fire Giants are taken to where the good quality crystals are hidden - which they gather up, exchanging them for 50 gold nuggets. The Fire Giants stay to watch the mine in operation until the Verbeeg change shift (while the humanoids keep working), which happens in the early night, whereafter they head back to the trading post escorted by Captain Akrog and Gorbala. After a night's sleep they awake early and head off towards the mountains. <br />
<br />
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<br />
<strong>Notes for the above map:</strong> All the rooms have hard baked floor surfaces, different from the rock and sandy ground outside. The walls are all mudbrick with straw rooves and there are small rectangular window openings in each wall that face outwards at about 8 feet off the ground. The beds are made from wooden slats tied together that rest directly on the floor. Each bed has an animal hide blanket. During the day the Verbeeg not at the mine either rest, prepare food stuff in the kitchen, practice their combat skills or play games using animal bones inside the buildings (each room has a collection of bones used for various games).<br />
<br />
<span style="color: red;">Area 1:</span> Slave Pen Occupants: Humans (5) Orcs (6) Hobgolins (8) total 19. The spokesperson for the human sailors is named Aleef, for the Orcs it is Unk, and for the Hobgoblins it is Sergeant Gambosh. They all relate similar uneventful stories about working in the nearby rock crystal mine. None of the humanoids speak the human language, although Gambosh speaks Orcish. If freed and given water this group will head for the mountains before splitting up.<br />
<span style="color: red;">Room 2:</span> Occupants 7 <span style="color: red;">Room 3:</span> Occupants 3 <span style="color: red;">Room 4:</span> Occupants 2 <span style="color: red;">Room 5:</span> Occupants 8 <br />
<span style="color: red;">Room 6:</span> Occupants 7 <span style="color: red;">Room 7:</span> Occupants 6 <br />
<span style="color: red;">Room 8:</span> Store room with wooden planks and beams, terror bird feathers, a faded white canvas sail from a ship, a broken giant sized shield, two large smooth boulders, iron spikes and hammer, dried straw bundles. <br />
<span style="color: red;">Room 9:</span> Occupants 1 Krizzak (there is a spare bed here) <br />
<span style="color: red;">Room 10:</span> Akrog and Gorbala's room. There is a large shelf on the west wall with a spell book that allows a caster to create the enchanted flames used in the rock crystal torches. The enchantment lasts 10+4d10 days. Also in the shelf are Potions of Healing (2), Potions of Waterbreathing (3), Potion of Stone Giant Strength, and Sweet Water. There is a small locked chest on the lowest shelf with a difficult to open lock (-20%). Inside is 50gp, 27ep, 80pp, 12 Gold nuggets worth 10gp each, a Gold Statuette of a Pegasus worth 200gp, two large diamonds worth 2000gp each, 8 pearls worth 500gp each, an Ivory Flute with dragon carvings worth 50gp, and a small flawless rock crystal sphere worth 20gp.<br />
<span style="color: red;">Room 11:</span> Occupants 4 (there is a spare bed here) <br />
<span style="color: red;">Room 12:</span> Occupants 6 <br />
<span style="color: red;">Room 13:</span> Kitchen area, with two stone fire pits, used as a sleeping area for the Fire Giants. Along one side of the walls are piled numerous backpacks (used to carry food and water to the mine site).<br />
<span style="color: red;">Room 14:</span> Occupants 3 (cooks). <br />
<span style="color: red;">Room 15:</span> Foodstore, there is a large pit, to keep things cool, filled with sacks of dried fruit, nuts, chunks of meat, and dried fish, which are covered by two large animal hides that are secured to the ground to keep out insects (there is a spare bed here). There are spare wooden bowls here, 58 flasks of oil (10 empty), and also 30 ceramic bottles of wine, half of them empty. <br />
<br />
Verbeeg (49 total including leaders) 3 spare beds on map. If fighting on open ground they throw a spear (at 60 yards) before <strong>charging</strong> the party with their remaining weapon which causes double damage if a hit is scored (No Shield, -1 to AC, -2 bonus to PC's initiative).<br />
<br />
<span style="color: yellow;">Captain Akrog</span> Verbeeg Champion <br />
AC: 6 (Dex, Ring+2) HD: 7+5 hp: 55 THACO: 13 Attacks: 2 Damage: 1d10+7 (Two Handed Sword/Str18/00) or 1d6+6 (Spear) Mv: 18 Size: L (9' Tall) Alignment: NE Xp: 670<br />
*Extra 60 yards to spear throws.<br />
*Speaks common tongue of humans in area.<br />
Equipment: Two Handed Sword, Ring of Protection+2, Black Leather cape, Black leather trousers, sandals, waterskin, copper bowl, iron key to chest, 12cp/10sp/23gp/45pp.<br />
<br />
<span style="color: yellow;">Gorbala</span> 5th level Priest Shaman<br />
AC: 5 HD: 5+5 hp: 32 THACO: 15 Attacks: 1 Damage: 1d8+3 (Large Warhammer/Str18/52) Mv: 18 Size: L (9' Tall) Alignment: NE Xp: 570<br />
*Extra 30 yards to spear throws<br />
*Speaks common tongue of humans in area.<br />
Spells 5/3/1 (Wis14): <em>Cure Light Wounds </em>(3), <em>Light</em>, <em>Detect Magic</em>, <em>Hold Person</em>, <em>Silence</em>, <a href="http://thacodragon.blogspot.com.au/p/new-spells-and-spell-like-powers.html"><span style="color: #cccccc;"><em>Striking</em></span></a> (adds 1d6+1 to damage).<br />
Equipment: Oversized Warhammer, Round Shield, Ringmail Armour, Green Leather Cape, leather trousers, sandals, waterskin, wooden bowl, Holy Symbol, Potion of Healing 2d4+2 (2), Potion of Neutralise Poison (2), 8ep/10gp/3sp/4cp.<br />
<br />
<span style="color: yellow;">Krizzak</span> Spear Throwing Champion<br />
AC: 7 HD: 6+5 hp: 47 THACO: 14 or 13 (thrown) Attacks: 2 Damage: 1d6+5 (Spear/Str18/94) Mv: 18 Size: L (9' Tall) Alignment: NE Xp: 470<br />
*Extra 50 yards to spear throws<br />
Equipment: Spears (8), Black Leather cape, leather trousers, sandals, waterskin, wooden bowl, 3gp/15cp.<br />
<br />
<span style="color: yellow;">Verbeeg</span> (46)<br />
AC: 6 HD: 5+5 hp: 37 THACO: 15 Attacks: 2 Damage: 1d6+4 (Spear/Str18/78) Mv: 18 Size: L (9' Tall) Alignment: NE Xp: 270<br />
*Extra 40 yards to spear throws<br />
Equipment: Spears (2), Round Shield, Canvas cape, hemp cloth trousers, sandals, waterskin, wooden bowl, two dozen (24) magical torches with enchanted rock crystals that give off light in darkness equal to a torch that last 10+4d10 days, 29gp/210sp/59cp total.<br />
<br />
<span style="color: yellow;">Hellhounds</span> (5)<br />
AC: 4 HD: 6 hp: 42 THACO: 15 Attacks: 1 Damage: 1d10 (Bite) + Special Size: M (6' long) Mv: 12 Alignment: LE Xp: 975<br />
*Can see invisible 50% of the time.<br />
Special Attacks: Breath Fire for 6 hp damage at 10 feet (Save for half Damage). On attack roll of 20 bites and breaths fire at the same time.<br />
Special Defence: Immune to Fire.<br />
<br />
<span style="color: yellow;">Fire Giants</span> (3) Sarza, Fra'zash, Hozvoll, <br />
AC: -1 (AC 7 unarmoured) HD: 15 hp: 107, 112, 123 THACO: 5 Attacks: 1 Damage: 2d10+12 (Two Handed Sword +2) Size: H (18' Tall) Mv: 12 Alignment: LE XP: 8000<br />
Equipment: Giant Two Handed Swords +2, Black Banded Mail (3), Round Helms (3), Large Rocks (9 total), Iran bowls (3), Huge sacks (8), with whole dried lizards, two large six-sided dice made of iron, 50 gold nuggets worth 500gp total, 6 emeralds worth 1000gp each. Some of the sacks (4) are empty and will be filled with rock crystals from the mine. They will trade all their gold nuggets for the uncut crystal.<br />
Special Attacks: Hurl Rocks for 2d10 damage to 200 yards.<br />
Special Defence: Immune to fire and heat and Dragon Breath. -1 per die for magical fire attacks.<br />
<br />
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<br />
<strong>Resolution</strong><br />
<br />
If the party returns to the beach with the rescued crew from the Trading Post, and Arabis remains moored offshore, they are immediately seen by the crew who all cheer their arrival. The dingy is launched and the party is ferried on board.<br />
<br />
If the party have not fought the Giant Octopus it will attack both the dingy and <em>Arabis</em> as the crew members and PCs climb aboard on the second trip. If three or more tentacles are severed during this attack there is a 90% chance the creature will retreat. At this point in time the PCs may have acquired Potions of Waterbreathing from the Verbeeg settlement.<br />
<br />
Captain Samir is overjoyed at the success of the rescue mission. He gladly offers up his reward of a hundred Gold pieces. Lawful Good characters might decline such an offer if they collected treasure from either the Cyclops lair or the Trading Post. Some of the treasure loot could even be distributed to the surviving crew of both vessels by good aligned PCs. <br />
<br />
On arrival back at Port Shaleef there is a commotion when the crew of <em>Sahib</em> are sighted on the deck of <em>Arabis</em>. Word quickly spreads of the heroic rescue. A large crowd gathers around the docked ship where Captain Samir and the PCs are held up and forced to hold court and relate the tale of what happened. At this time food and drink is supplied to them and the crew. Captain Hariri, of the city guard, eventually intervenes and has the crew escorted the Fortress Palace where they are hosted by the Emir, Baha al Salah. All of them are made honorary Guard Captains of Port Shaleef.<br />
<br />
Characters successfully completing the adventure receive a bonus of 5000xp each.<br />
<br />
<br />
<strong>Suggestions to convert the story to a Temperate Setting</strong><br />
<br />
The city's name is changed to Port Halson<br />
<br />
The ruffians use straight bladed daggers and the leader, Rasheed, is changed to Farbar 'the Fiend'.<br />
<br />
The Guard leader Kameel is changed to Dareck Stonesun and the guards are armed with Long Swords, Studded Leather. Three have Light Crossbows with sheaf quarrels (1d4+1 damage).<br />
<br />
Captain Hariri is changed to a Platemail armoured female warrior called Captain Tamara who wears a <em>Ring of Waterbreathing</em>.<br />
<br />
The Dhow <em>Arabis</em> becomes a Cog of similar dimensions called <em>Seafire</em> and Captain Samir is changed to Captain Westdrum. The crew arm themselves with Short Swords and Clubs. <br />
<br />
The half sunken Dhow is also a Cog and is called <em>Grace</em>. Captain Fareem, who was lost, is referred to as Captain Fraeder. Omar the sailor in the Cyclops lair is changed to Moby. <br />
<br />
The Peninsula comprises of a rocky promontory with caves and a flat grassland extending inland. <br />
<br />
The first beach encounter is changed from Flightless Birds to Giant Crabs, otherwise all other encounters remain the same. The Cyclops trade in crab meat and beach shells, not feathers and bird meat:<br />
<br />
<span style="color: yellow;">Giant Crabs</span> (34)<br />
AC: 3 HD: 3 hp: THACO: 17 Attacks: 2 Damage: 2d4/2d4 (Pincers) Size: L (10' diameter) Mv: 9 Alignment: N Xp: 65<br />
<br />
The human sailor Aleef is changed to Gareth while the other humanoid prisoner names remain the same.<br />
<br />
The Fire Lizard encounter is changed to two Stone Golem guardians that fight anyone that does not utter a password - known to the Giants of the area ("Hotep"). They are somewhat damaged from past battle. <br />
<br />
<span style="color: yellow;">Stone Golems</span> (2)<br />
AC: 5 HD: 14 hp: 41,45 THACO: 7 Attacks: 1 Damage: 3d8 (Fist) Size: L (9' Tall) Mv: 6 Alignment: N Xp: 8000<br />
Special Attacks: Cast <em>Slow</em> on any individual within 10 feet once every two rounds.<br />
Special Defences: Only hit by +2 weapons or better, immune to spells except <em>Rock to Mud</em> or <em>Flesh to Stone </em>[see <a href="http://www.lomion.de/cmm/golem1.php"><span style="color: #cccccc;">here</span></a> for details]. <br />
<br />
The Verbeeg encounter remains the same except that the settlement is situated among grassland.SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com2tag:blogger.com,1999:blog-2268610837604504480.post-47262145566490047022016-11-29T09:58:00.000-08:002018-10-10T04:41:25.654-07:00The Foot List<br />
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<br />
A wizard requires a Gold Lion Statuette that is the prize in a melee competition. An adventure for a large, or strong, group of Player Characters of 4th or 5th level. Dungeon Masters should familiarise themselves with the numerous non-player characters before running this story.<br />
<strong></strong><br />
<strong>Competitors Needed</strong><br />
<br />
In the town of Vizengall the characters are approached by a young lad (<span style="color: yellow;">Yali</span>) who says he has been instructed by the Wizard, Galdrak, to find brave warriors to fight in a local melee competition. The boy says that the wizard wants to hire them. He does not know how much is being offered.<br />
<br />
If the characters agree then Yali leads them through the streets to the Artisans' quarter. The houses here all have frontages that are elaborately decorated with carvings and painted exteriors. The Wizard's dwelling is a freestanding wooden cottage with a varnished exterior featuring round windows, a rounded door, and a slate tiled roof. Hanging under the roof overhang are numerous wicker balls of varying sizes and shades. <br />
<br />
The boy looks at the characters and then at the door for a few minutes and then back to the characters, repeating the process. He says nothing unless the PCs ask what should be done. Yali, looking to the character asking the question replies <em>"Oh, I guess we just have to wait"</em>. A few seconds later the boy sits down on the ground, cross legged. Regardless of the party's actions a few minutes later the door opens and short balding fat man, with a grey handlebar moustache, wearing a grey robe, steps forth. Without a word he flips the boy a silver coin and Yali takes off.<br />
<br />
<em>"Hello My Friends!"</em> he says. <em>"I am Galdrak. I suppose you wouldn't have come if you didn't entertain the idea of fighting in the melee tournament. I'll get to the point since we don't have much time. I want the Gold Lion Statuette that Lord Tethyss is offering as the winning prize in his local Foot List tournament. I will pay you a total of 400 gold pieces if you come back with this statuette. If you are unsuccessful I will still pay you 100 gold for your trouble. Are you willing to give it a try?"</em><br />
<br />
Note: Galdrak has already cast <em>Detect Evil</em> to help determine whether he can trust the characters.<br />
<br />
If the characters agree, or want more information, Galdrak explains that in 3 days there will be a Foot List tournament in the nearby town of Aramoor. The rules are pretty straightforward. Competitors fight in a mass melee using wooden weapons and are only allowed to wear leather aprons and caps for protection. The last person left standing is declared the Champion. Lord Tethyss offers a different prize every time the competition is held - at 3 year intervals - and these are usually made from gold or silver. Galdrak says that <em>"This year I have need for a high quality animal totem and Tethyss coincidentally has just the sort of one I am looking for."</em> <br />
<br />
<span style="color: yellow;">Galdrak</span> 6th level Wizard<br />
AC: 4 (Robe of the Archmagi/Dex 14) HD: 6 hp: 24 (Con14) THACO: 18 Attacks: 1 Damage: 1d4+1 (Dagger+1) Alignment: CG<br />
*Cantrips: 21 (<em>Flame Dart,</em>1d2 Dam, THACO 18, ROF 1, Range 10/20/30)<br />
*Spells (4/2/2): Magic Missile (2), Charm Person, Shield, Web, Detect Evil*, Fly, Fireball<br />
Equipment: Dagger +1, Robe of the Archmagi (MR5%)<br />
<br />
If the party agrees Galdrak says that time is running out. He says the cost of entering the tournament is 2 gold pieces in order to keep entrant numbers to a minimum and to stop the non-committed. Those wanting to compete pay the two gold at dawn on the morning of the tournament (or pay via a proxy) and that fighting begins at midday. The payment is made to the representative of Lord Tethyss who will wait on the common for one hour before departing. He says there is usually a small crowd and there will be a scribe to take their names and titles. <br />
<br />
Galdrak says that he cannot make the journey himself to observe what occurs since he's banned from Aramoor under the threat of arrest for a previous infraction (the 'accidental' burning down of a tavern). If the PCs refuse the offer he tries to <em>Charm</em> one of the warriors.<br />
<br />
Galdrak explains that the journey to Aramoor usually takes 4 days along a roadway that weaves around the sparsely wooded hills of the surrounding countryside. However, there is a shorter route that cuts through these hills. This short cut eliminates one day from the journey but it is highly dangerous. A dozen years ago the farmsteads situated in and around the Drakenwood Hills, as they are known, were abandoned. Strange beasts and the dead are now rumoured to roam the countryside. It is said that the land here was cursed and now few dare travel the route. For the PCs, this is the only way they will make it to the tournament on time.<br />
<br />
<strong></strong><br />
<strong>The Drakenwood Hills</strong><br />
<br />
The short cut road to Aramoor is partly overgrown and weaves through low grass-covered hills that are dotted with frequent groves of trees, many of them dead. Every few hours the characters pass an abandoned homestead. All have collapsed rooves and their adjoining wooden fences are in various states of disrepair. No animals, other than the occasional bird can be seen. Towards the end of the first day the characters notice scattered broken bones along the roadway. A close examination shows teeth marks.<br />
<br />
On the first night the characters' campsite is set upon by a pack of Ghouls. The attack takes place after midnight, with the monsters rushing out of the darkness and descending upon the party.<br />
<br />
<span style="color: yellow;">Ghouls</span> (5)<br />
AC: 6 HD: 2 hp: 14 THACO: 19 Attacks: 3 Damage: 1d3/1d3/1d6 (Claws+Paralysis + Bite) Mv: 9 Size: M Alignment: CE xp: 175 <br />
*Immune to <i>sleep</i>, <i>charm</i>, <i>hold</i>, death magic, poisons, and cold-based spells.<br />
*Paralysis lasts for 3-8 (1d6+2) rounds <br />
*Holy water does 2d6 damage<br />
<br />
Just after midday, on the second day, the party is set upon by a pair of Manticores. The monsters try to decimate the party using their tail spike attack from the air. They fly in and hover at just under 120 yards (with a -2 penalty for range, giving an effective THACO of 15). They have done this many times before and only land to attack if the party seems weakened by their ranged attacks. If, at the end of this aerial attack, there are more than four party members remaining and they continue to put up strong resistance, via missile fire or spells, the Manticores fly off.<br />
<br />
<span style="color: yellow;">Manticores</span> (2) Horax & Vathas<br />
AC: 4 HD: 6+3 hp: 48, 51 THACO: 13 Attacks: 3 Damage: 1d3/1d3/1d8 (Claws/Bite) Alignment: LE Mv: 12, Fl 18 (E) Size: H (15') xp: 975<br />
*Special Attack: Tail spikes fire 1d6 for 1d6 damage each. Four volleys per day. Max Range 180 yards as per a Light Crossbow. Targeting one PC per attack. <br />
<br />
The second night is uneventful as is the third day of travel. At the end of the third day the party arrives at their destination where the short cut path joins onto a main road that is muddy and well worn.<br />
<br />
<strong></strong><br />
<strong>Aramoor</strong><br />
<br />
The characters emerge from the hills through which they travelled, arriving in the late afternoon on the day before the tournament is set to begin. The town of Aramoor has a number of farming fields spread out before it. Some are filled with wheat crops, while others have farm animals such as sheep and cattle. The party can see the town is surrounded by a low outer stockade wall with a much taller inner stone wall beyond it. A number of chainmail clad Warriors armed with swords, spears and shields, plus archers clad in leather, guard the open gateway on the outer stockade wall.<br />
<br />
As the party approaches, one of their number, a bushy moustached warrior wearing chainmail, steps forward with his outstretched hand. He indicates that the party should stop. <em>"State your business"</em> he says. If the characters say they want to compete in the Foot List they are told they should make their way to the <span style="color: yellow;">Fat Hog Inn</span> that is just inside the inner walls.<br />
<br />
Characters moving through the stockade wall enter a densely populated area consisting of poorly constructed houses. Much of the dirty industry associated with a large town is situated here. There are tanneries, charcoaling, stone working areas, plus rudimentary arts and crafts. Pigs and chickens are also kept in lots in this area. The characters also pass a large two storey tavern situated among the buildings that has a sign that reads, <em>'The Cow and Duck'</em>. The sign features carved heads of both animals.<br />
<br />
Eventually the party reaches the inner stone wall. The entranceway here is guarded by a similar assortment of warriors as previously encountered except that a number of them wear Platemail armour, and some carry halberds. Five of these warriors step forward to block the party. One sporting a full beard speaks. <em>"Hold steady and declare your intentions." </em>If the characters repeat that they are here for the Foot List they are told to lodge themselves <em>"right over there" - </em>an outstretched gauntlet pointing to a large three storey stone and wood building just inside the gateway.<br />
<br />
<strong></strong><br />
<strong>The Fat Hog</strong><br />
<br />
A pig shaped sign hangs high over the doorway that reads <em>'The Fat Hog'</em>. Stepping inside, the characters see a large barroom, flanked by two huge stone fireplaces, and filled with numerous wooden tables - long ones in the centre and round ones in the corners. Many (empty) kegs are set against the walls that act as barroom stools. The stone walls are halfway clad with wooden panels upon which an assortment of decorations hang ranging from the head of a bear, one of a moose, plus numerous well worn weapons that include an axe, a spear, at least ten shields and a number of long swords. A large barroom counter runs down the far side of the room. The stuffed head of a wild boar is mounted on the wall in the middle. <br />
<br />
In the late afternoon, when the party arrives, the bar is empty, save a tall dark-haired man wearing a white shirt, who is polishing the counter. The player characters immediately notice that he moves with a pronounced limp. Seeing the party he speaks:<br />
<br />
<em>"If you want boarding I can only offer you the attic room, which we use for additional storage space. There are folding wooden cots up there if you want lodgings. We are full up with competitors and spectators who've come for the Foot List ... if you are here for drink then you will have to wait until an hour after sundown before we begin serving."</em><br />
<br />
If the PCs want lodgings then they are told that it will cost two silvers per night per person. The fee is similar to other inns inside the inner wall.<br />
<br />
<span style="color: yellow;">Alius Farsen</span>, Barkeep (retired 3rd level Ranger, missing left leg below the knee.)<br />
AC: 9 (Dex 15, still effective in combat, even missing his leg) HD: 3 hp: 27 THACO: 18 Attacks: 1 Damage: 1d6+1 (Axe Handle Club, Str15) Mv: 3 Alignment: NG<br />
*Alius also has weapon expertise in the Short Sword, and proficiency with the Longbow.<br />
<br />
The attic space is very large. There are numerous low hanging roof timbers and stone chimney stacks. There is no fireplace. Against the walls are heaped numerous stools, a few round table tops and scattered upon the floorboards are many folding canvas cots - twenty four in total. At either end of the attic is a small circular window with a metal crossed frame. <br />
<br />
<strong></strong><br />
<strong>Night Games</strong><br />
<br />
Once night falls the large barroom fills with more than one hundred revellers, mostly locals and those staying at the inn. Many have come into the large common room to mingle with the Foot List competitors. <br />
<br />
PCs wishing to know who the competitors are will need to ask fellow patrons, who have a 1 in 4 chance of identifying 1d4 of them, or they can ask Alius who has knowledge of the lodgers who intend to enter as entrants in the competition. If asked he says there are three members of a small adventuring group; there are two Dwarves, the older one with the scar, Boraad, is a former champion; and, just for this night, there are a group of three mercenaries that usually billet with the town's soldiers. [These lodgers comprise of those that are <strong>not listed as locals</strong> in the description of the competitors appearing below under the heading <strong>'Competitors'</strong>.]<br />
<br />
When it comes to local competitors Alius knows that Ox, a huge man, a militia member, and the town's champion brawler will enter. He further knows that the Half-Orc Fekesh has declared his intent to compete and has allowed him and his company (of three) into the inn. Alius is unaware that they are <em>all</em> going to enter into the competition. He notes that Father Tom, a local Cleric, will be entered into the tournament. And Alius suspects there will be a few other locals but isn't sure who they could be. They could be anyone.<br />
<br />
Working among the patrons are five serving girls and a young lad who assists them cleaning up spills: <span style="color: yellow;">Marcy</span>, <span style="color: yellow;">Ivana</span>, <span style="color: yellow;">Melsa</span>, <span style="color: yellow;">Janice</span>, <span style="color: yellow;">Rue</span> and <span style="color: yellow;">Hadrick</span>. <br />
<br />
Alius also tells interested characters some details about the Foot List. He says that it is held once every three years. Contestants are genuine tough guys or the fool hardy. <em>"Every year in which the contest is held there are always a number of idiots who enter 'just to try their luck'. They somehow think they have a chance, even when they have little or no experience. It always amazes me." </em>He can tell the characters the basic rules as outlined below - that no magic is allowed, only one weapon per fighter, only leather aprons and helms, and no teaming up.<br />
<br />
The DM should note that: Ale is 3cp per mug, and 1sp per gallon. Wine is 2sp per pitcher and between 2gp to 10gp per bottle. Meals are 1sp and the food consists of Vegetable and Mutton Stew, with bread rolls. Sweets are caramel based - apple slices, and a hard sugar and nut slice. The Fat Hog is a quality establishment.<br />
<br />
<strong><em>Arm wrestling</em></strong> <br />
<br />
At some point early in the night a call for strong men (or women!) is made by <span style="color: yellow;">Father Tom</span>, a local Cleric of solid build sporting a full grey beard. <strong>Twelve</strong> contestants emerge that include four Foot List participants including Father Tom himself (Str16), Gracy (Str18/23), Berlap (Str17), and Ox (Str18/64). Details of these characters are provided later in the adventure.<br />
<br />
Four of the NPCs have notable strengths, including two women<em>(f)</em>, of 18/04, 17<em>(f)</em>, 16 and 14<em>(f).</em> The other four are drunk (or foolish) and have unremarkable strength scores (9-12). <br />
<br />
Players will be randomly pitted against any one of these arm wrestlers (it's up to the DM). To simplify matters for NPC contests, the DM can simply eliminate the weaker arm wrestler to avoid running a complete competition.<br />
<br />
Use the opposed Strength check rules for <a href="http://thacodragon.blogspot.com.au/p/unarmed-combat.html"><span style="color: #cccccc;">unarmed combat</span></a>: Opponents roll under their score and compare results. The character with the greatest difference wins. Exceptional strength scores should have +2 points afforded for each percentage group. Any draw is resolved in favour of the stronger character. To win, the contestant must win three times in a row. If the stronger arm wrestler wins a roll by more than 10 points then they slam their opponent in one move regardless of needing to win 3 consecutive times.<br />
<br />
If the DM does not want to run the full arm wrestling competition then the tall warrior Gracy faces off against the huge Ox at the end. The DM can also rule that the drunks are all discouraged from arm wrestling to cut down on the numbers. <br />
<br />
<strong><em>Dagger Contest</em></strong> <br />
<br />
The dagger contest somehow organises itself. Those playing pair up and throw three daggers into a small upended tree stump that has a yellow circle painted in the centre. The yellow spot is AC 4 at a distance of 10 feet. Any miss that hits AC 7 or better still strikes the stump, but outside the centre. Those entering pay one silver piece and the eventual winner takes the lot. Any pair with the same hits to misses repeats their round until one wins. <br />
<br />
The Foot List contestants here are the Half-Orc Fekesh (Dex13/THACO17), Jon Valeman (Dex15/Th19), Venevere (Dex17/Th17), Goku (Dex16/Th19), Chadwick (Dex12/Th20), and Berlap (Dex10/Th19). There is one other NPC, a middle aged woodcarving craftsman (0-level) called Jacob (Dex17/Th18).<br />
*Dex modifiers to THAC0: Scores of 14-16 gain +1 to hit, 17-18 gain +2 to hit.<br />
<br />
If the DM does not want to run the full dagger contest he or she may modify this encounter as they see fit. Contestants pair off until there is a final two. The winner takes the silver.<br />
<br />
<strong><em>Drinking game "I am the King"</em></strong><br />
<br />
Later at night drinkers are enticed to a game with the mad question, <em>"Who will be the King tonight?!!"</em> Those involved must scull a mug of ale then stand and say <em>"I am the King"</em> while raising their empty mug above their head. They must then sit back down on their stool ('throne') without staggering. Each person does this in turn, often with patrons cheering. On the forth drink each contestant with a Constitution score of 12 or under must make a Constitution check (rolling under) to avoid staggering which can happen when raising their mug or slipping as they sit down (50% chance of either). Each further drink incurs a cumulative -1 penalty to the check (ie -1, -2, -3, -4). For each person with a higher Constitution score than 12, they begin to make checks on the subsequent round. <br />
<br />
Those with scores of 13 start their checks on the fifth round of drinking, those with Con14 check on the 6th round, those with Con15 on the 7th round, those with Con16 on the 8th round, those with Con17 on the 9th round, and those with Con18 on the 10th round and so forth until one person remains.<br />
<br />
There are 10 patrons in this game including the Footlisters: Ox (Con18), Boraad the Dwarf (Con18), Gracy (Con16), Mort (Con17), McDarren (Con10), and Hoffman (Con11). The other NPCs are a bearded woodsman called "Wolf" (Con14), a youth named Jarred (Con9), a large red faced woman known as "Mad Mary" (Con15), and a curly black haired labourer called Costa (Con13).<br />
<br />
There are hangover penalties. For a Footlist Combatant that enters the drinking contest, their subsequent penalty 'to hit' for the next day is half the cumulative penalty incurred during the drinking game. For those with Constitution scores of 17 or higher the penalty is only one third, but never less than -1. <br />
<br />
<br />
<strong>The Foot List</strong><br />
<br />
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<strong></strong><br />
The tournament is held on the town common, in this case a flat area of grassy land just outside the stockade wall kept trimmed by horses. The area is used for town fairs or jousting tournaments, and is off limits to military formation battle training. There is a low rise of ground along one side of the common that fills with spectators during the Foot List. Nobility do not attend, except incognito, whereas they are usually out in force for jousting or archery contests.<br />
<br />
On the morning of the Foot List, at dawn, for the period of one hour only, any character wishing to enter the fight, or a representative, must pay two Gold pieces and provide the name and title of the entrant.<br />
<br />
At dawn the characters see a small crowd of people out on the common. As they get closer they make out three notable individuals, with one seated at a table. At closer approach they see the standing figure of a dark-skinned female warrior, with wild black hair, dressed in animal furs. She wears a curved sword on her belt. Next to her is a small page boy dressed in padded grey clothes clutching onto a golden bowl. Seated at the table is an old man, a scribe, who is similarly dressed. Upon the table is an hourglass, parchment, and ink and quill. The small crowd of townsfolk numbers about thirty individuals. <br />
<br />
Characters approaching the table are hailed by the woman warrior. She calls out to them when they come within 20 feet: <em>"I am Gola. If you want to fight in the Foot List Lord Tethyss demands you pay two Gold </em>[the boy holds out the bowl]<em> and speak your name and title. Approach and declare yourselves if you want to compete".</em> Excessively long titles will be abbreviated. If characters say they do not have titles Gola will simply ask: <em>"Then where are you from?"</em><br />
<em></em><br />
Once this process is complete they are told to come back one hour before midday so that they can be fitted with a leather apron, helm and a weapon of their choice if they do not have one - which will be either a club or a pole. She says that magical aids of any sort are strictly forbidden. <br />
<br />
<span style="color: yellow;">Gola</span> 5th level Barbarian Hero Fighter (female)<br />
AC: 5 (SingleWpnStyle, Dex15) HD: 5d12 (hp 62)<br />
Str16 Wis13 Int13 Dex15 Con17 Cha14<br />
Equipment: Scimitar +2, Medallion of Protection+1, Leather and Fur Armour.<br />
*<a href="http://thacodragon.blogspot.com.au/p/barbarian-warlock.html"><span style="color: #999999;">Barbarian Special Abilities</span></a>: Back Protection (25%), Detect Illusions(25%), Detect Magic (45%). <br />
<br />
<strong><em>Preparing for Battle</em></strong><br />
<br />
Returning near midday the PCs see a much larger crowd has gathered. It seems there are thousands out on the common. At the centre of the crowd, in a cleared area are a group of people who look to be in charge. Gola is immediately recognised as she's overseeing the contestants - consisting of many encountered at The Fat Hog the previous night. <br />
<br />
The table from the morning is still there. Upon it is a Gold Lion Statuette about eight to ten inches tall. Next to the table are three distinctive individuals. One is a strongly built, long haired, yet clean shaven man of middling years wearing a purple robe carrying a Golden Axe. Alongside him is a petite younger woman - a messy haired brunette in white padded armour, who has a mace in her belt. The other figure is an overweight wrinkly-faced fellow dressed in an orange-red jacket, pants and hat with Gold Trim. This last man is holding onto a bell and is certainly the town's Crier. They converse every now and again among themselves whilst observing the scene. Standing slightly away from this official party, nearer the crowd, is a group of eight Pages dressed in the same padded grey clothing as the scribe and page boy wore in the early morning. Before them are two wooden stretchers lying on the ground.<br />
<br />
Gola is actively helping the various contestants chose leather aprons and helms which are picked from a large pile on the ground close to the table. When the PC contestants approach they are directed to remove all their armour and ensure that they carry no magical items of any sort. The leather aprons they are given are thick and confer a +1 bonus to their AC. The leather helmets are simply round coils with flaps that hang down either side and are tied under the chin. They are intended to prevent serious head injuries.<br />
<br />
Once fitted the contestants are left to stand where they are for a few minutes while the petite lady in padded white armour steps forward in prayer and casts her eyes over the group of fighters. This individual is the Cleric Susone who has cast <em>Detect Magic</em> to ensure there will be no magical cheating.<br />
<br />
<span style="color: yellow;">Susone</span> 3rd level Cleric (female) <br />
AC: 8 HD: 3 (hp 16)<br />
Str12 Wis15 Int14 Dex13 Con12 Cha14<br />
Equipment: White Padded Armour, Mace, <em>Goodberries</em>(10). <br />
Spells: (4/2) <em>Detect Magic</em>(1), <em>Cure Light Wounds</em>(3), <em>Aid</em>(2). <br />
*Wis15 (1st, 1st, 2nd, bonus spells)<br />
<br />
<span style="color: yellow;">Lord Tethyss</span> 10th level Fighter<br />
AC: 3 HD: 10 (hp 104)<br />
Str18/10 (18/76) Wis15 Int15 Dex15 Con17 Cha14 (16)<br />
Equipment: Golden Battle Axe +3, Robe of Lordly Might (AC 4, +2 to Str/Cha)<br />
*The Golden Battle Axe is known as <em>Protector. </em>It acts as a Defender type weapon, it can Detect Enemies within 100', can Detect Secret Doors within 20', it provides 35% Magic Resistance, provides immunity to all <em>Charm</em> based attacks, grants a +3 bonus against Poison-based attack forms, and once per week can act as the spell <em>Word of Recall</em> to transport the wielder, and individuals in physical contact, to a sanctuary within the Citadel of Aramoor. <br />
<br />
<span style="color: yellow;">Gola</span> 5th level Barbarian Fighter (female) <br />
See details above.<br />
<br />
<span style="color: yellow;">Higgins</span>, Town Crier 0-level Human<br />
<br />
<span style="color: yellow;">Stretcher Bearers</span>, 0-level Humans (8)<br />
<br />
Spectator soldiers 800+, Spectator commoners 5000+ (a large portion of the town that numbers 7,000 total)<br />
<br />
Susone has cast the <em>Goodberry</em> spell the previous night and has 10 berries that heal 1 hp per berry.<br />
<br />
For any unconscious characters or NPCs (having fallen below 0 hp) that she assesses is <strong>suffering from more than temporary damage</strong> (25% of clubbing damage is temporary), she either uses <em>Cure Light Wounds</em> or <em>Aid</em>. She uses the Good Berries on those that have recovered using the <em>Aid</em> spell, since the hit points are only temporary. <br />
<br />
Characters who have fallen below 0 hp (and would have stayed that way beyond the calculated temporary damage), who are then healed, must make a system shock check so they can then function with penalties of one third strength, dexterity and constitution, with half movement, until they have 48 hours of bed rest. Characters rapidly healed from below 0 hit points in this way can only be healed to a maximum of 2 hit points and are somewhat incoherent until complete bed rest is taken. A failed system shock check results in continued unconsciousness or delirium that lasts 1d12 hours whereafter the above penalties apply.<br />
<br />
<br />
<strong>The Foot List Commences</strong><br />
<br />
At midday the Foot List competitors are arranged in a wide circle by Gola. She points to various characters and tells them to <em>"move here".</em> They form a circle in the order appearing below. Player characters are added randomly to the order by rolling 1d20. The character appears right after the contestant so numbered. If a 1 is rolled the PC appears between Ox and Boraad the Dwarf.<br />
<br />
Lord Tethysss steps forward and speaks:<br />
<br />
<em>"I am Lord Tethyss, sponsor of this great battle. These are my rules for the fight. Follow them and win. Break them and be disqualified. </em><br />
<em></em><br />
<em>Know that:</em><br />
<em></em><br />
<em>Competitors are only allowed a <strong>single</strong> wooden weapon of light weight </em>[ie that does not do more than 1d6 damage]<em>. No dual welding is allowed.</em><br />
<em></em><br />
<em>No magical aids are allowed. No rings, belts, or jewellery may be worn.</em><br />
<em></em><br />
<em>Only leather aprons and helms, that have been provided by myself, may be worn. </em><br />
<em></em><br />
<em>Contestants begin by standing in a wide circle</em><em> and attack their nearest foe so that fighting begins in pairs. If there is an odd number of competitors the 'loose man' will begin in the centre and can then choose to randomly attack any other pair. </em><br />
<em></em><br />
<em>If a group of three fighters is formed then the combatants in the group must fight it out until one remains. Two fighters that team up to defeat one opponent cannot move on and do so again without being disqualified.</em><br />
<em></em><br />
<em>Anyone wrestling or grappling may be beaten by any number of contestants. </em><br />
<em></em><br />
<em>Every effort will be made to revive or heal unconscious or critically injured contestants - although this has not always proven successful in the past.</em><br />
<em></em><br />
<em>Anyone that twice wins the competition is no longer allowed to compete. Boraad the Dwarf won a number of years ago and is here again this year. Good Luck to all."</em><br />
<br />
The Town Crier now steps forward. He holds a parchment scroll in one hand and a large bronze coloured bell that he rings three times. He unrolls the scroll and then speaks:<br />
<br />
<em>"In ages past warriors fought for Kings, for fame, and treasure. Today these brave warriors fight for glory and treasure - to become the Aramoor Foot List Champion! </em><br />
<em></em><br />
<em>I name those that fight today as ... </em>[and he reads out the contestants names and titles as they appear below (including that recorded for the Players.]<br />
<em></em><br />
<em>Brave contestants! AAAAAt the Ready ! </em>[He rings his bell then says]<em> BEEEEEGIN !!"</em><br />
<br />
[For the DM] To keep track of <strong>hit points</strong> and the <strong>identity</strong> of NPC characters it is recommended to attach slips of paper to the miniature used (if used). Details can be written upon a scrap of paper.<br />
<br />
<br />
<strong><em><span style="color: red;">Combatants</span></em></strong> (are male unless otherwise noted) and listed by name and title: <br />
<br />
1. <span style="color: yellow;">Ox</span> 3rd level Human Fighter (LN) <em>"Militia member and Aramoor bareknuckle champion"</em><br />
AC: 10 (Dex7) HD 3 hp 38 (Con18) THACO: 15 Attacks: 1 Damage: 1d6+3 (Club/Str18/64)<br />
Equipment: Club, Leather Apron and Helm.<br />
Defences: Ox is solid and is considered large-sized so that clubs only do 1d3 damage. <br />
>[Possible Hangover penalty -1 to hit roll or more.]<br />
<em>Description: Giant (6'10''), overweight, thick limbed, light brown messy hair, confident. </em><br />
<em>Standard Weapons/Armour: Two Handed Sword, Chainmail shirt.</em><br />
<br />
2. <span style="color: yellow;">Boraad Ironfist</span> 7th level Dwarven Fighter (NG) <em>"Hero of Rockhome and Aramoor Foot List Champion"</em><br />
AC: 7 (Dex14/SingleWpnStyle) HD: 7 hp: 68 (Con18) THACO: 12 Attacks: 2 1d6+3 (Club/Specialised/Str16)<br />
>[Possible Hangover penalty -1 to hit roll or more.]<br />
<em>Description: Black beard, scarred right eye.</em><br />
<em>Standard Weapons/Armour: Warhammer +1, Platemail +1, Shield +2. </em><br />
<br />
3. <span style="color: yellow;">Mort</span> 0-level Human (N) <em>"Field hand of Aramoor"</em><br />
AC: 9 HD: 1 hp:12 (Con 17) THACO: 19 Attacks: 1 Damage: 1d6+1 (Club/Str16)<br />
>[Possible Hangover penalty -1 to hit roll or more.]<br />
<em>Description: Brown hair, solidly built, dull witted.</em><br />
<em>Standard Weapons/Armour: None.</em><br />
<br />
4. <span style="color: yellow;">Venevere</span> 2nd level Half Elven Fighter/Thief (CG) *** <em>"Of the wider Realm"</em><br />
AC: 5 (Dex17) HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d6 (Quarter Staff)<br />
<em>Description: Fine blonde hair, pointy ears. </em><br />
<em>Standard Weapons/Armour: Shortsword, Longbow, Dagger, Studded leather.</em> <br />
<br />
5. <span style="color: yellow;">Jon Valeman</span> 1st level Fighter (trapper) (NG) <em>"Militia member of Aramoor and trapper"</em><br />
AC: 7 (Dex15/SingleWpnStyle) HD: 1 hp: 10 THACO: 20 Attacks: 1 Damage: 1d6+1 (Half Staff~JoStick/Str14)<br />
<em>Description: Thick brown beard, young.</em><br />
<em>Standard Weapons/Armour: Longsword, Hand Axe, Furs (equal to Padded armour).</em><br />
<br />
6. <span style="color: yellow;">Banberg</span> 0-level Human (NE)* <em>"Of River Creek"</em><br />
AC: 9 HD: 1 hp: 9 THACO: 19 Attacks: 1 Damage: 1d6+2 (Long Club/2handed/Str17)<br />
<em>Description: Tall (6'4''), dirty blonde hair, clean shaven, gangly physique.</em><br />
<em>Standard Weapons/Armour: Short Sword, Dagger, None.</em><br />
<br />
7. <span style="color: yellow;">Fekesh</span> 4th level Half-Orc Fighter (LE)* <em>"Of the swift blade"</em><br />
AC: 9 HD: 4 hp: 34 THACO: 15 Attacks: 3/2 Damage: 1d6+3 (Club/Specialised/Str17)<br />
<em>Description: Light green skin, thick black hair, scrunched up leathery face. </em><br />
<em>Standard Weapons/Armour: Short Sword, Daggers (3), Ringmail armour, Heavy cloak.</em><br />
<br />
8. <span style="color: yellow;">Justine</span> 3rd level Human Mystic (female) (LG) *** <em>"Disciple of Master Lung Shao"</em><br />
AC: 5 (Dex17/unarmoured) HD: 3 hp: 20 (Con14) THACO: 18 Attacks: 1 Damage: 1d6+2 (Jo Stick/Str16/MysticBonuses) Mv: 15<br />
*Deflect 1 melee or missile attack, or 2 missile-only attacks on a roll of 14 (Save vs Breath+Dex). >Not applicable once engaged in wrestling.<br />
*Unarmed AC: 5 or 7 vs M sized weapons) THACO: 14 Attacks: 2 or 1 Damage: 1d4+4 (M.Arts*) or 1+4 (Wrestling). M.Arts>Incurs a -4 penalty on initiative against opponents with clubs, staves or small weapons (other than dagger sized) who then gain a +2 to hit/damage bonus vs the unarmed Mystic (armed vs unarmed vs mystic advantages). Other medium weapons cause Mystic to auto lose initiative with the +2 hit/damage. Justine normally fights with two Jo Sticks.<br />
*Proficiencies: All Around Sight, Blind-fighting, two weapon style (not allowed).<br />
<em>Description: Brown straight hair in pony tail, strong face.</em><br />
<em>Standard Weapons/Armour: Two Jo Sticks, Light Crossbow, Padded armour (brown/old/with faded white trim).</em><br />
<br />
9. <span style="color: yellow;">Hartman</span> 1st level Human Fighter (NG)** <em>"Warrior of fortune"</em><br />
AC: 9 HD: 1 hp: 10 THACO: 20 Attacks: 1 Damage: 1d6 (Half Staff/Jo Stick)<br />
<em>Description: Stiff, knightly in demeanour, blonde hair, clean shaven. </em><br />
<em>Standard Weapons/Armour: Longsword, Chainmail, Shield.</em><br />
<br />
10. <span style="color: yellow;">McDarren</span> 0-level Human (NE)* <em>"Of the sharp blade"</em><br />
AC: 9 HD: 1 hp: 7 THACO: 20 Attacks: 1 Damage: 1d6 (Quarter Staff)<br />
>[Possible Hangover penalty -1 to hit roll or more.]<br />
<em>Description: Red headed, clean shaven, thin, round face.</em><br />
<em>Standard Weapons/Armour: Daggers (8), None.</em><br />
<br />
11. <span style="color: yellow;">Goku</span> 1st level Human Fighter (LG) *** <em>"Of the Ethengarian Steppe"</em><br />
AC: 7 (Dex16) HD: 1 hp: 8 THACO: 19 Attacks: 3/2 Damage 1d6+2 (Quarterstaff/Specialisation) <br />
<em>Description: Oriental (Ethengarian), straight black hair twisted together at various points. </em><br />
<em>Standard Weapons/Armour: Quarterstaff, Dagger, Composite Short Bow, Studded leather.</em><br />
<br />
12. <span style="color: yellow;">Chadwick</span> 0-level Human (NE)* <em>"Aide to Fekesh"</em><br />
AC: 9 HD: 1 hp: 9 THACO: 19 Attacks: 1 Damage: 1d6+1 (Club/Str17)<br />
<em>Description: Pointed facial features, dark hair.</em><br />
<em>Standard Weapons/Armour: Club, Dagger, None.</em><br />
<br />
13. <span style="color: yellow;">Berlap</span> 2nd level Human Fighter (LE)** <em>"Warrior of fortune"</em><br />
AC: 9 HD: 2 hp: 19 (Con16) THACO: 18 Attacks: 1 Damage: 1d6+2 (Long Club/2handed/Str17)<br />
<em>Description: Long wavy black hair, clean shaven, Black eyes.</em><br />
<em>Standard Weapons/Armour: Bastard Sword, Chainmail, Shield.</em><br />
<br />
14. <span style="color: yellow;">Durgarth Stonehammer</span> 2nd level Dwarven Fighter (LG) <em>"Defender of Rockhome, cousin of Boraad, Hero of Rockhome"</em><br />
AC: 7 (Dex16) HD 2 hp: 16 THACO: 19 Attacks: 1 Damage: 1d6+1 (Club/Str14)<br />
<em>Description: Dark brown beard, youthful. </em><br />
<em>Standard Weapons/Armour: Warhammer, Chainmail +2, Shield.</em><br />
<br />
15. <span style="color: yellow;">Taggert</span> 0-level Human (LN) <em>"Militia member of Aramoor"</em><br />
AC: 9 HD: 1 hp: 12 (Con17) THACO: 20 Attacks: 1 Damage: 1d6 (Club)<br />
<em>Description: Overweight, Light brown messy hair.</em><br />
<em>Standard Weapons/Armour: Longsword, Leather (militia).</em><br />
<br />
16. <span style="color: yellow;">Hoffman</span> 0-level Human (N) <em>"Mill hand of Aramoor"</em><br />
AC: 9 HD: 1 hp: 8 THACO: 20 Attacks: 1 Damage: 1d6 (Club)<br />
>[Possible Hangover penalty -1 to hit roll or more.]<br />
<em>Description: Middle Aged labourer (twit), Brown hair.</em><br />
<em>Standard Weapons/Armour: None.</em><br />
<br />
17. <span style="color: yellow;">Gracy</span> 2nd level Human Fighter (CN)** <em>"Warrior of fortune and survivor of Balgorren"</em><br />
AC: 9 HD: 2 hp: 20 (Con16) THACO: 18 Attacks: 1 Damage: 1d6+3 (Club/Str18/23)<br />
>[Possible Hangover penalty -1 to hit roll or more.]<br />
<em>Description: Long blonde hair (tided back), and beard, 6'3'' tall.</em><br />
<em>Standard Weapons/Armour: Spear, Chainmail, Shield.</em><br />
<br />
18. <span style="color: yellow;">Father Tom</span> 4th level Human Cleric (NG) <em>"A kind and goodly Preist of Aramoor"</em><br />
AC: 9 HD: 4 hp: 38 (Con16) THACO: 17 Attacks: 1 Damage: 1d6+1 (Club/Str16)<br />
<em>Description: Grey beard and hair, solid physique, friendly yet serious.</em><br />
<em>Standard Weapons/Armour: Mace, Platemail, Shield.</em><br />
Spells (4/2): <em>Cure Light Wounds</em>(4), <em>Aid</em>(2)<br />
>Wis13 (1st bonus spell) [Note: the spells memorised by Father Tom are lost if he falls below 0 hp, where the damage sustained is more than temporary].<br />
<br />
*Local thugs<br />
**Mercenary soldiers <br />
***Adventuring group <br />
+The rest are locals from surrounding areas, except the Dwarves.<br />
<br />
Dexterity scores of 14-16 gain +1 reaction bonus and 17-18 gain +2 reaction bonus to initiative rolls.<br />
<br />
<br />
<strong>Award Ceremony</strong> <br />
<br />
At the end of the battle the Town Crier approaches the winner, and asks the character or NPC in a low voice, his name and title. <em>"To all Ye Gathered here, it is my honour to announce, on behalf of his Lordship, Lord Tethyss, that the winner of this year's Foot List tournament is ___________(of) _________ !"</em> <br />
<br />
Lord Tethyss steps forward and presents the Gold Lion Statuette. "Well done" he says with a smile and a nod of the head.<br />
<br />
The Town Crier speaks up once more <em>"Three Cheers for the Victor! Hip Hip ... HORAY ! Hip Hip ... HORAY ! Hip Hip ... HORAY !"</em><br />
<br />
A feast is held at the Fat Hog - roasted pig. <br />
<br />
If the Players didn't win the tournament they can try to buy or steal the trophy. The DM will need to roll play this situation. <br />
<br />
The winner will not willingly part with their prize. The Dwarves refuse all monetary offers. Other contestants may part with the Statuette for its worth of 400 gold or greater. There is an 80% chance of success with such an offer. For each additional 50gp offered the chance to sell increases 5%. To avoid this situation its recommended that multiple Player Characters compete in the tournament.<br />
<br />
<br />
<strong>Returning to Galdrak</strong><br />
<br />
If the characters return to Vizengall with the Gold Lion Statuette Galdrak is delighted. He gladly pays the 400 gold pieces and wants to know all the details of their adventure. He is especially interested in the tale of the Manticores if the characters describe this part of the adventure. If the PCs ended up buying the Statuette he will compensate them and pay 100 gold above the cost price. <br />
<br />
If they fail Galdrak has trouble hiding his disappointment. <em>"Oh ... that's not very good ... hmmm... err ... I guess you tried ..."</em> His mood changes if the characters describe the encounter with the Manticores. He pays them 100 gold for their trouble and considers other plans for getting hold of a high quality animal statuette. <br />
<br />
Characters that successfully complete this adventure receive an extra 500 experience points.<br />
<br />
Note: Adventuring Parties that require NPCs may recruit from characters found at the tournament. The DM will have to adjudicate on this matter and roleplay the circumstance. If nothing happens in this regard the Dwarves and the small Adventuring Party, featuring the Mystic Justine, join up and Ox joins them.<br />
<br />
<br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-38330280760962684232016-07-01T00:01:00.000-07:002018-10-17T07:58:50.098-07:00Raid on the Temple of the Shoulai Monks<div class="separator" style="clear: both; text-align: center;">
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<br />
The characters are tasked by the local magistrate with arresting a fugitive hiding within the Shoulai Temple. This Oriental Adventure, set within the Shou Lung Empire, is intended for a strong party of 5th level Player Characters.<br />
<br />
<strong>Prologue:</strong><br />
<br />
Whilst in the town of Lianchong the characters observe a scuffle in a back ally. Four white robed monks have cornered a young lady who appears in distress. One monk pushes her violently against the side of a town house. If the PCs approach they overhear this monk demanding money. <em>"You still owe us five <a href="http://thacodragon.blogspot.com.au/p/oriental-campaign-world.html"><span style="color: #cccccc;">ch'ien</span></a>".</em> The frightened lady timidly replies, <em>"It's too much, I already paid you three ... Please give me more time".</em><br />
<br />
If the characters try to intervene both the monks and lady tell them to <em>"butt out"</em>, and <em>"you will only get yourselves in trouble."</em> If the PCs act aggressively, they are told that intervention will bring the wrath of the Shoulai. At all times the monks behave arrogantly and aggressively towards the party. If fighting does break out, the monks flee after two fall in combat. The lady in trouble flees once fighting begins. The characters can resolve this encounter peacefully if they pay the 5 ch'ien.<br />
<br />
<span style="color: yellow;">Li Ling Sun</span> 0-level Human (dressmaker)<br />
AC: 10 HD: 1 hp: 6 THACO: 20 Attacks: 1 Damage: 1 (Hand) Mv: 12 Alignment: N<br />
Equipment: Blue cotton dress, silk sash, carved lacquered hairpin, cloth slippers, 5 fen/2 tael.<br />
<br />
<span style="color: yellow;">Shoulai Monk</span> Chaoxiang (leader) <br />
AC: 6 (Dex 16) HD: 3 hp: 20 THACO: 17 (unarmed) Attacks: 3/2 Damage: 1d3+3 (Fist) or 1d6+3 (Foot) Mv: 12 Alignment: N(E) xp: 150 <br />
*Special Benefits: Foot attack vs armed opponents suffers no penalties, Iron Skin martial arts ability.<br />
*Minimum Stats: Str 14 Wis 12 Dex 14<br />
Equipment: White Robes, slippers, money pouch 23 fen/12 yuan/13 tael.<br />
<br />
<span style="color: yellow;">Shoulai Monks </span>(3) <br />
AC: 7 (Dex 14) HD: 2 hp: 14 THACO: 18 (unarmed) Attacks: 3/2 Damage: 1d3+3 (Fist) or 1d6+3 (Foot) Mv: 12 Alignment: N(E) xp: 100 <br />
*Special Benefits: Foot attack vs armed opponents suffers no penalties, Iron Skin martial arts ability.<br />
*Minimum Stats: Str 14 Wis 12 Dex 14<br />
Equipment: White Robes, slippers.<br />
<br />
If this incident is resolved without fighting, the lady quickly thanks the party, saying <em>"you know of course, that I can never repay your generosity, I'm sorry you ended up in this mess"</em> and runs off. If caught, and <em>forced</em> to explain what happened (Liling will never do so willingly), the lady tells the PCs that she promised to pay eight ch'ien to the Shoulai to discourage a bullying suitor (he was beaten unconscious). Whatever the outcome, this encounter is overheard by a resident (from inside a town house), who reports what happened to one of the town constables.<br />
<br />
<br />
<strong>The Magistrate's Edict</strong><br />
<br />
A few hours after the incident in town, the party is approached by constable Chu Long. He politely interrupts, <em>"Excuse me, but I am here to inform you that you have been summoned to see the Magistrate. Word has spread that you dealt well with those Shoulai ruffians. I am Chu Long, Senior Constable."</em><br />
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Chu Long explains to the characters that the Shoulai are fighting monks that commonly perform martial acts - dispensing 'true justice', in exchange for money. They often overstep their bounds, but little is done because of feared reprisals. It is rumoured that supernatural beings inhabit their Temple, and that these evil spirits will target the families of their enemies if anyone dares act against them. He does not explain further, asking that the characters wait until they see the Magistrate.<br />
<br />
<span style="color: yellow;">Chu Long</span> Senior Constable<br />
AC: 7 (Dex 15/M.Arts/Single wpn style) HD: 3 hp: 21 THACO: 17 Attacks: 3/2 (Jo specialised) Damage: 1d6+2 Alignment: LG<br />
*Martial Arts proficiency of <em>Weapon Use</em> retains unarmed AC benefit.<br />
Equipment: Black jacket, trousers, and shoes, Jo Stick (not currently equipped), leather ties. <br />
<br />
The party is lead through town to a tall three-storey stone building featuring round red-framed windows and a faded orange-tiled roof. A stone stairway intersects the structure at its midpoint. The doorway at the top, flanked by red columns, is open. Half a dozen Imperial Soldiers (1HD), armed with Jian (Straight Swords) and dressed in black padded armour with red trim, whose sole duty is to protect the building, mill about lazily. <br />
<br />
Entering through the doorway the characters immediately find themselves in a large room with a polished-wood floor that is interspaced with square polished-wood columns. Various couches, chairs and pedestals are set against the walls. One seat is centred in the middle of the room. Upon the pedestals lining the walls are various carved statuettes; a dragon, lion, tiger, a horse, a fish, a turtle, and an elephant. They are sculpted from ivory, jade, and black lacquered wood. Upon the walls hang various landscape paintings, of steep hills and bamboo forests. <br />
<br />
As the PCs enter, the doors on the far side of the room swing open and an animated old man clutching a long handled fan, dressed in black robes and black winged (<a href="https://en.wikipedia.org/wiki/Song_official_headwear"><span style="color: #999999;">wushamao</span></a>) hat shuffles forward. He speaks as he moves toward the chair situated in the room's centre, <em>"I saw you approach, please help yourselves to some of the chairs." </em>Chu Long, an awkward expression on his face, speaks, <em>"I present, Magistrate Xiao Fang."</em><br />
<br />
Once seated, the Magistrate tells the characters that he has had a long running problem with the Shoulai Monks. Although they have not killed anyone, many people have been severely beaten. The monks say these are 'personal disputes' and no one will talk. His Constables are too fearful to challenge them, and the Imperial Soldiers stationed here will do nothing because it is not within their range of duties - which is to protect Imperial property and defend territory from outsider attack. Issuing punishment for the Shoulai, such as imprisonment or fines, is pointless. <br />
<br />
However recently, one transgression has occurred that cannot be ignored. An outsider, a known criminal, from Kozakura, arrived in town, and took refuge in the Shoulai Temple. This fugitive, a dangerous warrior who is wanted for a number of unjustified killings, escaped arrest after killing a Constable and wounding a number of others. The Shoulai allowed the fugitive shelter since they offer this to anyone who pays them large sums of money. Despite what happened none of the Constables are willing to challenge the Shoulai on this matter.<br />
<br />
Magistrate Xiao is prepared to pay the party 100 Ch'ien if they will bring back the fugitive, known as Bakiro, to face punishment. If Bakiro is killed during the arrest then his body is to be delivered forthwith.<br />
<br />
He issues an Edict (pre-written upon a scroll hidden within his robes) which says that; any obstruction of the characters in their official duties will be considered a crime that can legally be met with escalating levels of force; that the party is authorised to enter the Shoulai Temple to apprehend the fugitive Bakiro; and that the discovery of any evil spirits inside the Temple will be seen as proof the Shoulai are a danger to society and that they should be taken into custody to face punishment.<br />
<br />
<span style="color: yellow;">Magistrate Xiao Fang</span> 0-level Human (scholar)<br />
AC: 10 HD: 1+5 hp: 10 THACO: 19 Attacks: 1 (Stiletto Blade + poison) Damage: 1d4+Poison (0/20) Alignment: LN<br />
Equipment: Black <a href="https://en.wikipedia.org/wiki/Song_official_headwear"><span style="color: #999999;">wushamao</span></a> hat, Black robes, black slippers, Long Handled fan with hidden (poisoned) blade, rolled scroll (Edict for the arrest of the fugitive Bakiro).<br />
<br />
After this meeting the PCs may take their time to prepare themselves. Constable Chu Long says that the Shoulai Temple is not more than half a day's journey from town and that there is no immediate rush to act. He regretfully tells the party that he will not be going since he has a very real fear of reprisal upon his family. He describes the route - starting from the little used East Gate, wherefrom the party will need to travel for about two hours along the main road, until encountering the first large man-sized boulder, and then turn northwards onto an intersecting path that runs through the bamboo forest.<br />
<br />
<br />
<strong>The Temple of the Shoulai</strong><br />
<br />
After less than half a day's journey, the party finds that the bamboo forest they entered becomes sparse. A steep range of hills rises directly before them. Cut into the rocky, almost vertical face of the hillside is the Shoulai Temple. It appears as a dark rectangle right at the end of the path. An overhanging red-tiled awning extends over the recessed Temple's entrance (that is 20 feet wide, with the entrance extending 15 feet into the hillside). There are eight wood carved columns in two rows of four along the front, black in colour (depicting dragons), and also four large incense holding pots filled with sand against the far wall. A dark red lacquered door is featured in the middle of the wall. <br />
<br />
A monk in white robes lounges in a large wicker chair directly underneath the mid-point of the awning, a conical straw hat covering his head. Next to him stands a small bronze coloured gong set within a dull green metal frame. If the PCs have taken no precautions to conceal their approach the monk notices the party at the same time they see him (at 300 yards). He moves to stretch himself and then relaxes back into his chair - an action in which he taps the Gong with an outstretched arm. <br />
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<span style="color: yellow;">Shoulai Monk </span> (1) Hu Kang<br />
AC: 6 (Dex 16) HD: 4 hp: 21 THACO: 15 (unarmed) Attacks: 3/2 Damage: 1d3+4 (Fist/Str) or 1d6+4 (Foot/Str) Mv: 12 Alignment: N(E) xp: 200 <br />
*Special Benefits: Foot attack vs armed opponents suffers no penalties, Iron Skin, All Around Sight martial arts abilities.<br />
*Minimum Stats: Str 14 Wis 12 Dex 14<br />
Equipment: White Robes, slippers, door key, <em>Silent Gong of Warning</em>.<br />
<br />
<span style="color: #38761d;">Tactics:</span> Hu Kang, if he notices the party, taps the <em>Silent Gong of Warning</em> to warn the Bugbears stationed behind the front door (that is bolted from the inside). Another Gong inside the Temple magically rings alerting the monsters - the Gong outside remains quiet. The Bugbears then spy though an eye hole set into the front door. If fighting breaks out they rush outside and join the fight. The door has 50hp where edged weapons, other than axes, only do half damage.<br />
<br />
Hu Kang expects the party to approach and make some sort of request or threat. If the PCs employ deceptive tactics and say they want shelter, Hu Kang, seeing they are a group of warriors, becomes suspicious and asks them to wait while he goes inside to find a survivor of the characters' initial town encounter (a survivor looks through the front door eye hole and recommends the characters should be turned away *or attacked* after recognising them). Hu Kang comes back out, but stays near the doorway. He rejects any requests for shelter no matter how much money is offered. If the party demands the fugitive Bakiro or reads the Magistrate's Edict the monk issues threats, saying that the characters are putting their families at risk. He tells the party to leave or there will be trouble. Hu Kang does not initiate the fight, but if player characters force their way forward and approach the Temple's door the three Bugbears spying on the other side rush out and attack. (This attacks reveals to the players that the Shoulai Monks are in league with evil monsters.)<br />
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<span style="color: yellow;">Bugbears</span> (3) Honghe, Gahko & Pengshu<br />
AC: 7 (Studded Leather Armour) HD: 3+1 hp: 22 THACO: 17 Attacks: 1 Damage: 1d8+2/1d10+2 (Guan Dao + Str) or 1d6+2 (Hand Axe + Str) Size: L 7' Mv: 9 Alignment: CE xp:120<br />
Special Abilities: Infravision 60', Superior hearing.<br />
Equipment: Guan Dao (3), Hand Axes (3), 24 fen/10 yuan total.<br />
<br />
<span style="color: red;">Entrance Hall:</span> The first section inside of the temple (20' by 40') is clad with black lacquered wood panels, has four very large canvas cots against the walls, it is dark, and normally occupied by three Bugbears and their leader (who is not present). The Bugbears are armed with Guan Dao (a broad bladed naginata-type weapon). There is small gong, matching the one positioned outside, standing near one of the cots. A wide heavy <strong>locked</strong> double door (same hp stats as the front door) is situated in the far wall. <br />
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<span style="color: red;">The Pool Room:</span> Opening the door reveals a ten foot wide, brightly lit (via magic), white stone corridor that extends 100' from the entrance hall to a large round room (40' in diameter) with a clear shallow pool centred in the middle. The corridor then appears to continue past this room on the opposite side of the pool. However, the characters vision, beyond the pool room, is blocked by a brown hessian curtain. [For the DM:] The ankle deep pool is strongly <strong>Acidic.</strong> Any character stepping into it receives 1d3hp damage and is slowed to half speed, with a -1 penalty to the dexterity AC bonus, for each round in the pool. Magical healing will restore the movement rate.<br />
<br />
If the party enters this pool room and moves to the halfway point the hessian curtain is drawn back, and the words, <em>"Stop right where you are"</em> are spoken. Eight monks move in to oppose the PCs, a tall heavy set one at the back, sporting a <a href="https://en.wikipedia.org/wiki/Goatee"><span style="color: #cccccc;">goatee</span></a>, continues to talk. He appears to be the leader. He says <em>"you are trespassing and are not welcome."</em> <br />
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<span style="color: yellow;">Monk Leader </span> Shen Zhou <br />
AC: 3/-1 (Dex 17/Invisible) HD: 8 hp: 55 THACO: 9 (unarmed) Attacks: 2 Damage: 1d4+6 (Fist) or 1d6+6 (Foot) Mv: 12 Alignment: NE xp: 750 <br />
*Special Benefits: Foot attack vs armed opponents suffers no penalties, Iron Skin, All Around Sight, Ch'i (able to hit +1) martial arts abilities, automatically stabilises when hit points drop below 0.<br />
*MS 63% (Dex17) See <a href="http://thacodragon.blogspot.com.au/"><span style="color: yellow;">THACO DRAGON</span></a> non-weapon proficiency rules.<br />
Str 18 Int 13 Wis 14 Dex 17 Con 16 Cha 15<br />
Equipment: White Robes, slippers, door key, small box key, <em>Amulet of Protection +2</em>, <em>Dust of Disappearance </em>(2 packets).<br />
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<span style="color: yellow;">Shoulai Monks</span> (7) <br />
AC: 7 (Dex 15) HD: 3 hp: 18 THACO: 17 (unarmed) Attacks: 3/2 Damage: 1d3+3 (Fist/Str) or 1d6+3 (Foot/Str) Mv: 12 Alignment: N(E) xp: 150 <br />
*Special Benefits: Foot attack vs armed opponents suffers no penalties, Iron Skin martial arts ability.<br />
*Minimum Stats: Str 14 Wis 12 Dex 14<br />
Equipment: White Robes, slippers.<br />
<br />
<span style="color: #38761d;">Tactics:</span> If the characters tell the leader they seek Bakiro, Shen Zhou reveals this 'guest' has paid enough to allow an indefinite stay at their temple and that they are not prepared to give him up - regardless of whatever acts he has committed. If the PCs at any stage point out that the Shoulai are in league with evil monsters, the Bugbears, and that this is criminal, then Shen Zhou responds by initiating combat. He simply says <em>"Attack". </em> In the first round Shen Zhou applies <em>Dust of Disappearance </em>that confers <em>Improved Invisibility</em> for 2d10 turns. If the monks look to be losing the fight, with five of them falling, the leader calls for a truce (while invisible) and says he will not obstruct the PCs from continuing, but that that he will not submit to arrest nor help them in any way. If the PCs refuse this compromise he will Move Silently (63% plus add a +20 bonus due to the condition of the floor) and flee before his <em>Dust of Disappearance</em> expires. The other monks, when they realise their leader has taken flight make a run for it. If a truce is called the leader urges his monks to tend the wounded (if any), and then they leave, because they know the PCs will be walking into the fire elemental trap. After the PCs leave the Temple upon completing the adventure, Shen Zhou returns to collect whatever of value remains and then flees to a far off province.<br />
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<span style="color: red;">The Fire Room:</span> The corridor continues from the pool room for another 80' and into a square 40' room, also brightly lit, which has a copper brazier full of hot coals standing in the centre (a hole in the ceiling acts as a chimney to draw the smoke up and away). Those that do not speak the word 'XiaHo' as they enter cause the fire to erupt into the form of a <a href="http://www.lomion.de/cmm/elealefw.php"><span style="color: yellow;">Lesser Fire Elemental</span></a>. The elemental will fight for 7 rounds before returning to the brazier. The monster will pursue PCs but not move into the pool room.<br />
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<span style="color: yellow;">Lesser Fire Elemental</span> (1)<br />
AC: 4 HD: 6 hp: 60 THACO: 15 Attacks: 1 Damage: 2d10 (Flame Tongue, range 3 feet) Mv: 15 (Fl A) Size: M (6') xp: 950<br />
*Requires +1 weapons to hit.<br />
*Sets on fire objects hit (1d6 damage on subsequent round for struck PCs).<br />
<br />
<span style="color: red;">Barracks Area:</span> There is a single <strong>unlocked</strong> door leading from the fire room that opens directly into a darkened barracks area featuring plain wood panelled walls, round tables, and bunk beds set against the walls. Hanging from the ceiling is a single shuttered lantern made of bronze. The room is 25' wide by 50' long. The contrast between the previous light filled area and this darkened room stops party members from identifying objects and dangers within until they enter. The lead character coming through entranceway to this area is immediately <u>attacked</u> via thrown hand axes. Those entering are engaged in melee by the surviving monks from the first town encounter and an especially large Bugbear. At the end of the battle, Bakiro, who is in the training hall, attacks the party (see details appearing below).<br />
<br />
First Encounter survivors: <br />
<span style="color: yellow;">Shoulai Monk</span> Chaoxiang (3HD) & up to three <span style="color: yellow;">Shoulai Monks </span>(2HD)<br />
<br />
<span style="color: yellow;">Bugbear Champion</span> (1) Zhu Wa<br />
AC: 5 (Studded Leather Armour/Dex) HD: 5+2 hp: 46 THACO: 14 Attacks: 3/2 or 2 Damage: 1d8+3/1d10+3 (Guan Dao/Str) or 1d6+3 (Hand Axe/Str) Size: L 7' Mv: 9 Alignment: CE xp: 420<br />
Special Abilities: Infravision 60', Superior hearing.<br />
Equipment: Guan Dao (1), Hand Axes (7), 10 fen/3 yuan/13 tael.<br />
<br />
Three <strong>unlocked</strong> doors lead from this room that open into a latrine area, a kitchen-larder area, and a training hall. [The DM is left to make up features and dimensions for the latrine and kitchen.] A search for valuables in the Barracks reveals a total of 2 Hand Axes, 2 Light Crossbows and 17 bolts, 14 knives, 20' rope, 7 small jade animal figurines (worth 10 tael each), 260 fen/65 yuan/30 tael.<br />
The shuttered lantern in the ceiling contains a magically burning light which is revealed if the characters open it.<br />
<br />
<span style="color: red;">The Training Hall:</span> One of the doors opens up to reveal a large training hall with the same dimensions as the barracks (25' by 50'). Down one end of the hall is a wooden training dummy with stunted arms and long open box on the floor beside it (inside of which are twelve 8' poles). There is a narrow doorway near this equipment. If there have been no sounds of battle, meditating inside the hall, 20 feet from the door, is the Kensai, Bakiro. <br />
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<span style="color: yellow;">Bakiro</span> 5th level Kensai<br />
AC: 2 (padded armour) HD: 5 hp: 34 (Con14) THACO: 12 or 14 Attacks: 2 (plus 1 shuriken) Damage: 1d12+5 (Katana Mastery/Str) or 1d3+1 (Shuriken/Str) Mv: 12 Alignment: NE xp: 750<br />
*Deflect 2 attacks per round on a roll of 9 or less using Katana.<br />
*All Around Sight martial arts ability.<br />
*<em>Optional Weapon Mastery damage rules.</em><br />
Str 16 Int 11 Wis 15 Dex 18 Con 14 Cha 11<br />
Equipment: Katana +1, Brown Padded Armour, Shuriken (16), Tanto+1, Gems: Opals (4) worth 1000 tael each, 11 Pearls worth 200 tael each, plus 5 fen/6 yuan/10 tael.<br />
<br />
<span style="color: #38761d;">Tactics:</span> If fighting occurs within the Barracks Area, Bakiro moves to the door and observes the battle. Seeing the danger, and understanding that there is no escape, the Kensai waits for an opportunity to attack the party when they have dropped their guard (when party members have their backs to the door or after the battle when they are preparing to heal injured PCs without keeping watch). He attempts to surprise the party, flinging the door open and rushing to attack the nearest PC in melee, while throwing one shuriken at a spellcaster (targeting Wu Jen first). He then performs a fighting retreat back to the training hall door so that only one (or two) characters may engage him in melee at a time.<br />
<br />
If there are no sounds of battle, Bakiro is in mediation inside the hall. Anyone opening the door, that are not Shoulai, alert him. Initiative is triggered immediately. If he wins, the Kensai's first action is to draw his Katana and block the doorway to restrict the number of melee opponents. If PCs try to push past, treat the move as triggering an opportunity attack (a free attack) and, due to the close proximity, make this similar to an unarmed attack versus armed attack but with only +2 to hit and damage. If the intruding character specifically uses a large shield to block, and foregoes all other attacks, <u>no</u> bonuses to the opportunity attack should be given. The DM must warn any player wanting to push their way through. Note: Bakiro, if he has not yet attacked, could attack using the opportunity trigger and use some or all of his attacks on a PC trying to push past. During the fight in the doorway Bakiro, using his free hand, also throws shuriken 1d3+1 (Str16) at any PC spellcasters standing behind his melee opponent. Only one shuriken per round may be thrown in this situation. If characters close the door and prepare spells, or step back to use missile fire, Bakiro moves to the side of the entranceway and waits. If the fight goes badly for him and/or there is an opportunity to escape, he will attempt to flee. Otherwise he will not surrender, preferring combat over public execution.<br />
<br />
<span style="color: red;">Shen Zhou's Room: </span>Attached to the training hall is Shen Zhou's private room which is 10' by 15'. Inside is a single bed, a side table, and a chair. Upon the table there is rice paper, a brush, an inkstone and inkstick, all of which look unused. There is also a paperweight jade-carved statuette of a dragon (worth 200 tael). Under the bed is a packed 2' long lacquered box, that is <strong>locked</strong> and <strong>trapped. </strong>If not disarmed upon unlocking (there is a safety switch trigger plate in the front), anyone opening the box triggers the trap that releases poison gas in a 10' diameter cloud. The gas causes 4d4 points of damage and reduces dexterity and constitution scores to half which return at one point per hour. Saving throws halve the damage and negate the other penalties. The box contains 30 fen/180 yuan/120 tael/ 7 ch'ien, a scroll with the Shukenja spells <em>Cure Critical Wounds</em>, <em>Polymorph Self</em>, <em>Neutralise Poison</em>, a black silk scarf with a gold dragon design worth 100 tael, an Opal worth 1000 tael and a <em>Wand of Green Fireballs</em> (only useable by Wu Jen/Wizards, that does 5d6 damage with 4 charges left). <br />
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<strong></strong><br />
<strong>Resolution</strong><br />
<br />
When the PCs return to town with Bakiro (or his body) they are met outside the Magistrate's building by Chu Long and 10 other (1HD) constables. They all carry wooden Jo Sticks and have rope. If Bakiro is alive Chu Long and 3 other constables move in with the rope and restrain him further (assuming the PCs have already done so). Chu Long then thanks the characters and says they will be paid in short order. A few moments later a wooden box with rope handles is carried forth by two attendants dressed in brown robes. Chu Long tells the party that there is a total of 100 ch'ien contained within, with 20 in silver ch'ien bars and the remainder in paper ch'ao form to the value of 800 tael (800 ch'ao). If the PCs have driven off the Shoulai Monks an extra 100 ch'ien (a 1000 ch'ao paper) is forthcoming. This will take two days to be officially confirmed after the constables visit the Temple themselves. The fate of Bakiro, if he survived battle and was captured alive, is left to the DM.<br />
<br />
If Shen Zhou has escaped he moves to another province twice removed from the present one since he realises he is a wanted man.<br />
<br />
Each player character should receive a bonus of 1000 experience points for the successful completion of this adventure.SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-78279950749696630042015-11-10T10:47:00.002-08:002018-10-17T07:55:34.397-07:00The Terror of Half Moon Bay<br />
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<br />
The King's Constables have not returned from the remote headland at Half Moon Bay. A rumoured reward of gold coin and magical items is offered for anyone brave enough to find evidence of their fate. An Adventure for PCs of 4th to 5th level who possess silver and/or magical weapons.<br />
<br />
<strong>The Set Up</strong><br />
<br />
The player characters are passing through the outlying territory of a large kingdom when they come across two peasants (<span style="color: yellow;">Madjack</span> and <span style="color: yellow;">Raddick</span>), in either a tavern or working to fix a wooden fence. They call out to the PCs saying that the King's Constables, visiting the Hamlet on the headland at Half Moon Bay, have gone missing and a reward has been offered. They further state that the beast terrorising the headland has taken them. The peasants relate this tale to the characters, expecting the warriors would be willing to take up such a challenge.<br />
<br />
The peasants' story is a mistaken account of the real situation and originated from a talkative cheese merchant arriving back from visiting the Hamlet (known for its cheese production). The merchant just recently witnessed the King's agents travel out into the headland in pursuit of a fugitive outlaw. This merchant believed they'd be taken by the Beast that randomly terrorises Half Moon Bay, a creature that kills the occasional dairy cow and is thought responsible for past human disappearances - where visiting adventuring types have failed to return from their journeys out onto the headland. The merchant speculated that a King's Ransom would be needed to find anyone willing to recover the Constables' remains.<br />
<br />
The peasants know little except that the merchant said the number of 'the missing' was two, and that one was a Knight, a man, and the other was a warrior woman.<br />
<br />
The Hamlet on the headland at Half Moon Bay is only 2 days travel away, the PCs having already ventured so far into this outlying territory. The journey, on a seldom used roadway, is uneventful.<br />
<br />
<strong>The Hamlet of Half Moon Bay</strong><br />
<br />
After two days travel, through a landscape dotted with groves of windswept trees and rolling green hills, the characters come to an elevated coastal area bounded by 40 foot cliffs. The party can see chimney smoke rising from a small stockade-walled Hamlet. It is situated on the border to the headland of Half Moon Bay. There are a number of cows scattered in outlying fields (that are brought in at night). The wooden gates stand open. <br />
<br />
No guards can be seen as the characters make their way inside. <br />
<br />
The first building to the left of the gates is a two storey tavern - behind this building are various town houses. To the right are stables and then a row of cow sheds. Behind these are vegetable gardens where the characters can see a number of townsfolk at work. Just as the characters are passing through the gateway the door to the tavern flies open and a dark haired lady, dressed in crimson padded armour runs out and, with a look of surprise upon seeing the party, heads directly to the leading character. She says: <br />
<br />
<em>"Please help me. Two shapeshifting monsters are after me. They killed my companion, Jon Steel. They took our weapons, and I only just escaped."</em> She turns her head as the tavern door flies open and an armoured Knight, welding a Longsword minus his helm, plus an exact copy of the lady standing before the party, but carrying a Quarter Staff, come rushing out.<br />
<br />
The two characters from the tavern immediately spot the party. They look somewhat surprised, then slowly approach. The Knight yells out: <em>"You had better step away from the Lady, she's not what she seems."</em> As this occurs the characters see a number of townsfolk at various locations standing and watching, a fat balding man emerges from the tavern (the Tavern keeper). <br />
<br />
[For the DM] The character before the PCs is the escaped fugitive sought by the King's Constables. The creature is a Doppelganger, and has taken the form of the Lady Monk, 'Emma Zest'. <br />
<br />
<span style="color: yellow;">Doppelganger</span> (mod)<br />
AC: 5 HD: 4 hp: 14 (26) THACO: 17 Attacks: 1 Damage: 1d6+1 (fist) or weapon Alignment: N Size 5'8 (M) Mv: 9 xp: 420<br />
*ESP with 90% accuracy of victim<br />
*Immune to <em>Sleep</em> and <em>Charm</em><br />
*Saves as 10th level fighter which is also applied to alignment detection spells.<br />
<br />
<span style="color: yellow;">Emma Zestari</span> 11th level Monk<br />
AC: -1 HD: 8d8+6 hp: 74 THACO: 11 or 13 Attacks: 3/2 or 5/2 Damage: 1d6+6 (Quarterstaff+2) or 1d6+4 (Tonfa) Mv: 15 Alignment: LG<br />
*Deflect 2 melee or missile attacks, or 4 missile-only attacks on roll of 9 (Save vs Breath+Dex) <br />
*Unarmed THACO: 6 Attacks: 5/2 or 1 Damage: 1d6+6 (M.Arts) or 1+6 (Wrestling). Penalties apply for fighting vs weapons bigger than a dagger.<br />
*Monk Thieving Skills: Unlisted.<br />
*Martial Arts Skills: Meditation, All Round Sight, Mental Resistance (+4), Chi Power, Blind Fighting, Iron Skin.<br />
*Monk Powers: Speak with Animals, Mind over body, Immune to Disease, <em>Hold</em>, <em>Slow</em>; Heal 1d4+6hp to self only, can Save vs Spells that do not allow saves; Feign Death; immune to poisons/environment, takes half damage from magical attacks, quarter damage if save is made; can become Invisible for 11 rounds.<br />
*Proficient in Cleaving/Crushing wpns (3), Dagger (1), Shortbow (2), Spear (1), Two Wpn Style (1)<br />
Equipment: Quarterstaff +2, Tonfa (2), Padded Armour, Ring of Protection +4, Keoghtom's Ointment (heals 1d4+8 hp, plus any poison or disease), Cure Serious Wounds potion (2d8+1), 10pp/10gp/18sp/12cp. <br />
Str 15 Int 16 Wis 16 Dex 17 Con 17 Cha 17<br />
<br />
<span style="color: yellow;">Jon Steel</span> 10th level Knight<br />
AC: -4 HD: 11 hp: 109 THACO: 4 (Longsword+4, Specialised, Str) Attacks: 2/1 Damage: 1d8+7 Mv: 12 Alignment: LG<br />
*Unarmed THACO: 7 Attacks: 5/2 Damage +3 (Punching). Penalties apply for fighting against any armed opponents.<br />
Equipment: Longsword +4, Platemail +2, Dagger +1, Ring of Protection +2, Ring of Mind Shielding, Cure Serious Wounds potion (2d8+1), Murlund's Spoon, 20pp/12gp/10sp.<br />
*Proficiencies: Longsword Specialisation (1), Quarterstaff (1), Longbow (2), Short bow (1), All Blades (3), Single weapon style (2).<br />
Str 17 Int 16 Wis 15 Dex 16 Con 19 Cha 15<br />
<br />
<span style="color: #38761d;">Tactics:</span> The Doppelganger 'Emma Zest' will warn the party that shapeshifters are powerful beings, and encourage the PCs not to let their guard down. On the other hand, the two special constables of the King will approach slowly with Jon Steel stating that <em>"we can sort this out without fighting."</em><br />
The Doppelganger Emma will reply that these creatures operate in groups, if you drop your guard, they will have the advantage. It says, <em>"You better be good with those weapons of yours."</em> The Doppelganger knows it cannot outrun the real Emma who has a much higher natural movement rate than itself. The monster tells the party that if they will not fight, then <em>"at least give me time to take a horse from the stables and warn the King."</em> The constables speak out and say that this is not a good idea because they are letting the real criminal escape. Steel says to the characters <em>"What do you suggest? We're not in a hurry to go anywhere for the time being."</em><br />
<br />
If questions are asked the Doppelganger has a 90% chance to accurately recall the right information. And will claim that any 'mistakes' are not mistakes because Jon is lying (acting as any Doppelganger might do to protect its fellow kin.)<br />
<br />
The real Emma eventually suggests tests that show off her unique Monk abilities - to show that, at the very least, she is not an impostor - while asking the same feats be mimicked by the monster (which it cannot do). She says any real Monk can commune with animals, and will do so with a PC horse if they have any. Emma will also try a recently developed skill, to become invisible to others. Through extreme concentration Emma somehow fades out of view (after 1d4 rounds of effort). <br />
<br />
The Doppelganger will reply that these are the tricks of a magical creature, that <em>"there is no way I can do something like that."</em> In other tests any Martial Arts combat skill can be copied, with the creature's physical prowess doing similar amounts of unarmed damage. However, Emma is also immune to poisons where she eventually offers a test where the imposer will likely fall dead. She assures the PCs that this is not a trick of a magical creature. If steps are taken in this direction the impostor will make the same accusations as before, but will try to escape given the first opportunity.<br />
<br />
Whatever happens, the constables will try to avoid combat. If the PCs are willing to fight, to allow the duplicate Emma time to escape, then they will back off. If their prisoner escapes Jon and Emma continue to plead their case, offering the characters a chance to meet the King if necessary. The court has access to magic that will reveal the nature of any shapeshifter. They guarantee that the escaped Emma will never head to the King.<br />
<br />
<span style="color: #38761d;">The Constables' full explanation:</span> After renting a room in the Tavern they headed across the headland towards a hideout a day's journey from the Hamlet, (seen thanks to scrying, not of their own). They were to apprehend an escaped Bandit Leader, Thadius Rotterdan. After observing his camp for a full day they acted. They've only just returned from the headland with this prisoner. Little did they know this individual was a Doppelganger impostor. Upon arriving back at the Tavern their prisoner promptly escaped. <br />
<br />
Whatever happens, the constables leave the Hamlet immediately, collecting their equipment and horses. If they have their prisoner the Doppelganger's hands are tied together, even if that is a relatively futile gesture, and it is forced to walk in front of their mounts.<br />
<br />
<br />
<strong>Heroes are Still Needed</strong><br />
<br />
The large balding man from the Tavern, who watched the recent exchange, approaches the PCs. He introduces himself as <span style="color: yellow;">Adi Amma</span>, the Tavern Keeper. He says that the Hamlet still faces a threat and that the constables told him they would return to deal with it after apprehending the escaped Bandit Leader. Originally it was thought that the constables arrived to deal with the beast that occasionally menaces their livestock. Adi Amma now does not expect the constables to return for many weeks and asks if the PCs could put an immediate end to the menace they call the Terror of Half Moon Bay.<br />
<br />
Adi tells the PCs that whatever lives on the headland killed a number of cows over the course of the last year, ripping huge chunks out of the beasts. Recently the monster came very close to the town in order to do this. <br />
<br />
The Tavern Keeper says that in searching for the beast the PCs might need to cover the entire headland. Few dare venture there, and those that have almost never return. It is known that it takes two to three days to cross from one end of the headland to the other, and halfway across there is a wide marsh that slows progress. The headland is bounded by 40' cliffs on all sides (like the rest of the coastline), with Half Moon Bay beach at the bottom on the eastern side. The Hamlet is poor and cannot offer a suitable reward, except for free meals and lodgings. <br />
<br />
If the characters agree, Adi Amma shakes their hands. He says <em>"When you find the beast just slay it and come back. Please don't stay out on the headland. It's not a place for trying one's luck."</em><br />
<br />
<br />
<strong>Journey Across Half Moon Bay Headland</strong><br />
<br />
The characters travel across the bleak headland. It is a flat desolate place punctuated by windswept groves of trees, much like the countryside the PCs have already traversed.<br />
<br />
A short distance from the Hamlet the PCs see the signs of a ruined building amongst one of the groves of trees. The ruined cottage (10x20) has a missing roof. [For the DM:] High up among the leaves of the closest tree, directly over the ruins, hidden in shadow, is a Giant Spider that leaps upon anyone investigating the inside of the ruin.<br />
<br />
<span style="color: yellow;">Giant Spider</span> (mod)<br />
AC: 3 HD: 4+4 hp: 30 THACO: 15 Attacks: 1 Damage: 1d8 + Poison (0/8d4) Size: L (10') Mv: 9 Alignment: CE xp: 650<br />
<br />
From this point onwards the characters can choose to; walk in a straight line until they encounter the marsh (after one day of walking), then cross the marsh (another day of wading), and continue onward to reach the end of the headland (another day's walk); OR they can spend two days walking west or east around the marsh. <u>All movement on marshy ground is half normal</u>.<br />
<br />
PCs that head west find that the marsh extends to the cliffs and slowly drains over the side on a broad front. Characters will still have to cross the marsh encountering Killer Frogs (see details below). PCs that head east find the marsh stops two hundred of yards short of the cliffs. As they approach the characters cannot fail to see a black Stone Obelisk, tens of feet in height, situated midway along the dry ground (see details below).<br />
<br />
<strong>Heading Straight through the Swamp</strong> (1 day journey)<br />
<br />
If the PCs choose this route they see before them water-saturated ground with numerous pools of scummy water with many reeds, and no obvious pathway across it. The depth of the pools and marsh ranges from ankle deep to 4 feet in the bigger pools. Directly in front, perhaps a quarter mile ahead, the characters can make out the forms of two dead trees, the only sign of larger vegetation in the immediate area. If the characters aim for the trees after one half hour they eventually arrive to a nasty surprise:<br />
<br />
<span style="color: yellow;">Animated Dead Trees</span> (2)<br />
AC: 0 HD: 12 hp: 91 THACO: 9 Attacks: 2 Damage: 4d6 (Heavy Branches) Size: H (18') Mv: 3 Alignment: Nil xp: 8000<br />
*No movement rate penalty in the swamp.<br />
<br />
<span style="color: #38761d;">Tactics:</span> The animated trees wait until the PCs pass by and then swing to attack when the last party member has his or her back turned to them. If the PCs decide to attack the trees before this happens (target practice) the trees animate and attack. <br />
<br />
Continuing in a straight line across the swamp, at the end of the day, the PCs pass by a small lake that conceals a large Hydra - it dug this for ambush purposes. The Hydra hides in the watery depression and then leaps up to attack party members from the flank. Soon after this encounter the PCs make dry land as the sun sets.<br />
<br />
<span style="color: yellow;">Hydra, Seven Headed</span><br />
AC: 5 HD: 7HD hp: 56 (8 per head) THACO: 13 Attacks: 7 Damage: 1d8 (Bite) Size: G (25') Mv: 9 Alignment: N xp: 2000<br />
*No movement rate penalty in the swamp.<br />
<br />
<strong>Heading East Around the Swamp </strong>(1 day's journey to the Obelisk)<br />
<br />
After a day's travel skirting the marsh, at twilight, the characters see that the swampy ground dries up a few hundred yards short of the cliff edge where they observe a black Stone Obelisk in the near distance. As they approach, the PCs notice numerous bones and bits of clothing scattered about. A search reveals 14sp/3cp, five iron arrow heads, bits of rotted wood, a rusted short sword and a belt buckle. Nearing the Stone Obelisk PCs see that it is 2' wide and 10' tall. <br />
<br />
The PCs should arrive here at the end of the day where the DM can point out they will need to camp. Characters that approach to within 30 feet of the Obelisk at night carrying a light source, or in moonlight, find that their shadows become animated and attack. This occurs after 10 rounds in moonlight or after 3 rounds in torch light. The shadows remain active within 200 yards of this monument and disappear during daylight hours. They automatically reappear each night for a week unless slain.<br />
<br />
<span style="color: yellow;">Shadows</span> (1 per character)<br />
AC: 7 HD: 3+3 hp: 20 THACO: 17 Attacks: 1 Damage 1d4+1 (Chill Touch + Strength Drain) Size: Same as targeted PC Mv: 12 Alignment: CE xp: 450<br />
*Immune less than +1 weapons<br />
*Touch drains 1 point of Str that returns after 2d4 turns<br />
<br />
The Obelisk is extremely hard, is magically welded into the ground, has 200 hp, and only receives 1 point of damage if stuck by edged metal weapons and 1d2 from blunt metal weapons. Magical weapons add their plus bonuses to the damage. PCs can automatically hit the monument as many times as they can attack per round. However, for each blow the Obelisk rolls a saving throw and if successful (on a roll of 10 or better) will remain undamaged. Metal weapons that strike the Obelisk must save vs crushing blow (7 or above) or shatter for each time they hit. Magical weapons less than +2 need roll only above 4 to avoid shattering. Weapons of +2 or better enchantment will not shatter.<br />
<br />
Apart from conjuring Shadow monsters during the night, an evil priest or wizard can use the monument to create level-draining undead from living victims that are sacrificed against this pillar.<br />
<br />
<strong>Heading West Around the Swamp</strong> (1 day's journey to the cliff edge)<br />
<br />
The marsh extends the entire way across the west side of the headland such that it will have to be crossed in any event. Crossing the marsh closer to the cliff side lessens the crossing time to half a day. PCs that cross the marsh at any point on the west side are attacked by 1d4+1 groups of Killer Frogs that spring out from ambush positions in the watery pools. They come from every direction.<br />
<br />
<span style="color: yellow;">Killer Frogs</span> (1d8+4 per group)<br />
AC: 8 HD: 1+4 hp: 10 THACO: 18 Attacks: 3 Damage: 1d2/1d2/1d4+1 (Claws/Bite) Size: S (3') Mv: 6 Sw: 12 Alignment: Nil xp: 35<br />
<br />
<br />
<strong>The Terror of Half Moon Bay</strong><br />
<br />
After crossing the marsh, or going fully around it (travelling a day out and then back), the characters will find that the sun is setting. After making camp the PCs soon notice firelight from (a few miles) further ahead. They should be reminded that the headland is supposed to be uninhabited, except by the beast. Before they can investigate they are attacked by muscular and very mangy black-haired Wolfen creature. Characters will notice that the claws of this beast are long and monstrous, unlike a normal wolf.<br />
<br />
<span style="color: yellow;">Werewolf</span> (Mod) Rodeck<br />
AC: 5 HD 4+3 hp: 32 THACO: 15 Attacks: 1 Damage: 2d4 or 1d6+3 (Alternating Bite/Claw) Size: M (6') Mv: 15 Alignment: CE xp: 420<br />
*On a successful hit with a roll of 18 or greater the monster may make a <strong>second attack roll at +4 to hit.</strong><br />
*Immune to normal weapons, magical weapons do half damage (2.6 rules)<br />
*Silver weapons do double damage<br />
*Immune to Ghoul paralysis<br />
<br />
<span style="color: #38761d;">Tactics:</span> The Werewolf here is reckless and attacks the party with wild abandon, expecting it cannot be seriously injured and that the PCs have little chance of escape back through the marshlands. If injured the creature becomes enraged and continues to attack, until it has half its hit points (16) and then flees back to the lair. If the Werewolf is killed it reverts to human form - a twisted middle aged man with rough black hair.<br />
<br />
<strong>Lair of the Beast(s)</strong><br />
<br />
PCs that investigate the light find, after a few miles, the landscape rises slightly, where a low ridge line obstructs a cave entrance that is cut into a low hill. A lantern at the end of a rope hangs high at the midpoint of the cave, the rope running through an iron ring fastened into stone. <br />
<br />
The low ridge is deceptively steep, walking up the embankment causes PCs to use their hands to scale it. The stink of rotting flesh is in the air. Characters that walk the long way around, to avoid the steepest part of the ridge, find a gully running up against the hillside with the cave entrance further along. <br />
<br />
If the PCs attempt to directly scale the ridge they are attacked by a pack of Ghouls that leap from a raised position on the other side of the bank. PCs moving around the sides are confronted by the same pack. The only way these Ghouls will not be alert to the PCs presence is if the Werewolf was killed in the first encounter and if the PCs approach stealthily. If the characters take precautions they will find these Ghouls in the shadow of the cave entrance (except late into the night when they wander). If no precautions are taken the Ghouls will hear them approach.<br />
<br />
<span style="color: yellow;">Ghouls</span> (5)<br />
AC: 6 HD: 2 hp: 12 THACO: 19 Attacks: 3 Damage: 1d3/1d3/1d6 (Claws/Bite) Mv: 9 S 6' tall Alignment: CE xp: 175<br />
*Save vs Paralysis for each claw hit, lasts 2+1d6 rounds<br />
*Immune to <em>Sleep</em> and <em>Charm</em><br />
*Holy Water does 2d6 damage (ver 2.6 rules)<br />
<br />
Outside the cave entrance is a carpet of bone chips (mostly made up of unidentifiable Killer Frog bones). Bits of faded cloth can also be seen in the dirt. Just inside the cave is the remains of a large open fire pit, seen in the lantern light. The cave itself has a smooth earthen floor 30x30' with rough hewn walls cut into the rock. Old furniture consisting of 5 stools, 2 benches, and a cupboard pushed against the far wall (to the left), with a raised bedding area (consisting of many old blankets situated to the right), fills the cave. Pinned to the west wall by chains are two pale human figures, a man and a woman, dressed in rags, with hessian bags over their heads.<br />
<br />
Making their way out of the shadows, from the back of the cave, come a dishevelled man and woman. They are unarmed. The sandy haired man is dressed in ragged clothing, an old blue shirt and brown trousers, the woman, with short dark hair, wears a faded red dress made from heavy cloth. Both are barefoot. They timidly look around. The man speaks softly <em>"We're being held here by a wolf man and his undead minions. Are you here to rescue us?"</em><br />
<br />
<span style="color: yellow;">Werewolves</span> (2 to 3) Moksar & Grilla (plus Rodeck if he survived)<br />
AC: 5 HD 4+3 hp: 30/33 THACO: 15 Attacks: 1 Damage: 2d4 or 1d6+3 (Alternating Bite/Claw) Size: M (6') Mv: 15 Alignment: CE xp: 420<br />
*On a successful hit with a roll of 18 or greater the monster may make a <strong>second attack roll at +4 to hit.</strong><br />
*Immune to normal weapons, magical weapons do half damage (2.6 rules)<br />
*Silver weapons do double damage<br />
*Immune to Ghoul paralysis<br />
<br />
<span style="color: #38761d;">Tactics:</span> If Rodeck survived the first battle with the PCs he waits out of sight on the hillside and listens for the sounds of conversation before rushing to attack the PCs from behind. The DM should allow for a very short conversation between Moskar, Grilla and the PCs. If asked about the shackled figures on the west wall the woman simply says <em>"There are iron pins in the floor that you can pull to release the chains". </em>She says she does not know who they are and that they do not speak. <br />
<br />
The DM can explain that the shackled individuals are kept pinned to the wall by chains that run through iron rings and that this is anchored to the floor via iron pins. At this point Rodeck should attack the PCs. When this happens the other two jump back into the shadows of the cave saying <em>"oh no, save us!"</em> as they transform into Wolf form - taking one round to do so. The Werewolves will attack ferociously to the death.<br />
<br />
If Rodeck did not survive, the two Werewolves encourage the PCs to release the Wights that immediately attack the party. At this point the lycanthropes drop back saying <em>"oh no, save us!"</em>, and transform into their Wolf forms, attacking the PCs from behind. If the PCs are suspicious and remove the hessian bags from the Wights, the Werewolves will feign ignorance. PCs can then make a passive perception check (roll less that the average between wis/int) with a -2 penalty, to become actively suspicious of the two former 'prisoners' - if players have not already come to this determination.<br />
<br />
<span style="color: yellow;">Wights</span> (2) shackled to the cave wall.<br />
AC: 5 HD: 4+3 hp: 25 THACO: 15 Attacks: 1 Damage: 1d4 (Claw + Energy Drain) Size: M (5') Mv: 12 Alignment: LE xp: 1400 (only 50xp if killed while still chained to the wall)<br />
*Only hit by silver or magical weapons<br />
*Immune to <em>Sleep</em>, <em>Charm</em> or Cold based spells<br />
*Energy drained levels return at the rate of one per month (2.6 rules)<br />
*Holy Water does 2d6 damage (ver 2.6 rules)<br />
<br />
A search of the cave reveals the following items stashed in the cupboard. Numerous (6) Iron spikes -two with iron rings added to the ends, an iron headed mallet, 3 flasks of lamp oil, 10 empty flasks, wooden cups (4), small knives (4), an iron ladle, large hessian sacks (4), a wooden box packed with dried grass with a flint and steel placed on top, a wooden 6 sided dice, leather thongs (thin strips) 2 foot long (8), clay pots with pepper, salt, honey (4), a large iron cooking pot on the bottom shelf.<br />
<br />
Under the bedding is a stash of coins, 244cp/39gp/18pp and 8 gems; one azurite worth 10gp, three turquoise worth 10gp each, a citrine worth 50gp, two onyx worth 50gp each, an amethyst worth 100gp.<br />
<br />
<strong>Resolution</strong><br />
<br />
The return journey across the headland is uneventful - unless the party crosses the marshland on the western side, which results in further encounters with 1d4 groups of Killer Frogs. This time there are only six (1d6) monsters per group.<br />
<br />
On returning to the Hamlet the characters can inform Adi Amma and other folk of their deeds. Naturally celebrations, centred on the Tavern, commence. <br />
<br />
A week later Jon Steel and Emma Zest return with a group of 1st level Knights (2HD each). If the PC party did not destroy the Stone Obelisk, upon hearing the tales told by the towns folk, they head there with borrowed sledge hammers (2) in order to shatter the monument. If (when) the hammers break some of the group return to collect every other hammer (another 4), wooden poles and spare iron hammer heads (8) from the blacksmith, plus garden hoes (5) and other heavy farming implements - picks, iron bars (8). Once the Obelisk is destroyed the Constables' Party will continue to the Werewolves lair where they remove all the contents and then burn them. They will stay out of the marsh and return via the Eastern route to the Hamlet and then back to the King's castle.<br />
<br />
All characters that complete the adventure receive a bonus 800 experience points.<br />
<br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-68383701123082633982015-08-17T12:09:00.000-07:002019-06-28T01:00:17.577-07:00The Crypt Keeper's Secret<br />
Strange happenings at the Woodend graveyard lead the characters to investigate the residence of the local Crypt Keeper. A challenging adventure for a large party of 1st level characters or a smaller group of 2nd level. <br />
<br />
<strong>Prologue:</strong> <br />
<br />
Either as caravan guards or residents, the Player Characters find themselves in the walled town of Woodend, a settlement situated at the edge of a great forest. Walking along a laneway near one of the town gates the characters are met with cries for help: <em>"A boar, a boar ! Help ! It's eating my apples !"</em><br />
<br />
The PCs, being the closest to the commotion, round the next bend to find an already agitated <em>Wild Boar</em> next to an overturned bucket of apples. It is not more that 30 feet away. Townsfolk can be seen peering from their doorways or from open windows. The presence of this Boar, loose inside the town walls, is a clear danger to the people. If the characters approach to less than 20 feet the beast charges.<br />
<br />
<span style="color: yellow;">Wild Boar</span> (mod)<br />
AC: 7 HD: 3+3 hp: 15 THACO: 17 Attacks: 1 Damage: 2d4 (tusks) Mv: 15 Size: S (2' at shoulder) xp: 175<br />
*Does additional 1d2 when charging from more than 10 feet.<br />
*Continues to fight until -7 hp.<br />
<br />
If the PCs defeat the boar they are greeted by a cheer and are surrounded by a dozen onlookers. One man, a woodcutter named <span style="color: yellow;">Otis</span>, declares there will be a feast tonight, and that he'll prepare a fire and spit roast for all comers ! The feast will be held just inside town gate. Hundreds of people attend, many of whom have no idea as to the reason for the celebration. During the night numerous people come up and pat the characters on the back, including caravan guards and the few militia who are on the night watch shift. <br />
<br />
<strong>Investigators Wanted</strong><br />
<br />
The next morning the PCs are approached by a solid, sandy haired middle aged woman who introduces herself as Mrs Kraty, owner of the 'famous' Woodend Soup Kitchen. She assumes the characters are of heroic disposition, and asks them to do a bit of investigating on her behalf. She relates the tale that a few nights previously, whilst picking herbs near the graveyard, she found a glass vial containing a clear liquid. The liquid she says is an antidote for a 'common' poison that can be made from a certain thistle - <em>"it can easily be made if you have the right combination of ingredients."</em> <br />
<br />
Mrs Kraty passes off her knowledge as something 'any experienced cook' might know, whereas only a trained herbalist or alchemist would know of such matters. She says she was <em>"both surprised and unsurprised"</em> to find it in the graveyard. She wants the PCs to search the reclusive Crypt Keeper's cottage while he is, fortuitously, away visiting his sister. <br />
<br />
<span style="color: yellow;">Mrs Kraty</span> 0-level Human (<a href="https://thacodragon.blogspot.com/p/new-spells-and-spell-like-powers.html"><span style="color: yellow;">Alchemist</span></a>)<br />
AC: 10 HD: 1+6 hp: 12 (Bonus hp,Con16) THACO: 20 Attacks: 1 Damage: 1d3 (small knife) Mv: 9 Alignment: NG Size: M xp: NA<br />
*May cast 4 <a href="http://thacodragon.blogspot.com.au/p/new-spells-and-spell-like-powers.html"><span style="color: yellow;">cantrip</span></a> spells per day (<em>Flame Dart</em> in combat)<br />
*Glass Vial with Antidote, 3 doses. (Cures 0/10 poison encountered later in adventure).<br />
*See <a href="http://thacodragon.blogspot.com.au/p/rules-for-o-level-humans.html"><span style="color: yellow;">rules for 0-level humans</span></a> for an explanation of the hit points.<br />
<br />
Mrs Kraty tells the characters that over the last few months she has been concerned about strange activities going on at the graveyard. Various people have been seen moving around in the company of the Crypt Keeper during the night (she saw them with her own eyes) and no one is sure who these individuals are. She would like the characters to search the Crypt Keeper's cottage during the day, pretending to be curious good-intentioned travellers, and look for any unusual signs.<br />
<br />
If the PCs agree to snoop around Mrs Kraty gives them the Antidote vial. She explains that it can be drunk in three parts to counter a specific plant Poison, if they encounter it. [DM - The Poison only lasts 1 week once made. It does 0/10 damage with an onset time of 2 rounds. The Antidote, in the flask, remains preserved for many months.] <br />
<br />
Mrs Kraty will not travel with the PCs since she has a kitchen to run. She is too afraid to go into the Crypt Keeper's cottage - having bad feelings about the man. She suspects he is practitioner of evil arts. The Crypt Keeper's name is Oklar Olsen and he's away, apparently visiting his sister, who lives in the town from which he originally came 4 years ago [He has no sister, he is actually doing historical research]. <br />
<br />
<br />
<strong>Woodend Graveyard and the Crypt Keeper's Cottage</strong><br />
<br />
The graveyard is 20 minutes walk from the town. It is situated upon the grassy and slightly undulating hillside that runs near the edge of the wood. The characters can make out numerous gravestones and large markers on the higher ground as they advance along the road. The path twists and rises until the characters are among numerous headstones and areas of barren rocky earth. Directly ahead they see what looks to be a two room stone-built cottage 50 feet distant with a detached small-sized wooden shed.<br />
<br />
The cottage, featuring a chimney, has very small windows on each wall. Along one outside wall are three large water-catching clay cisterns, with wooden taps near the bottom. There is also a pile of firewood. The wooden front door is closed. PCs approaching the door see that it is held closed by a simple iron lock (+30% to OL checks).<br />
<br />
Inside, the main room (20x20') is a solidly built round table, four heavy wooden stools, a food preparation bench, a fireplace with iron pots hung on the stonework, and a cupboard filled with clay pots that have wooden lids containing; wheat grains, onions, dried fruit, some common spices, and salt. Other items inside the cupboard include a mortar and pestle, some wooden cups, plates, various utensils, 4 flasks of oil, a clay oil lamp, 6 spare lamp wicks, and 4 large candles. A coarse straw mat covers half the floor under the stools and table making them difficult to slide about.<br />
<br />
There is a curtain covered archway leading into the smaller (10x10') second room. Inside the smaller room is a sleeping cot, a small bedside table with an oil lamp, and clothing heaped upon the floor (trousers and shirts). <br />
<br />
Outside, in the 15x10' shed, the PCs will see there are two picks and two shovels, a wheelbarrow, two buckets, one large open and empty barrel, plus 3 simple wooden coffins.<br />
<br />
If the PCs search under the straw mat in the main room of the cottage they find a solid iron-bound trap door that is bolted from the inside. The PCs will need to destroy the door (40hp using heavy axes and maces, lighter swords only do 1/4 damage) to gain access, or somehow slide the bolt (via a <em>Knock</em> spell).<br />
<br />
<br />
<strong>The Crypt Keeper's Secret</strong> (Basement)<br />
<br />
Stone stairs descend downwards into a dark 20x20' room (PCs will require a light source to see adequately) that is dominated by a large table upon which are stacked a number of leather bound books and a candelabra. In front of the table is a high-backed chair over which hang four surcoats (3 small and one large bearing the symbol of a ram). Other items on the table are two empty glass vials with cork stoppers, an ink well and quill, a small knife, a clay oil lamp, and a stack of parchment paper. Lined up against the walls are 16 small barrels containing coloured sand (red, white, blue, yellow, orange, black, green), salt, charcoal, dried straw, dried thistles, dried fungi, black pebbles, white pebbles, the bones of various animals (frogs, chicken, goats, pig, rats, bats), and 50' of silk rope.<br />
<br />
If the PCs search during the day time there will be 3 Goblins sleeping here upon the floor. Smashing the trap door will awaken them and cause the group to hide under the large table, and partly inside a 3' round escape tunnel (hidden under the table) that runs 150' towards a patch of hillside scrub. If the PCs have alerted the occupants, and they advance more than halfway across the room, the Goblins fling the chair to one side and rush out wielding curved (and poisoned) swords.<br />
<br />
<br />
<span style="color: yellow;">Goblins</span> (3) Noklar, Vlak, Powgee<br />
AC: 7 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d8 (Scimitar) Size: S (4' tall) Mv: 6 Alignment: LE xp: 15<br />
*Infravision 60'<br />
*Daylight penalty -1 to hit<br />
Equipment: Poisoned Scimitars (only if alerted), Leather Armour, Poison Vial (onset time 2 rounds: Damage 0/10).<br />
Two carry antidote vials, 15cp/10sp/3gp total. <br />
<br />
If two of the Goblins are slain the last one will attempt to flee via the escape tunnel. All of these Goblins are familiar with the ritual needed to enter the tomb described later in the adventure. None of them will willingly offer up this information, unless they have been <em>Charmed</em> and convinced it is a good idea. They are fearful of the Crypt Keeper's wrath.<br />
<br />
If the PCs examine the books they find: 1 book on the anatomy of small animals, 1 encoded book (on plant based poisons and antidotes), 2 books on the theories of magic, 1 book on the netherworld, 1 book on laboratory equipment, 1 book of formal notes on reading ancient script, 1 poetry book written in ancient script, and 2 note books - one containing research on an ancient Order of Demon Worshipping Knights, known as The Rammez, and another on the graveyard, that includes tombstone sketches. This second note book details the author's search for a hidden tomb bearing the sign of a ram. The first note book contains a lot of text transcribed from other books not present here.<br />
<br />
The notes describing The Rammez reveal the Knights, whose symbol is that of a Ram, once ruled a wide area from Three Keeps, and that they went into hiding after suffering a catastrophic defeat delivered by a neighbouring kingdom. The survivors eventually sacrificed themselves to their Deity, rather than being killed off by their pursuers, on the promise they would be risen from the dead and return to conquer the land. <br />
<br />
The notes reveal the Knights are buried in a tomb hidden in this very graveyard. Transcribed warnings state that anyone entering this tomb, who does not honour power of The Rammez, faces certain death. Only those that are followers of The Rammez can safely enter. The author writes that the use of symbols and phrases, known only to the Knights, will be needed. The next page of the book is missing, having been torn out (it had information on the procedure for formally addressing a Knight and had sketches of Ram's heads). <br />
<br />
The final page reads: <em>"My research hast succeeded. The power to raise up the dead is right here yet remains hidden! The Clerist is not as hoped. I must think more on how to win his favour. Decisions. </em><em>I will travel back to the monastery to see what more can be found out about these resurrections."</em><br />
<br />
<br />
<strong>The Crypt</strong><br />
<br />
Players searching the Graveyard will require tracking skills, knowledgeable Goblin hostages, or hours of time to find evidence of a disturbed tomb. Every hour each PC (preferably searching in separate locations) should roll 1d6, with a roll of 1 indicating success. If no characters roll a 1 then another hour is spent searching, and another roll is made. Rangers or those with the tracking proficiency will, on a successful check, be able to determine tracks in the rocky ground among the headstones that lead to a tomb door set in the hill side. <br />
<br />
The tomb is one of many except that the interior is of very large proportions. The successful character notices the tomb door is caked with newly applied semi-dried mud. Six large broken slabs of stone litter the ground to the side. Characters putting these slabs back together find that it is rectangular, in the shape of a door. It features a faded sun symbol. If PCs remove the dried mud from the presently standing door (set in the hillside) they find it is carved with the symbol of a Ram.<br />
<br />
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<span style="font-size: x-small;"> [Scale 1 square = 5 feet]</span><br />
<br />
<span style="color: #cc0000;">Room 1</span> Outside<br />
<br />
There is nothing here except broken door slabs, featuring a faded Sun symbol, scattered on the ground. The current door covering the entrance is/was covered by mud, which if removed reveals the symbol of a Ram's head. Sliding open the door requires a strength of 17 or the assistance of another individual. The Goblins found in the basement normally assisted in opening the door. Upon opening, characters are hit by the smell of rotting flesh. <br />
<br />
<span style="color: #cc0000;">Room 2</span> Entryway and Stairs<br />
<br />
The Crypt is unlit. Stone stairs lead downward into the darkness. The walls of the tomb are cut out of hard yellow-coloured earth with the ceilings just over 7 feet high. The stink of death is all about.<br />
<u>DM note:</u> In the walls of each room are smalls niches that hold clay lamps that have long since run dry. This room has two lamps on either side of the stair. The DM should add appropriate numbers to each room or corridor of the complex as desired.<br />
<br />
<span style="color: #cc0000;">Room 3</span> Main Burial Chamber<br />
<br />
There are six (6) large stone sarcophagi, with a carved Ram's head symbol on each lid [although only one can be presently seen]. Lying atop each of these sarcophagi, except for the closest to the entrance, are five (5) corpses in varying states of decay. One of the bodies is of a middle aged labourer from town, while the others are waylaid travellers (a merchant and 3 guards). They have been brought into the tomb by the Crypt Keeper and animated as Zombies, by the Knight Clerist, using the power of the Statue (in <span style="color: red;">Room 9</span>).<br />
<br />
If the PCs enter this room and perform a short ritual, the Zombies will not attack. Those entering must display the Symbol of the Ram, while declaring their submission to The Rammez - spoken in the ancient tongue. They must also pay tribute via a monetary offering (of any amount), by throwing coin to the floor. A careful examination of the floor shows there are a number (19 in total) of copper coins lying about.<br />
<br />
If the characters do not perform the ritual, the Zombies rise up as soon as the PCs come within 5 feet of any of the stone coffins. Inside the coffins are six Skeletal Knights dressed in Chainmail armour. They do not animate, even if there is battle with the Zombies, but they will attack if a PC opens the caskets (regardless of whether the correct ritual has been performed). <br />
<br />
PCs touching the pivoting stone door to <span style="color: red;">Room 4</span> without having first performed the submission ritual activates the Skeletons, which is likely to happen after the Zombies are dispatched. It takes 1 round for these skeletons to push away the stone lids to their coffins before they leap out and attack.<br />
<br />
<span style="color: yellow;">Zombies</span> (5)<br />
AC: 8 HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d8 (Fist) Alignment: N(E) Size: M xp: 65<br />
*Immune to <em>sleep, charm, hold</em>, death magic, poisons, and cold-based spells.<br />
*Holy water inflicts 4d4 per vial (ver 2.6 rules). <br />
*Automatically loses initiative, due to stiffness.<br />
<br />
<span style="color: yellow;">Skeletal Knights</span> (6)<br />
Mv: 12 AC: 4 (Chainmail and Sheild) HD: 1 hp 8 THACO: 19 Attacks: 1 Damage: 1d6 (Rusted Longswords) Size: M xp: 65<br />
*Immune to <em>charm, sleep, hold</em> and cold. Edged and piercing weapons do half damage. Holy Water causes 2d6. <br />
*Equipment: Longswords (2 each), Chainmail, Kite Shield. <br />
<br />
<span style="color: #cc0000;">Room 4</span> Inner Burial Chamber<br />
<br />
The door to this room is a crude stone slab that pivots inwards. If the characters have avoided combat thus far, by performing the correct ritual, then they find this room relatively undisturbed. However, the floor has been disturbed enough so that it is impossible to determine the location of the <u>secret doors</u> present in the West and North walls. As before, if the lids to the sarcophagi are opened the Skeletons animate. Furthermore, this action activates the other undead in <span style="color: red;">Room 3</span> that enter battle (two per round) via the doorway if they had previously lain undisturbed. If combat has already taken place with the other Knights, these Knights have animated, pushed aside their coffin lids, and now lie in wait for the characters to enter the room before leaping to attack (not necessarily when all characters have entered). <br />
<br />
<span style="color: yellow;">Skeletal Knights</span> (4)<br />
Mv: 12 AC: 4 (Chainmail and Sheild) HD: 1 hp 8 THACO: 19 Attacks: 1 Damage: 1d6 (Rusted Longswords) Size: M xp: 65<br />
*Immune to charm, sleep, hold and cold. Edged and piercing weapons do half damage. Holy Water causes 2d6. <br />
*Equipment: Longswords (2), Chainmail, Kite Shield.<br />
<br />
<span style="color: red;">Room 5</span> Tomb of the Knight Clerist<br />
<br />
The stone door to this room pivots as the earlier one did. Inside the room is a large stone coffin, its lid shifted to one side. Upon the floor is a rusted but functional mace (1d6+1). There are no other signs of life here, although the room seems to have been recently disturbed - as there is no accumulation of dust. On the inside of the sarcophagus lid is a carved map of the entire tomb system revealing the location of the secret doors. If characters search the room they must specifically state how they are examining the stone coffin to find this map. Those looking inside the sarcophagus, will immediately notice a hole hacked through the base.<br />
<br />
The occupant of this room - a <span style="color: yellow;">Ghoul</span>, formerly the Knight Clerist responsible for the creation of the complex - is absent, having taken to <span style="color: red;">Room 7</span>. The Ghoul will only make his way here if the PCs cause a commotion, specifically a noise that can be construed as a destructive sound (perhaps dropping the sarcophagus lid to the floor). Normal sounds cause no reaction.<br />
<br />
If the PCs remain here and the Clerist is alerted, he makes his way down the tunnel and stops just short of the hole. He calls out in a rasping voice from the darkness, speaking in a ancient dialect, for those above to sound their allegiance to The Rammez. If the characters do not respond correctly the Ghoul flies into a rage and launches itself out of the hole in a frenzied attack. Unless standing alert and ready for such an attack, the PCs must roll for surprise with a -2 penalty.<br />
<br />
If the Clerist is satisfied then he emerges slowly to stand before the party in Chainmail and tattered white robes, appearing in a very dehydrated state. In ancient he asks <em>"Is it time?"</em> If the characters speak a language other than ancient the monster angrily demands (in the ancient dialect) that they all repeat their allegiance to The Rammez. Failure to do so leads to combat. If a character does speak ancient, and says 'no' then the Clerist asks <em>"then what do you seek that you should disturb my rest?"</em> Previously the Crypt Keeper had asked the Clerist to raise the dead, whereupon the Clerist said to bring him a body and come back on the morrow. If the characters request nothing then the Ghoul returns to his lair in <span style="color: red;">Room 7</span>, stating that, <em>"when it is time I shall return." </em>The same process repeats itself each time a character or NPC encounters the Clerist in this way.<br />
<br />
If the PCs respond to the Ghoul's initial question and say it is time, the Clerist responds saying that <em>"the enemy is finally at bay, we shall plan our conquest."</em> If the Player Characters continue with this course of action the creature will want to raise an army of undead. The monster here is a twisted shadow of its former self and is no longer mentally competent. It will not recognise the PCs for who they are - good aligned adventurers. If asked too many questions, the Ghoul will often respond by saying that it cannot remember. It vaguely remembers that it is known as the The Knight Clerist of Cazzaro Keep.<br />
<br />
If the PCs leave the tomb complex or are killed before they can defeat the Clerist, then this Ghoul will (1) take the remains of any fallen Knights to <span style="color: red;">Room 9</span> where they will reform and (2) throw the bodies of the PCs into <span style="color: red;">Room 14</span> if they have been slain. <br />
<br />
<span style="color: red;">Room 6</span> Trapped Tunnel<br />
<br />
The tunnel here is rough hewn, with a diameter of 6 feet. Halfway down is a deadfall trap that drops heavy stones (2d4 damage) onto the victim. The trigger is a small pressure plate that has a 50% chance of being triggered (stepped on) by anyone travelling past. <br />
<br />
If the trap is set off, the Ghoul in <span style="color: red;">Room 7</span> leaps into the hole and immediately attacks. The monster will stop if a party member speaks ancient and swears their allegiance to The Rammez.<br />
<br />
<span style="color: red;">Room 7</span> Ghoul Lair<br />
<br />
The entrance to this room is in the floor. PCs must pull, or boost, themselves up so that they can climb into the room. Inside are four (4) stone panels with carved reliefs showing Knights on campaign who are burning villages, laying siege to castles, and worshipping in front of a large humanoid figure with the head of a Ram. <br />
<br />
If the PCs have approached here relatively stealthily, and regardless of whether they have engaged in combat or have not spoken the ritual words, they see a Chainmail clad figure with tattered white robes, sitting on the floor with his back to the entryway. The Ghoul only attacks if attacked, otherwise it simply turns to the PCs and points to the hole. It will only react if the ancient tongue is spoken, asking <em>"is it time?"</em> and then follows the description outlined in <span style="color: red;">Room 5</span>. This is the monster's 'meditation' sanctuary where it behaves with much less aggression.<br />
<br />
If the party avoided the deadfall trap but made no serious effort to diminish their noise levels in the tunnel (ie they are noisy), the Ghoul hides in the space behind the south-western panel and observes the characters. It remains still and does not attack unless discovered, even if the characters speak in their normal tongues. The Ghoul can only be seen if a PC looks behind the panel which is large and almost reaches to the ceiling. If found the Ghoul becomes angry and attacks.<br />
<br />
If undiscovered the Ghoul waits for the party to depart, following them from a distance (and can only be detected via a successful Hear Noise check). The monster will attempt to rally any remaining Knights, the Skeleton Guards from <span style="color: red;">Room 10</span> or the Minotaur Skeleton from <span style="color: red;">Room 14</span> - choosing areas not searched by the PCs and leaving open the secret doors.<br />
<br />
<span style="color: yellow;">Ghoul</span> (modified, semi-mummified) <br />
AC: 5 (Chainmail) HD: 2 hp: 14 THACO: 19 Attacks: 3 Damage: 1d3/1d3 (Claws+Paralysis) + 1d4 (Bite) Mv: 9 S 6' tall Alignment: CE xp: 175<br />
Equipment: Chainmail, Ram's Head Holy Symbol tucked under clothing.<br />
*Paralysis lasts 2 +1d6 rounds<br />
*Those struck have a +4 bonus to Saves due to the mummified nature of the Ghoul<br />
*Holy water does 2d6<br />
<br />
<br />
<span style="color: red;">Room 8</span> Trapped Corridor<br />
<br />
There is a deadfall trap (2d4) here that has a 50% chance of being triggered by people walking down the corridor. At the end of the corridor is an ancient wooden door. It has no lock, and opens on squeaky brass hinges.<br />
<br />
<span style="color: red;">Room 9</span> Animation Room with Ram-headed Statue <br />
<br />
If the PCs have avoided setting off the skeletal and zombie guardians by performing the necessary actions, and make it into this statue room, they are confronted with a strong presence of evil. All good aligned characters are temporarily drained of 1d4 points of strength - that return at the rate of one point per hour. <br />
<br />
Entering the room the PCs immediately see a featureless black stone table. To the south is a grey statue of a Ram-Headed humanoid clutching a longsword (also made of stone).<br />
<br />
The black table does not raise the dead, but animates them as undead. The Knight Clerist is the only one able to activate the process. The recent appearance of the Crypt Keeper has led to a fresh corpses and resulted in their animation by the Clerist. The Clerist has agreed each time <em>"If it supports our cause then I shall. They will be slaves to the Rammez"</em>. The pre-animated bodies were left by the Crypt Keeper in the Main Burial chamber (Room 3) and dragged here by the Clerist. The Crypt Keeper never witnessed what happened. The resulting animated bodies then were then taken back to reside in the Main Tomb area. As slaves, and not <em>Skeletal Knights</em>, they will obey the orders of those bearing the symbol of the Ram.<br />
<br />
Smashing the Ram-headed stone statue destroys both the animation powers of the room and the strength-sapping field. PCs engaged in this activity are granted 100xp each.<br />
<br />
There is a secret door to the North.<br />
<br />
<span style="color: red;">Room 10</span> Guard Room<br />
<br />
This room is empty save for a number of animated skeletons wearing tattered white robes. They are former followers of the Knight Clerist and have been put on guard duty. There is an ancient wooden door to the north.<br />
<br />
<span style="color: yellow;">Skeleton Guards</span> (2)<br />
Mv: 12 AC: 7 (tattered robes, no armour) HD: 1 hp 8 THACO: 19 Attacks: 1 Damage: 1d6 (Rusted Mace) Size: M xp: 65<br />
*Immune to charm, sleep, hold and cold. Edged and piercing weapons do half damage. Holy Water causes 2d6. <br />
<br />
<span style="color: red;">Room 11</span> Storage Room<br />
<br />
This room contains Lamp Oil in large clay pots and two smaller pouring jugs, that would be used to light the complex. A much smaller clay jar in the corner contains a number of spare lamp wicks. <br />
<br />
<span style="color: red;">Room 12</span> Trapped Corridor<br />
<br />
In the floor of the corridor, at the halfway point, is a stone trigger plate that has a 50% chance of being stepped upon. Like the other traps this triggers a rockfall delivering 2d4 points of damage to the victim. There is a secret door to a treasure room at the west end of the corridor. At the east end is an ancient wooden door that rests on squeaky brass hinges. It has no lock.<br />
<br />
<span style="color: red;">Room 13</span> Treasure Room<br />
<br />
The room here contains the last of the token offerings made by those who pledged allegiance to the Rammez. The majority of the treasures possessed by the Knights were lost when they were driven from their strongholds. There are the remains of seven wicker baskets littering the floor, mostly fallen apart, that contain 2234cp, 155sp, and 12gp.<br />
<br />
<span style="color: red;">Room 14</span> Slave Master's Room<br />
<br />
PCs entering the room see a carpet of human and humanoid bones, with numerous skulls littered about. One large skull appears to be that of a bull. This room contains the bones of the slaves used to build this complex. The Slave Master, an ally of the Rammez, was a Minotaur, and his bones instantly animate as a Monstrous Skeleton that pursues the characters throughout the lair.<br />
<br />
<span style="color: yellow;">Minotaur Skeleton</span><br />
AC: 6 HD: 6 hp: 36 THACO: 15 Attacks:1 Damage: 1d8 (Oversized Mace) Mv: 12 Size: L (7') xp: 550<br />
<br />
<br />
<strong>Resolution</strong><br />
<br />
If the party successfully defeats the Rammez they should be awarded a bonus of 100xp each. <br />
<br />
If the PCs report what they encountered to Mrs Kraty she acts surprised and then mentions that the Crypt Keeper, Mr Olsen, will return soon and that he must be stopped from committing further evil acts. They should report what happened to Woodend's militia captain - <span style="color: yellow;">Eric Xaver</span> (6th level Fighter, broadsword specialist, platemail, round Shield+2, club). Wagon trains come into town once a week. The characters will have to camp out on the road for the Crypt Keeper's return.<br />
<br />
<br />
<strong>Epilogue</strong><br />
<br />
The PCs wait 3 days for the next wagon train to arrive. There are 2 wagons, a number of guards and merchants, plus the Crypt Keeper Olsen. The militia leader, if told, will be waiting with the PCs (and 2 militia members: 0-level, leather, shortswords, clubs -used as missile weapons if necessary.).<br />
<br />
<span style="color: yellow;">Oklar Olsen</span> 0-level Human (Senior <a href="https://thacodragon.blogspot.com/p/new-spells-and-spell-like-powers.html"><span style="color: yellow;">Alchemist</span></a>)<br />
Str 14 Int 15 Wis 16 Dex 14 Con 17 Cha 10<br />
AC: 7 (Iron skin, Dex14) HD: 2+6 (Con17) hp: 22 THACO: 19 Attacks: 3 (Darts) or 1 (Dagger)Damage: 1d3+1 poison (0/10) or 1d4+1 + poison 0/10 (Str14) Size: M 6' Alignment: NE xp: 275<br />
<br />
Equipment: Dagger, Barbed Darts (5), Spell Book (see below), Small stone-carved Holy Symbol of a Ram's Head, Leather Satchel, Poison vials (2), Poison Antidote vial, two leather bags - a small one containing twenty thorns taken from various plant types, the larger bag containing various herbs and thistle for making poison, a small mortar and pestle, scroll case with notes on the Rammez, ink well, quill, waterskin.<br />
<br />
<u>Spells:</u> 1st level spells (3): <em>Thorny Dart </em>x2 (acts as a magic missile but does 1d3 damage and 1d2 when removed, spell components are thorns that enlarge and fly out at targets), <em>Cure Light Wounds</em>. Cantrips (8): Deathly Bolt - a negative energy version of <em>Flame Dart</em> (thaco roll, 1d2 damage) that can hit creatures only hit by magical weapons. Unmemorised spells: <em>Light, Mending, Protection from Good</em>.<br />
<u>Unholy Powers:</u> Vitality (+1 HD, Constitution bonus), Iron skin, as per Martial Art proficiency (+2AC).<br />
<br />
<span style="color: #38761d;">Tactics:</span> Oklar is suspicious as soon as he sees PCs (and militia) waiting. He will recognise the threat from a distance of about 200 yards, if the waiting party is large (6+ individuals). For groups less than this size the recognition distance drops 30 yards for each person (5 people = 170 yards). <br />
<br />
Oklar always poisons his weapons before travelling so is ready for combat. He will keep his distance and walks away from both the PCs and the caravan with its guards - so that he can use ranged spells and weapons if necessary. He heads across the grassy fields to the side of the road towards the Graveyard. If the characters race after Oklar he turns to attack them at range using his Thorny Dart spell, before throwing poisoned Darts at any attempting to close for melee combat. He will not surrender, understanding there will be little mercy for one of his kind. <br />
<br />
The scroll written notes on the Rammez state that separate research into their Demon-deity found that such a beast cannot grant the power of resurrection but only Undeath, and that the Knights had never understood this limitation. <br />
<br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-26040071010873659062015-02-03T08:32:00.000-08:002019-06-04T09:25:04.315-07:00Menace of the Slime Cultists<div class="separator" style="clear: both; text-align: center;">
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<br />
The characters find themselves at the seaside town of Shoalhaven where the daughter of a councilman has run off to join a local cult. The PCs must seek out the cult's hideout located in a sandstone cliff-face situated part way along a beach front. This adventure is intended for 5th level Player Characters.<br />
<br />
<br />
<strong>Prologue:</strong><br />
<br />
The player characters find themselves just arrived at the sleepy seaside town of Shoalhaven, situated well inside human controlled lands. There is not even a defensive ditch surrounding the settlement. Orchards, some grain fields, and fishing provide the main source of activity for the townsfolk. The characters can stay in a large rectangular two storey inn, The Beacon, that overlooks the wide beach. This establishment features upstairs private rooms for merchants and a large common room on the ground floor, and some out-buildings, for caravan guards. The coastline to either side of the town is made of crumbling sandstone cliffs that are not more than 30 feet high. Otherwise the topography of the land is fairly flat, with modest hills and groves of wind swept trees.<br />
<br />
The present operators of The Beacon Inn are a semi-retired Barbarian Fighter named <span style="color: yellow;">Ored Jak</span>, a tall sandy haired man, and the widow of the former owner, a dark haired woman named <span style="color: yellow;">Valda</span> (0-level human). The former owner was killed a few years previously in an attack from Crabmen that raided the town.<br />
<br />
<span style="color: yellow;">Ored Jak</span> (Innkeeper) 3rd level Barbarian Fighter<br />
AC: 7 (Shield Specialist, Dex14) HD: 3 hp: 27 (Con 17) THACO: 16 (Str17, Axe Specialisation) Attacks: 3/2 Damage: 1d8+3 Size: M (6'4") Alignment: LN xp: NA<br />
Equipment: Battle Axe (under the bar-room counter), Round Shield (on the wall). <br />
<br />
The private rooms are 3sp per night with the common room rate being 4cp per night. Ored casually mentions that the town has an alarm bell that hangs under a wooden framed structure situated at the edge of the beach. The bell is rung to summon the town guards and other able bodied individuals to drive off intruders approaching from the sea.<br />
<br />
Some time later in the night, just as the PCs reach their rooms, they hear the sound of a bell ringing outside. Running out the door and onto the beach the characters will see a dozen hulking figures emerging from the waves and find Ored at the ready. He tells the PCs that <em>"There are too many of the beasts this time, more than I've ever seen before. My plan was to delay the creatures until the council Guards arrive, but I do not think that will be a wise move unless you have other ideas."</em> In previous attacks only 2 to 3 crabmen have ever appeared and have retreated when any one of them fell to less than half their original hit points.<br />
<br />
<span style="color: yellow;">Crabmen</span> (12)<br />
AC: 4 HD: 3 hp: 24 THACO: 17 Attacks: 2 Damage: 1d8/1d6 (Claws) Mv: 9 Sw: 6 Alignment: N Size: L (7-10' tall) xp: 95<br />
<br />
<span style="color: #38761d;">Tactics:</span> By the time the PCs join Ored, the Crabmen are but one round away. The monsters will fight, dragging fallen PCs into the sea, until they have lost 4 of their number before withdrawing. They believe the townfolk are responsible for the loss of 3 of their kin and have come to vent their anger. The lost Crabmen, from a previous raiding party, were actually attacked and killed by a pack of Giant Sharks before they made the shore one week ago.<br />
<br />
After 4 rounds of battle the Town Council Guards arrive by which time the PCs should have driven off the attackers. If necessary the guards fire off their heavy crossbows before throwing them to the ground and engaging in melee. <br />
<br />
<span style="color: yellow;">Guard Captain Marius Rastus</span> 4th level Fighter <br />
AC: 6 (Gold Tinted Scalemail) HD: 4 hp: 30 THACO: 16 Attacks: 3/2 Damage: 1d8/1d12+3(Longsword, Str15, Specialisation) or 1d8/1d6 (Heavy Crossbow Bolt) Mv: 12 Size: M Alignment: LN xp: NA <br />
<br />
<span style="color: yellow;">Town Council Guards</span> (8) Elite 1st level Fighters<br />
AC: 6 (Gold Tinted Scalemail) HD: 1 hp: 9 THACO: 19 Attacks: 3/2 (Specialisation) Damage: 1d8/1d12+2 (Longsword) or 1d8/1d6 (Heavy Crossbow Bolt) Mv: 12 Size: M Alignment: LN xp: NA.<br />
Equipment: Gold Tinted Scalemail & Helm, Longsword, Heavy Crossbow, Heavy Crossbow Bolts (3).<br />
<br />
If the PCs defeat the Crabmen, the townsfolk come out onto the beach and celebrate the victory. The PCs are mobbed and free drinks and offerings of food come their way. <br />
<br />
<br />
<strong>Heroes Wanted</strong><br />
<br />
The next day members of the party are approached by a short middle aged man who is garbed in extravagant red, yellow and purple coloured robes. The man introduces himself as <span style="color: yellow;">Councilman Batava</span>. He owns the largest plantation of fruit trees (oranges) in the orchard growing area and he is desperate for help. He tells the PCs that his only daughter, Sylvia, has run off with a group of cultists that are based further along the shoreline. The warrior folk of Shoalhaven have said that his daughter's decision to run off was her choice. The other council members believe this is a personal matter and won't act. They have said that being 20 years of age Sylvia is responsible for her own decisions. Captain Rastus has refused to go on any rescue mission after having suffered 'insults' from her some months ago. Batava is worried that the cultists have bewitched his daughter and would like the characters to go and bring her back. He will pay all he has (854gp in coins and gems) for her return. <br />
<br />
If the PCs ask for details about the cult Batava only says that they keep to themselves, never venturing into town. They are very threatening towards anyone that goes near their camp so few head in that direction. People who have run into members of the cult say their eyes have turned black. Batava insists they are evil and are up to no good, although he has no clear evidence of their intent. If the PCs accept his request, Batava says that it should not take more than two hours journey along the shoreline until encountering the cultists lair.<br />
<br />
<span style="color: yellow;">Councilman Batava</span> 0-level human<br />
AC: 10 HD: 1 hp: 7 THACO: 20 Attacks: 1 Damage: 1d4 Mv: 12 Size: M (5'3" tall) Alignment: NG xp: NA.<br />
Equipment: Red, Yellow and Purple Coloured Robes, Dagger.<br />
<br />
Immediately after Batava departs, whether or not a deal has been struck, the party's Priest or Wizard is approached by an exceedingly polite young man, Paz, and woman, Lucia, who are orchard workers, asking him or her to examine an item they discovered - a holy relic they think is from the 'Crab People'. These two individuals act very meekly calling the relevant character 'sir', or 'lady.' They describe the relic as a golden clam featuring strange markings upon its surface. They say the artefact is in the back room of their townhouse and that the PC is the first person they've told of their find.<br />
<br />
<span style="color: yellow;">Paz and Lucia</span> (Slime Cultist Spies) 0-level humans <br />
AC: 10 HD: 1 hp: 7 and 6 THACO: 20 or 18 (Attack from rear +2) Damage: 1d3 (Knives) Size: M Alignment: LE xp: 10<br />
<br />
Paz and Lucia are actually Slime Cult spies who will attempt to assassinate any individuals that may pose a threat to the Cult. They do not work on Batava's orchard, but on another plot, and have been told to spare his life at the request of his daughter who is a cultist. <br />
<br />
If the PC, or a number of them, go to investigate they are led a short distance into a narrow wooden town house that is part of a row of dwellings near the shoreline. Paz and Lucia <em>lead</em> the characters into the front room (20'x15'wide), featuring two beds, and through an open doorway into the backroom (which features a back door). This unlit room is 15 by 15 feet and is empty. The PC(s) are told that the clam is hidden under the stone paving in the centre of the floor. As soon as the characters enter the room they smell mustard whereupon the floor on either side, against the walls, erupts and they are attacked by two yellow sand coloured slimes that immediately release a toxic vapor. Paz and Lucia step out the back door as the two slimes attack. These monsters are very fast and will race around the PCs in order to block the exits to the building. <br />
<br />
<span style="color: yellow;">Mustard Jelly</span> (2) the whole has divided into two parts<br />
AC: 4 HD: 3+7 (7+14 normally as a whole) hp: 35ea THACO: 13 Attacks: 1 Damage 5d4 (acidic pseudopod) Size: M (5' Diameter) Mv: 18 Alignment: N (Int 8-10) xp: 2000<br />
*Immune to non-Magical Weapons and Electricity.<br />
*Half Damage from Cold Attacks.<br />
*10% Magic Resistance<br />
*Secretes vapour in 10' radius (SA vs Poison) causing lethargy, acting to slow PCs to half movement and attacks. Each round the PC is within the continually emitted cloud they must makes saves until poisoned, which lasts until they remove themselves (modified).<br />
*Translucent until it moves.<br />
*Magic Missile heals for same amount of damage that would be inflicted.<br />
*Cannot Climb Walls.<br />
<br />
A search of the town house, inside the bed mattresses reveals 4 knives (1d3 dam), a shortsword, 47cp, 140sp, 10gp, and 3 gems [100gp Azurite, 100gp Zircon, 100gp Turquoise]. This attack should prompt the PCs into action if they chose not to investigate the cultists, and will certainly make them realise they face a serious danger.<br />
<br />
Paz and Lucia disappear after this attack (unless the PCs stop them before their trap is sprung) only to reappear in the final encounter.<br />
<br />
<br />
<strong>Journey to the Lair of the Cultists</strong><br />
<br />
The two hour journey along the shoreline sees the characters walking along a beach partly shadowed by low crumbling cliff faces. Occasionally the beach itself is broken by rocky ground as the shoreline snakes its way along the coast. After about one and a half hours, two figures emerge from the shadows to stand in the way of the PCs. They are not more than 100 feet away, are wearing faded purple coloured robes, and look to be holding clubs. If the PCs approach they can see these individuals have blacked out eyes and appear angry. One of them speaks <em>"You have no business coming this way. We prefer not to fight, but if you continue you'll leave us no choice."</em><br />
<br />
<span style="color: yellow;">Slime Cult Minions</span> (2)<br />
AC: 6 HD: 1+6 hp: 14 THACO: 19 Attacks: 1 Damage: 1d6 (Club) Mv: 12 Alignment: LE Size: M xp: 125<br />
Equipment: Purple Robes, Clubs.<br />
*Immune to mind control spells.<br />
*Only take half damage from edged weapons, quarter damage from blunt weapons.<br />
<br />
If combat breaks out the DM should describe the fact that when PCs' weapons strike these unarmoured opponents, they do not cleave as expected. The Cultists' bodies prove particularly resistant - as if they were wearing armour. Blunt weapons seem to bounce off these opponents. After the Cultists are slain, PCs examining the remains find they have the consistency of hardened blubber and that their bones are somewhat rubberised.<br />
<br />
<br />
<strong>Lair of the Slime Cultists</strong><br />
<br />
Soon after this encounter the PCs arrive, after another half hour of walking, at a location where they find a circular tunnel entrance carved into the sandstone cliff-face. The entrance is 7 feet around, is darkened and, although there are clear signs of footprints, no guards can be seen. <br />
<br />
[For the DM] A Grey Ooze hides 10 feet inside the entryway, appearing as a grey shadow or grey coloured wet sand on the floor. It acts as a guardian for the Slime Cultist Lair. It will strike out with <u>surprise,</u> like a snake, upon any PCs entering carelessly.<br />
<br />
<span style="color: yellow;">Grey Ooze Guardian</span> (1)
Modified<br />
AC: 8 HD: 3+3 hp: 30 THACO: 17 Attacks: 1 (range 5') Damage: 2d8 (Pseudopod) + corrodes metal (Chain in 1 round, Plate in 2 rounds, plus 1 round extra for each magical bonus) Mv: 1 Alignment: N Size: L 10' diameter, 8" high xp: 270<br />
*Characters hit by the Ooze suffer 2d8 impact damage and then must roll vs Dexterity -2 or are caught by the pseudopod appendage that then dissolves metal and causes 1d8 damage to flesh per round thereafter. Strength check -2 to break free. The ooze may target another PC while squeezing its victim but cannot envelop another.<br />
*Immune to Spells, Cold and Fire.<br />
*Weapons and Lighting based attacks cause Full Damage.<br />
<br />
The sand-cut tunnel is not straight and curves as it continues another 80 feet into the cliff side. The orange glow of torch light can be seen ahead. If the PCs continue for another 20 feet they run into a small 15 foot diameter guard room occupied by three Cultists. These guards stand ready as they were alerted by the sounds of battle that echoed from the entryway. Inside the room is a barrel filled with torches, a number of oil flasks, and a small table against the wall with flint, steel, ink and a quill, plus three blank scrolls.<br />
<br />
If the PCs attempt to parlay with these Cultists the leader simply states that they will be attacked if they do not leave.<br />
<br />
<span style="color: yellow;">Slime Cult Minion</span> (1) 3rd level Fighter<br />
AC: 6 HD: 3+6 hp: 34 THACO: 17 Attacks: 3/2 Damage: 2d4+1 (Bastard Sword) Mv: 12 Alignment: LE Size: M xp: 425<br />
Equipment: Purple Robes, Bastard Sword.<br />
*Immune to mind control spells.<br />
*Half damage from edged weapons, quarter damage from blunt weapons.<br />
<br />
<span style="color: yellow;">Slime Cult Minions</span> (2) 0-level Humans<br />
AC: 6 HD: 1+6 hp: 14 THACO: 19 Attacks: 1 Damage: 1d6+1 (Club held two handed) Mv: 12 Alignment: LE Size: M xp: 125<br />
Equipment: Purple Robes, Clubs.<br />
*Immune to mind control spells.<br />
*Half damage from edged weapons, quarter damage from blunt weapons.<br />
<br />
The tunnel continues past the guard room for another 30 feet and opens into a large 40 foot diameter unoccupied room. There are four open barrels against a side wall filled with clubs (16), one broadsword, and a battle axe. The wall facing the PCs has a set of wide wooden stairs (4 steps only) cut into the sandy floor leading up into another room. The roof drops low to a height of only 4 feet where the stairs rise, so that tall PCs have to duck their heads as they enter the next room. <br />
<br />
Stepping inside this second room, the characters see that it has the same 40 foot diameter dimensions as the previous one with the roof reaching to 20 feet in height. The PCs notice a rectangular hole in the centre of the floor filled with purple glowing semi-transparent slime. A tanned middle aged man with white hair and closely trimmed white beard, dressed in a white shirt and trousers, who appears normal, with no blackened eyes, rests upon a ledge cut 10 feet above the floor. He speaks:<br />
<br />
<em>"So you have come for the councilman's daughter. I will give her to you but she is one of us ... of her own free will!"</em><br />
<br />
<span style="color: yellow;">Slime Cult Leader</span> (1) Normal 0-level Human<br />
AC: 10 HD: 1 hp: 7 THACO: 20 Attacks: 1 Damage: nil (unarmed) Mv: 12 Alignment: LE Size: M xp: 5<br />
Equipment: White shirt and trousers.<br />
*Immune to <em>Charm</em> and <em>Hold</em><br />
*Commune with Slimes and Oozes<br />
<br />
[Note: If the PCs attempt to attack the Cult leader, he surrenders immediately holding up his hands. He will not fight and is unarmed.]<br />
<br />
Out of the rectangular slime hole rises a young dark haired woman who is placed upon her feet by slimey appendages. She wears the Cult's faded purple robes, has pale swollen shiny skin, with blackened eyes. She looks around and speaks.<br />
<br />
<em>"No master. I will not go with them."</em><br />
<br />
The man replies, <em>"Go child. They have killed many. With your leaving the primal mass will be awakened. The guardian will protect us. They shall not leave so easily. Go and the guardian will become enraged and seek vengeance for their crimes."</em> He turns to the PCs calmly as Sylvia, the Councilman's daughter, steps toward you. <em>"Leave if you can. I will not stop you."</em><br />
<br />
<span style="color: yellow;">Sylvia, Slime Cult Minion</span> (1) 0-level Human<br />
AC: 6 HD: 1+6 hp: 14 THACO: 19 Attacks: 1 Damage: nil (unarmed) Mv: 12 Alignment: LE Size: M xp: NA.<br />
Equipment: Purple Robes<br />
*Immune to mind control spells.<br />
*Half damage from edged weapons, quarter damage from blunt weapons.<br />
<br />
If the PCs stay, then out of the rectangular slime entrance erupts a ten foot tall Crystal Ooze Elemental. If PCs run then they feel vibrations under the sand as they duck into the next room on the way back out. The Guardian Ooze burrows under the sand and bursts out in the tunnel blocking the way - trapping the PCs in the room.<br />
<br />
Waves of energy continually ripple through the Ooze's form.<br />
<br />
<span style="color: yellow;">Crystal Ooze Elemental Guardian</span> (1) New Monster<br />
AC: 5 HD: 10 hp: 80 THACO: 13 Attacks: 1 Damage: 2d8 (Pseudopod) Mv: 12 Alignment: N Size: L 10' Tall, 5' Wide xp: 3000<br />
Rolls of 20 indicate the elemental has grabbed, but not damaged, a man sized opponent and drawn them into the mass to suffocate. Suffocation occurs after a number of rounds equal to one quarter of the PC's constitution score rounded up. A maximum of two characters can be drawn into the guardian at one time. Characters can break free on a successful strength check with a -10 penalty.<br />
*Immune to non-magical weapons<br />
*Half Damage from magical weapons less than +2 <br />
*Immune to Magic, Fire and Acid<br />
*Cold based attacks cause Full Damage<br />
<br />
If the characters defeat the Guardian and wish to destroy the 'primal mass' slime, that extends beyond the rectangular portal, they must inflict over 200hp damage to this area. The mass reaches 300 feet deep and 200 feet across under the sand. The slime can only be damaged via Cold based magical attacks. Attacks by magical weapons will only break the surface whereafter the damaged portions reform.<u> If effectively attacked the giant slime will summon the remaining twelve (12) Cultists who wait outside</u>. It regenerates 2 hp per hour of any cold-based damage inflicted upon it.<br />
<br />
The powers of this slimey mass are the ability to summon one Guardian Slime every 24 hours, to produce other lesser slimes, jellies and oozes at a rate of one per month when required, and to convert humanoids to become slime minions over a 72 hour period. It can also commune with any Slime Cultist. Although powerful, this entity, that has grown on the Prime Material Plane for slightly more than a year, is limited, having effective intelligence and wisdom scores of 11 and 12 respectively.<br />
<br />
<br />
<strong>The Return Journey</strong><br />
<br />
Outside the lair wait a number of men and women of the Cult armed with sticks and clubs. All have blackened eyes. Also with them are Paz and Lucia from the town. [<u>Note: If the PCs effectively attack the slime mass inside the lair the individuals here will rush to attack the characters and this encounter will not occur.]</u> A man with brown hair and blackened eyes walks forward and speaks. <em>"This would be a lot easier if you just left the girl here."</em> If the PCs refuse they all attack savagely wailing and yelling the whole time.<br />
<br />
<span style="color: yellow;">Slime Cult Minions</span> (10)<br />
AC: 6 HD: 1+6 hp: 14 THACO: 19 Attacks: 1 Damage: 1d6 (Club) or 1d3 (Heavy Stick) Mv: 12 Alignment: LE Size: M xp: 125<br />
Equipment: Purple Robes, Clubs.<br />
*Immune to mind control spells.<br />
*Half damage from edged weapons, quarter damage from blunt weapons.<br />
<br />
<span style="color: yellow;">Paz and Lucia</span> (2) 0-level humans<br />
<br />
See previous entry for details.<br />
<br />
<br />
<strong>Resolution</strong><br />
<br />
If the PCs return to the town, the councilman is happy that his daughter has been returned and then shocked by her condition. After paying the party the agreed reward amount he will lock Sylvia away calling on the advice of Priests (perhaps one of the PCs, to determine what can be done with her). Her condition cannot be changed except by means of a wish. <br />
<br />
PCs successfully returning the Councilman's daughter receive 800xp for their accomplishment. <br />
<br />
DMs may consider a further (epic) adventure in which the PCs seek out a Wizard or a Genie that can bestow a wish required to return Sylvia to her normal state. <br />
<br />
<br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-66221329203455065482014-10-30T11:40:00.001-07:002019-02-20T23:08:36.235-08:00Cabin Carnage<br />
A number of hunter's cabins have been ransacked in the forest close to the town of Woodend. The Player Characters are about to discover the cause. This adventure is intended for a strong party of 3rd level characters.<br />
<br />
<span style="color: #38761d;">Background:</span> <br />
<br />
In the areas of the forest close to the town of Woodend, within two days journey, are a number of log cabins used by fur trappers and hunters. Over the last few weeks two of these structures have been ransacked, both of them heavily damaged in the process, while a third was partly demolished. The identity of the assailants is unknown, with no tracks being found (they were magically removed via an <em>Unseen Servant</em> spell). <strong>Just before midday</strong>, the mystery of the attacks is solved when one of the trappers rushes into town. In the presence of the player characters he speaks:<br />
<blockquote>
<em>"I seen em, I seen em ... the ones that be knocking down all our cabins! They're Orcs. Me dogs noticed them first. There was something wrong about them. They were not the same as the ones I seen before as prisoners - these ones were all sickly looking. Spooked the dogs and myself. I thought better than to fight em without any help."</em></blockquote>
The trapper, Rohan, can tell the PCs that he saw about five of the monsters. He noticed that they did not seem to have any weapons. They came staggering towards Greylock's Cabin, under a day's journey from town, whereupon he turned tail as they came closer.<br />
<br />
<span style="color: yellow;">Rohan the Trapper</span> 0-level Human<br />
AC: 10 or 6 (Chainmail Shirt) HD: 1 hp: 10 (con 17) THACO: 20 Attacks: 1 (Spear) or 3/2 (Bow) Damage: 1d6+1 (Spear, Str14) or 1d6 (Arrow) Mv: 12 Size: M Alignment: NG xp: NA<br />
Equipment: Spear, Composite Short Bow, Arrows (8) in quiver, Hunting Knife, Fur Clothing and Boots, Satchel with rations, Waterskin.<br />
<span style="color: yellow;"></span><br />
<span style="color: yellow;">Hunting Dogs</span> (3) Jibber, Ox, Chak<br />
AC: 7 HD: 1+1 hp: 8 THACO: 19 Attacks: 1 Damage: 1d4 (bite) Mv: 15 Alignment: N Size: S (3' long) xp: 35 <br />
<br />
The cabin under attack is about half a day's journey away. It is just before midday and the journey time is 6 hours. With only five orcs, and not many hours til sundown, any other more experienced adventurers present will turn down this opportunity and encourage the PCs to "take all the glory for themselves." <br />
<br />
Rohan the trapper, on the other hand, is more than willing to fight, along with his dogs, and will accompany the party, acting as a 'guide' unless forced to stand down by the PCs. If the party is very small (4 or less) Rohan insists on coming. Either way he goes and collects his prized chainmail shirt (granting AC 6), which he normally wears on militia duty. If told to stand down Rohan will follow behind the PCs at some distance with his dogs - rushing into battle at the first encounter after 3 rounds of combat. [DMs may bolster very small parties with <a href="http://thacodragonadv.blogspot.com/2014/08/trouble-at-woodend.html"><span style="color: yellow;">Lana</span></a> the Cleric who appears in another Woodend adventure. She could also appear as a random NPC if this adventure is placed in a location outside of Woodend.]<br />
<br />
<strong>Journey to the Cabin in the Woods</strong><br />
<br />
Greylock's Cabin is 6 hours walking distance via hunting trails and is the closest forest cabin to the main settlement. It is also the last cabin targeted for ransacking. Apart from the force of 5 (zombie) Orcs currently occupying the cabin there is another group of monsters waiting in an ambush position 1 hour from the cabin. <br />
<br />
After 5 hours journey on the trail the PCs find themselves walking through an open forest setting with just under knee high grasses on either side, scattered large trees, and dispersed shrubbery. Although the trail is narrow, affording single file travel, PCs stepping onto the grass are not significantly impeded if they do so - there are no combat penalties and only slightly hindered forward progress. <br />
<br />
As the party continues they spot a short 3 foot pole (a crude spear) stuck into the middle of the trail - with a rolled up scroll tied to the top end. Rohan (if he is with the PCs, and in the lead) stops 100 yards short and mentions that this was not here in the morning. Another 10 yards distant is another pole sticking out of the ground without anything attached.<br />
<br />
<span style="color: #38761d;">Ambush details:</span> This ambush set up was devised by the necromancer responsible for controlling the Zombie Orcs. In the process of slaying these Orcs a band of Kobolds were freed from slavery and were promised additional wealth if they would help in completing a quest. They agreed. <br />
<br />
The scroll tied to the first pole, which is a short stabbing spear, is blank. The second pole is simply another spear stuck into the ground. The idea is to create a mystery in order to cause party members to spread out along the trail at which point 40 Kobolds hiding in the long grasses will rush out from either side and attempt to surround individual opponents. Warrior types will attract a disproportionate amount of attackers. Isolated PCs should find themselves attacked from the front and rear. Kobolds attacking opponents from behind have a +2 to hit. One large tree borders the track in the ambush zone. PCs could back against this tree to prevent rear attacks if they cannot fight back to back with a comrade.<br />
<br />
<span style="color: yellow;">Kobold Bosses</span> (2)<br />
AC: 7 HD: 1-1 hp: 6 THACO: 20 (or 18 with +2 to bonus on rear attack) Attacks: 1 Damage: 1d4 (Dagger) Mv: 6 Size: S (3' tall) Alignment: LE xp: 15<br />
Equipment: Old Daggers, rag clothing.<br />
*Infravision.<br />
<br />
<span style="color: yellow;">Kobold Warriors</span> (38)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 (or 18 with +2 to bonus on rear attack) Attacks: 1 Damage: 1d4 (Blunt Stabbing Spear) Mv: 6 Size: S (3' tall) Alignment: LE xp: 7<br />
Equipment: Stabbing Spear, rag clothing.<br />
*Infravision.<br />
*-1 penalty to hit in bright light, not applicable here as the attack is in shadows with the sun very low in the sky.<br />
<br />
<strong>Greylock's Cabin</strong><br />
<br />
As the last rays of sunlight slip away the party arrives at a small clearing in which the cabin is situated. There is no sign of the Orcs. If the party approaches the cabin, those looking inside through the open door, will see the shadowy figures of the Orcs standing motionless. If the party moves to within 30 feet of the door, makes noise or engages in missile fire, the Orcs attack. They come staggering forward, flailing out with their unnaturally strong arms acting like clubs. They look very sickly. <br />
<br />
<span style="color: yellow;">Zombie Orcs</span> (5)<br />
AC: 8 HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d8 (Fist) Mv: 6 Size: M Alignment: N xp: 65<br />
*Immune to <i>sleep</i>, <i>charm</i>, <i>hold</i>, death magic, poisons, and cold-based spells.<br />
*Always loses initiative.<br />
*Holy water does 2d6 (THACO DRAGON rules).<br />
<br />
Unlike the previous attacks there are clear signs of tracks leading back into the forest. However, seeing as the night has set in, Rohan (or the DM) strongly suggests the characters stay in the cabin since it is much more secure than camping out in the open. The cabin has heavy window shutters and a sturdy door that has a wooden sliding bolt lock. Rohan's dogs sleep on the floor.<br />
<br />
Greylock's Cabin is constructed of wooden logs three inches across, with slightly thinner logs crossing the roof in an A-frame pattern that have been packed with layers of mud and straw. There is one doorway, three windows and a fireplace made from clay. There are 3 bunks bed that will sleep a total of 6 people. Upon the floor under the lower bunk opposite the fireplace is a dusty book - which can only be found if a search is conducted (see end of the adventure for details on the book).<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiExwksenm7nKSMMvkMfa2zEE95L17o1WFUun5jsl6o6ND3lt6uJhmH7b_FcO8f8k9Z5mEixiHmras5nSvzqdeIKees9-nN7iI0Ju3qQuosgXS-inT6zLu2kINx1Dy72qEvuHv380ltvlY-/s1600/Cabin+Plan+%5B1%5D.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="232" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiExwksenm7nKSMMvkMfa2zEE95L17o1WFUun5jsl6o6ND3lt6uJhmH7b_FcO8f8k9Z5mEixiHmras5nSvzqdeIKees9-nN7iI0Ju3qQuosgXS-inT6zLu2kINx1Dy72qEvuHv380ltvlY-/s1600/Cabin+Plan+%5B1%5D.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">[Two Squares = 5 feet.]</td></tr>
</tbody></table>
<strong>Under Siege</strong><br />
<br />
An hour after sundown dark humanoid figures emerge from the forest and converge on the cabin. Rohan's dogs, if present, sense danger and begin growling at the door. There are more than sixty zombies and they form a ring surrounding the cabin. The monsters are commanded by an Elven Necromancer Priest named Zurlek, who stands behind this screen with his two Ghoul minions and a Zombie Ogre. PCs looking outward will notice numerous dark shapes that have surrounded the cabin - in rows that are at least two deep.<br />
<blockquote>
<span style="color: #38761d;">Backstory:</span> The Priest, Zurlek, who was formerly a wizard, is searching for a Book of Unholy Power that can bestow the ability of regeneration to those that research the contents. The book, stolen from a wizard's archive in a remote location, was temporarily hidden in a cabin located close to the town of Woodend. The exact location was never divulged.<br />
<br />
Consequently Zurlek, who was not the original thief, prepared himself for an expedition into an unknown and presumably hostile region populated by humans and various types of humanoids. Having already acquired two Ghouls using one of his Unholy Powers, Zurlek then set about finding more undead to join him on his quest. Eventually he came across a large encampment of Orcs and their Kobold slaves. After studying the Orcs for some time a ruse was devised in which poisoned ale was left behind at the scene of a staged wagon accident. The Orcs, not realising the danger, were almost all rendered killed or incapacitated by the mixture. With less than a dozen remaining, the Ghouls and Zurlek, using spellcraft, made short work of the survivors.<br />
<br />
After animating the Orcs, plus an Ogre - and having gained the allegiance of the Kobold slaves by granting them freedom and promising treasure - Zurlek soon commanded a small army. Over the last few weeks he has been searching the cabins of the forest, using the <em>Unseen Servant</em> spell to cover his tracks.</blockquote>
With the goal of recovering the Unholy Book so close, Zurlek has become impatient and is not prepared to negotiate with the occupants of the cabin. He will not respond to any attempts at communication from the characters. He immediately launches a series of attacks on the cabin. Three waves are sent forth with the Priest becoming more and more angry the longer there is resistance. Eventually he joins the battle himself. During the attacks on the cabin the DM should determine how congested the doorway becomes and describe Zombies tripping over their fallen kin in an effort to gain access to the characters.<br />
<br />
<strong>The Order of Battle</strong><br />
<br />
The Zombies bash against closed doors and windows. The front door of the cabin, if bolted closed with the wooden slide, can sustain ten rounds of pounding before the wood fractures and the door comes apart. The wooden window shutters can only withstand 5 rounds of pounding. <br />
<br />
When the Zombies enter the cabin they stop and fight so that no more than one is active in the doorway at one time. Space inside the cabin is limited and only short weapons, or spears from a second rank, may be used. The DM should have Zombies pushing from behind so that the one in front is pushed forward causing a second Zombie to occupy the front part of the cabin. The forward pushed Zombie can be struck by one PC directly opposite with +4 to hit and +4 to damage for that action, but thereafter is forced to fight with daggers in the confined area as the monster is squashed up against the character. <br />
<br />
Missed attacks by Zombies inside the cabin have a 1 in 6 chance of smashing a bunk (that will collapse after 10 hp damage). Collapsed bunks offer up more fighting space, and the PCs may deliberately undertake this action (the DM may offer hints to wise PCs). If a second Zombie enters into the cabin the one in the rear goes berserk and starts smashing the bunks in an effort to engage the party.<br />
<br />
PCs may also opt to fight just outside the cabin door, forming a curved (shield) wall, which would allow the front rank to wield long weapons. The DM should point out that fighting space inside the cabin will be a problem, but that the cabin is still a good refuge, albeit for a limited amount of time.<br />
<br />
<span style="color: cyan;">1st wave:</span> 15 Zombie Orcs. Any that are turned by PC Priests/Clerics flee to Zurlek who regains command over them.<br />
<br />
<span style="color: cyan;">2nd wave:</span> 20 Zombie Orcs plus any turned in the previous wave.<br />
<br />
<span style="color: cyan;">3rd wave:</span> 25 Zombie Orcs PLUS the Zombie Ogre that is commanded to rip open the doorway and walls, and then Zurlek himself, after casting all his spells, with the two Ghouls.<br />
<br />
During the last wave of zombie attacks, with the Zombie Ogre ripping open a wall, Zurlek casts <em>Magic Missile</em> (at the start of the attack), then <em>Hold Person</em> on the player characters (at distance as a wall is opened up), before casting his person enhancing spells and then entering the battle with the two Ghouls. He first casts <em>Bless</em>, then <em>Barkskin</em> (lasting 9 rounds), and then <em>Striking</em> before entering combat making his THACO 17, AC 4, and Damage 2d6+4. When under half hit points Zurlek will cast <em>Withdraw</em> and heal all his damage and cast <em>Aid</em> that will give a bonus 1d8 hp before re-entering the battle.<br />
<br />
Zurlek is desperate to get his hands on the book after coming so far from his starting point and will not easily surrender if at all. <br />
<br />
<strong>Monster list:</strong><br />
<br />
<span style="color: yellow;">Zombie Orcs</span> (60)<br />
AC: 8 HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d8 (Fist) Mv: 6 Size: M Alignment: N xp: 65<br />
*Immune to <i>sleep</i>, <i>charm</i>, <i>hold</i>, death magic, poisons, and cold-based spells.<br />
*Always loses initiative.<br />
*Holy water does 2d6 damage (THACO DRAGON rules).<br />
<br />
<span style="color: yellow;">Zombie Ogre</span> (1)<br />
AC: 8 HD: 5 hp: 44 THACO: 18 Attacks: 1 Damage: 4d6 Mv: 6 Size: L (8') Alignment N xp: 500<br />
*Immune to <i>sleep</i>, <i>charm</i>, <i>hold</i>, death magic, poisons, and cold-based spells.<br />
*Always loses initiative.<br />
*Turned as 4HD.<br />
*Holy water does 2d6 damage.<br />
<br />
<span style="color: yellow;">Ghouls</span> (2) acting as bodyguard minions that gain +1 to each hit die when serving Zurlek.<br />
AC: 6 HD: 2(+2) hp: 15/16 THACO: 19 Attacks: 3 Damage: 1d3/1d3/1d6 (Claws+Paralysis + Bite) Mv: 9 S 6' tall Alignment: CE xp: 175 <br />
*Immune to <i>sleep</i>, <i>charm</i>, <i>hold</i>, death magic, poisons, and cold-based spells.<br />
*Paralysis lasts for 3-8 (1d6+2) rounds <br />
*Holy water does 2d6 damage<br />
<br />
<span style="color: yellow;">Zurlek</span> 5th level Necromancer Priest/2nd level Wizard (Dual Class Elf) <br />
AC: 9 (Dex 14) or 4 (<em>Barkskin</em>) HD: 5 hp: 25 THACO: 18 Attacks: 1 Damage: 1d6+3 (Str14, two handed grip) or 2d6+4 (with <em>Striking</em>) Mv: 12 Alignment: LE xp: 750<br />
Str 14 Wis 15 Int 15 Dex 14 Con 11 Cha 13<br />
*90% resistant to <em>Sleep</em> and <em>Charm</em>.<br />
*Immune to Ghoul Paralysis.<br />
Languages: Elven, Orcish, Kobold, Goblin (does not speak the common tongue of this area).<br />
Non-weapon Proficiencies: Herbalism (ingested poison specialist), Arcane Lore.<br />
<br />
Equipment: Spiked Mace (1d6+1), Black Leather clothing, Holy Symbol, Small Satchel, Scroll Case, Waterskin, 120pp/3gp/12sp. Spellbook: Unseen Servant, Magic Missile, Identify. Scroll: <em>Raise Dead</em>.<br />
<br />
Spells:<br />
(Priest 5/5/1) <em>Create Water</em>, <em>Barkskin</em>, <em>Cure Light Wounds</em>(2), <em>Darkness</em> / <em>Withdraw</em> (lasting 7 rounds to heal), <em>Warp Wood</em>, <em>Produce Flame</em>, <em>Hold Person, Aid</em> / <em>Striking </em>(or <em>Animate Dead</em>).<br />
(Wizard 2/0): <em>Magic Missile</em>, <em>Unseen Servant</em>.<br />
<br />
Priestly Powers: Control Undead, cast <em>Bless </em>(2/day), convert memorised spells to healing at 1d3 per spell level.<br />
Cantrips: 16 (<em>Flame Dart</em> Damage 1d2, THACO 18, range of dagger) <br />
Unholy Powers: Summon Undead Minions (Ghouls), control double the number of Undead allowed by the <em>Animate Dead</em> spell (see THACO DRAGON rules), able to see through the eyes of animated corpses under his control (only one at a time).<br />
Unholy weakness: Holy water causes 2d4 damage, sunlight causes a -1 penalty to combat, cannot enter holy ground or else loses half points on physical attributes (Str, Dex, Con).<br />
<br />
<strong>The Book</strong> <br />
<br />
The Book of Unholy Power is an evil device, unusable by good or neutral characters, granting the power of regeneration (as a troll) to those that successfully undergo the ritual described in the pages. The book can only be destroyed by 10hp of magical fire, otherwise torn or damaged pages reform.<br />
<br />
<strong>Resolution</strong><br />
<br />
If the characters find the book and destroy it they receive bonus of 200xp each. If the book is not found it is eventually discovered by a fur trapper more than a year later and is handed to <a href="http://thacodragonadv.blogspot.com/2014/08/trouble-at-woodend.html"><span style="color: yellow;">Mrs Kraty</span></a> of Woodend, who runs a soup kitchen. She is secretly an alchemist and the book will be located in her cellar with other items of interest.<br />
<br />
Note: The details for the spell <em>Striking</em> can be found on the THACO DRAGON homepage.<br />
<br />
<br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-63784413018692973542014-08-06T11:03:00.002-07:002019-06-28T00:58:50.936-07:00Trouble at Woodend<br />
Minor trouble presents itself within the walled town of Woodend - a settlement that lies at the southern edge of a large forest - causing the characters to journey into the woods in order to retrieve a lost treasure hoard. This adventure is intended as a very challenging <strong>first ever</strong> adventure for at least five Player Characters. Groups of higher level could undertake the adventure so long as they have no money - which is a central condition in running the adventure.<br />
<br />
<span style="color: #38761d;">Background:</span><br />
<br />
After coming together as a group at this fairly remote settlement, perhaps at the end of an uneventful caravan journey (as guards or as residents of the town) the characters are approached by a large middle aged woman who introduces herself as Mrs Kraty, owner of the 'famous' Woodend Soup Kitchen. The soup kitchen is run from the front porch of a town house. Mrs Kraty is looking for brave, yet unremarkable, warriors to discretely rid her business of some unexpected visitors - Giant Ants - that are locked within her cellar. She offers the characters 5sp each and free soup, which is usually made from turnips or pumpkin, anytime they'd like it. <br />
<br />
<span style="color: yellow;">Mrs Kraty</span> 0-level Human (<a href="https://thacodragon.blogspot.com/p/new-spells-and-spell-like-powers.html"><span style="color: yellow;">Alchemist</span></a>)<br />
AC: 10 HD: 1+6 hp: 12 (Con16) THACO: 20 Attacks: 1 Damage: 1d3 (small knife) Mv: 9 Alignment: NG Size: M xp: NA<br />
*May cast 4 <a href="http://thacodragon.blogspot.com.au/p/new-spells-and-spell-like-powers.html"><span style="color: yellow;">cantrip</span></a> spells per day (<em>Flame Dart</em> in combat).<br />
*See <a href="http://thacodragon.blogspot.com.au/p/rules-for-o-level-humans.html"><span style="color: yellow;">rules for 0-level humans</span></a> for an explanation of the hit points.<br />
<br />
Mrs Kraty, who is married to an often absent fur trapper, Jon Kraty, is secretly a part-time alchemist and dabbles in magical research in her basement. She does not reveal this fact, or her first name (under any circumstances) to the characters and omits to tell them that the Giant Ants they face originated from a cursed staff. She will tell the PCs, if asked, that the Giant Ants might have come inside when she left the house open the other day.<br />
<br />
The staff that conjured the Ants is mistaken for a <em>Staff of Swarming Insects</em> 90% of the time, -5% per level of the wizard identifying the item. It rests upon a table strewn with various ceramic containers and vials that hold odd substances and liquids. The utterance of the staff's command word causes 1d4 +2 Giant Ants to appear that will attack the summoner. The staff has two charges remaining. <br />
<br />
If the characters accept the challenge they are ushered through the town's streets to Mrs Kraty's Soup Kitchen situated on the main road. Stacked on the front railing that rings the porch, and on shelves fitted against the front wall, are numerous wooden bowls. A presently unlit fireplace, with stone chimney, fills part of the left side of the porch. A large iron cauldron is positioned within. <br />
<br />
The PCs are directed into the doorway at the right end of the porch, and straight down a narrow corridor taking them past the front sitting room, past a bedroom and into a back storeroom where they see shelves and benches filled with clay pots containing foodstuffs - onions, turnips, potatoes, and pumpkins. In the middle of the floor is an iron bound trapdoor held in place with a crudely made sliding bolt. The store room is 10x10 with the 3x3 foot trap door in the centre of the floor.<br />
<br />
[A small shed to the rear of the property is filled with Iron traps belonging to Mr Kraty who is not home.]<br />
<br />
<strong>Giant Ant Battle</strong><br />
<br />
If the PCs unlock the door the Giant Ants will respond in the next round and rush up to knock against the entryway - unless the PCs have already flung it open. If the PCs stand on the door the ants will attempt to push it open which will occur after three rounds as two of them act together. If the bolt is slid into place the door holds and the Ants retreat temporarily.<br />
<br />
If the trap door is flung open immediately multiple PCs will be able to strike a single ant, with a +1 to hit for being on higher ground, as it comes through the opening (but only for the first attack). Each round one more ant enters into the small storeroom area. Congestion in the room only allows two PCs to fight freely - more if small sized weapons are used. As more ants come into the fight the characters may need to retreat into the backyard or down the narrow 4' wide corridor they entered. If the PCs open the trap door and rush inside, travelling single file, the first character makes it to the bottom of the stairs before being set upon by multiple Giant Ants.<br />
<br />
<span style="color: yellow;">Giant Ants</span> (4)<br />
AC: 3 HD: 2 hp: 12 THACO: 16 Attacks: 1 Damage: 1d6 (bite) Size: M (4' long) Mv: 18 xp: 35<br />
*Giant Ants are too heavy to cling to ceilings but can hold onto walls.<br />
<br />
If the PCs entered the cellar at any stage they find a 20x30 foot room that has a large wooden table against the far wall, filled with ceramic storage urns, wooden racks containing vials - some of which have been knocked over - and three large half melted candles in holders. Also on the table is a small, crudely built cast-iron cook top (that runs on oil), a clay lamp, the <em>magical staff</em> (the table is 10 feet across) and a shelf filled with 12 books. Lining the walls (length ways) are are numerous barrels (filled with salt, pepper, coloured sand, straw, charcoal etc), a stack of picture frames, two stools, various wooden poles, a crate (filled with flasks of oil), a tall candelabra, and a rolled up carpet. [DMs may add items to this description if they wish.]<br />
<br />
At the end of the fight Mrs Kraty thanks the characters and asks them if they could drag the Giant Ant carcasses outside to the rear of the house leaving them in front of the small shed. She pays them 5sp each, asking them to keep quiet about what happened so that customers are not frightened.<br />
<br />
Before the PCs leave she mentions that she's noticed some sinister strangers in the town who seem to have taken an interest in the small Temple of Light. The priest is away and only an acolyte, a young lady named Lana, remains behind. The PCs might want to see if they can offer service to the temple for the next few weeks in order to deter the cretins.<br />
<br />
<br />
<strong>Outside the Temple of Light</strong><br />
<br />
When the PCs arrive outside the Temple of Light, a squat 20'x60' sandstone building, they immediately notice three cloaked figures loitering on the opposite side of the street a few houses down. Their cloaks are fairly course, the hoods pulled back, and they wear charcoal coloured shirts and pants underneath.<br />
<br />
If the PCs approach, the figures all turn to engage the characters in (unfriendly) conversation. However, they are not looking to fight. One of the group will speak out and state they have no quarrel with the PCs - anticipating that the party is looking for a fight.<br />
<br />
<span style="color: yellow;">Thugs</span> (3) 0-level Humans<br />
AC: 10 HD: 1 hp: 8 THACO: 20 Attacks: 1 Damage: 1d6 (Short Sword) or 1d4 (Dagger) Alignment: NE Size: M (5-6' tall) Mv: 12 xp: 15<br />
Equipment: Short Swords (3), Daggers (3), Clothes, Cloaks, 30cp/30sp/16gp (totals).<br />
<br />
If the PCs ask what these characters are doing they reply that <em>"it is none of your business."</em><br />
If the PCs ask where they've come from they reply in the same way. In fact they reply this way to almost any question. <br />
<br />
If the PCs decide to engage in combat or capture these figures they warn the characters that they are merely delivering a message to the priest known as Lana, and that any harm coming to them will put the characters on an assassination list, so that they better back off. <br />
<br />
If the PCs approach the Temple and knock upon the door, the thugs stay where they are and do nothing to interfere. A female voice can be heard from inside the Temple. <em>"If you have come to make offerings please leave what you have at the door. Blessings be upon you."</em><br />
<br />
If the characters ask if she is in any kind of trouble, or state that they have come to offer service to the temple, there is a pause before she answers, <em>"Why have you come here? Who sent you?"</em> If the PCs respond that Mrs Kraty sent them she opens the door and lets the characters inside.<br />
<br />
<br />
<strong>Darkwater and the Hidden Treasure</strong><br />
<br />
Once inside the Temple entryway the characters are confronted by a young blonde-haired half-elven priestess dressed in dark red robes with gold trim. She introduces herself as <em>"Lana, originally from the City of Darkwater"</em> and tells the PCs that the thugs outside are also from Darkwater and want 500gp as compensation for her departure from their guild. She cannot pay and will not forfeit temple property. The head priest is away on a pilgrimage and she's the only one left. She insists that the characters not fight with any of the guild members loitering outside because it will only lead to much more serious trouble.<br />
<br />
<span style="color: yellow;">Lana</span> (Half-Elven Dual Classed 1st level Priest/2nd level Thief)<br />
Str 12 Int 11 Wis 15 Dex 15 Con 12 Cha 14<br />
AC: 9 (robes) HD: 2 hp: 10 THACO: 20 Attacks: 1 Damage: 1d3 (small concealed knife) Alignment: NG Size: M (5' tall) Mv: 12 [Total wealth 20 gp in assorted coins] xp: NA<br />
<br />
For the DM: As first level characters the PCs are unlikely, and should not have, the gold needed to pay off the Blackwater thugs. Lana says that she wants to keep her trouble a secret from the rest of the town because of the obvious problems - being associated with the vagrants outside. Her only hope is a lost treasure hoard located in the ruins of a town situated on the other side of the forest. <br />
<br />
According to the locals, some years ago, when Orcs used to raid the area, this more distant settlement was hastily abandoned and items that could not be carried were hidden by the remaining defenders. None of the defenders survived and subsequent parties searching the ruins were unsuccessful in finding the concealed valuables. The hidden valuables included two holy relics, in the form of a pair of <em>Statues of Light</em>, belonging to the Temple. Recent search parties apparently dug into the ruins, digging up basements, but found nothing. <br />
<br />
Lana tells the PCs that over the last few days she's had a vision of a pool of water and is confident this is a clue to finding the treasure. If the PCs are willing to help, Lana says that she may be able to negotiate with the Darkwater thugs to allow for the journey. <br />
<br />
<strong>Negotiations</strong><br />
<br />
Lana asks that one PC accompany her in the negotiation. She dons a large brown cloak, pulls up the hood and both characters emerge outside to find that there are now five sinister looking cloaked figures loitering over the road. The two additional thugs have their hoods pulled over their heads. Lana reacts hesitantly upon recognising one of them (Tolgar the Half-Orc). As she approaches she tells the PC, <em>"let me do the talking"</em> as one of the figures calls out in a harsh voice, <em>"Where is the gold you owe us Lana?"</em> The DM should have Lana reply that she's in the middle of raising the money and needs more time. Tolgar then asks who her friend is to which she says, one of the people helping raise the gold. [The DM should try to draw the PC into the conversation as Tolgar asks the character a direct question such as <em>"why would you do such a thing as that?"</em>].<br />
<br />
Regardless of what the PC says Tolgar then reminds Lana that her debt is 500gp and states threateningly that <em>"you know what has to happen if you don't pay".</em> Lana asks for 2 week grace. The Half-Orc will grant this but wants to know why and then demands another 50gp for the inconvenience and tells Lana she must stay behind. <em>"No adventures for you Priestess."</em><br />
<br />
<span style="color: yellow;">Tolgar</span> (3rd level Half Orc Assassin/Fighter)<br />
AC: 5 (Leather, Dex 16, Single Wpn Style) HD: 3 hp: 20 (Con 16) THACO: 18 Attacks: 3/2 (Wpn Expertise) Damage: 1d6+1 (Str 14) Size: M (5.5' tall) Alignment: NE Mv: 12 xp: 180<br />
Equipment: Short Sword, Poisoned Dagger (0/20), Black Leather Armour, Cloak, 6cp/8sp/6gp/12pp. <br />
*Skills: Backstab +1, Thief Abilities (unlisted), Wield two small weapons without penalties.<br />
<br />
<span style="color: yellow;">Kursk</span> (2nd level Thief)<br />
AC: 9 HD: 2 hp: 9 THACO: 20 Attacks: 2 Damage: 1d4 (Dagger)<br />
Equipment: Daggers (9), Clothes, 12cp/20sp/4gp.<br />
*Skills: Thief Abilities (unlisted), Backstab.<br />
<br />
<br />
<strong>Preparing for the Journey</strong><br />
<br />
Back inside the temple Lana leads the PCs across the Main Hall of Worship to the far end of the room which is covered by a huge dark red curtain featuring a Yellow Sun. Moving the curtain aside reveals a door which leads to a small room with a glazed roof. In the middle of this room is a small water filled basin. She tells the PCs, <em>"If you are favoured to take this journey, in which you also seek to recover Temple relics, then drinking from this basin will bestow special benefits ..."</em><br />
<br />
Any non-evil Player Character that drinks the water gains a temporary +4 to their hit points which lasts until they commit an evil act or until they reach 2nd level. Furthermore, they also gain a temporary +1 to their strength score for this adventure only. Strength scores of 13 become 14 etc.<br />
<br />
Before the PCs depart Lana warns them about the <em>wolf</em> <em>pack</em> that has the run of the forest. She says they keep away from fire, but they are dangerous, especially in recent years, as she has been told. Having a number of torches at the ready might be a good idea. Lana also says that if the PCs locate the statues they don't have to move them. A follow up expedition will go and fetch them with horses and wagon. All the party has to do is find the treasure hoard and return with items that can pay off her 'debt'.<br />
<br />
Each PC will need to take 2 weeks worth of dried rations (costing 6gp) that weigh a total of 14lbs and have at least 2 full waterskins (costing 6sp each), and weighing 4lbs each, which can be refilled from a stream halfway through the wood. The Temple of Light has a fair sum of money >up to 50gp< that can be used to subsidise the party's equipment purchases, but this is not allowed to pay off the Thugs. The Temple also has some standard equipment that the PCs can borrow, such as poles, rope, oil, 10 torches, two backpacks, small and large sacks, a covered wooden lantern, four crossbows, and 30 bolts. The PCs would be unlikely to afford horses.<br />
<br />
<br />
<strong>Journey through the Wood</strong><br />
<br />
The forest trip takes 4 days, in which the PCs regularly see birds, glimpse rabbits and see the occasional squirrel. The following encounters occur at various stages during the trip:<br />
<br />
<span style="color: #38761d;">Encounter 1.</span> During the first day the group is attacked by a rabid dog. The animal is frothing at the mouth, fully enraged and will not stop. <br />
<br />
<span style="color: yellow;">Rabid Dog</span> (1)<br />
AC: 7 HD: 1+1 hp: 8 THACO: 19 Attacks: 1 Damage: 1d4 (bite) plus 1% chance of disease. Mv: 15 Size: S (3' long) Alignment: CE xp: 40<br />
*The disease is rabies and is explained in the <a href="http://www.lomion.de/cmm/bat.php"><span style="color: yellow;">following entry</span></a>. [Lana has access to scrolls that can cure the affliction.]<br />
<br />
<span style="color: #38761d;">Encounter 2.</span> On the second night one random party member, guarding the encampment (perhaps the strongest fighter), is attacked by a Giant Bat that comes out of the darkness. Unless the PC has infravision the victim should roll for surprise, and make a dexterity check to stay standing, with the creature landing on top of him/her. <br />
<br />
<span style="color: yellow;">Mobat</span> (1)<br />
AC: 2 or 7 (restricted flight conditions) or 10 (on ground) HD: 4 hp: 23 THACO: 17 Attacks: 1 Damage: 2d4 (bite) Size: H (12' wing span) Mv: 3/Flt 15 (C) Alignment: NE xp: 420<br />
*Special Attack: Screech that stuns all in 20' radius for one round.<br />
<br />
<br />
<span style="color: #38761d;">Encounter 3.</span> After the second night (Mobat attack) the party hears the howling of Wolves. The wolves only come close to the party at night. Any PC without a flaming torch that strays too far from the group, or moves away from the main fire, is set upon by two Wolves and the Worg. PCs with infravision, that move to the edge of the camp fire light will be able to see the wolves in the darkness less than 60 feet away. If the characters manage to kill the Worg (likely with magic or missile fire) the pack takes off and never harasses humanoids again. Each night the PCs camp they hear the wolves moving close to their position. (Note: Characters that stand close, but slightly too far from other party members, with their backs turned to the wolves may be attacked in a hit and run manner, where the Wolf or Worg leaps, bites and then runs off.)<br />
<br />
<span style="color: yellow;">Worg</span> (1)<br />
AC: 7 HD: 3+3 hp: 20 THACO: 17 Attacks: 1 Damage: 2d4 (bite) Size: M (5' long) Mv: 18 Alignment: NE xp: 120<br />
<br />
<span style="color: yellow;">Grey Wolves</span> (8)<br />
AC: 7 HD: 3 hp: 13 THACO: 18 Attacks: 1 Damage: 1d4+1 (bite) Size: M (4' long) Mv: 18 Alignment: N xp: 65<br />
<br />
<br />
<strong>The Woodland Ruins</strong> <br />
<br />
On the fourth day the PCs come across the ruins of the former town among the trees. There are vines and bushes growing over and among the broken walls that remain. The PCs see foliage covered mounds of piled earth and open ditches within the walls of the buildings - signs of the previous treasure hunting search. Any character who is trained in the woodland arts, Rangers or Druids, immediately notice there are recent disturbances to the ground - the tell tale signs of footmarks. <br />
<br />
After a short period of investigation the party will find a well where there are heavier signs of foot traffic. Any character looking into the well, using a torch or other light source, will notice that, apart from water in the bottom, there is a suspicious cleared area among the vines growing around the stone work on the inside of the well about 5 feet from the surface. The DM should give indications that this is a clearly defined square shape. PCs will need rope, tied to a nearby tree, to safely descend in order to properly investigate. Using a detect secret doors check with a +1 bonus, or rolling under <em>double</em> the percentage Find Traps score required by thieves, the investigating character will discover the stone trigger that causes the cleared section of wall to swing inwards. <br />
<br />
<strong>The Denizens of the Well</strong><br />
<br />
If the characters make an effort to remain quiet the Goblin in the first area is surprised by the intrusion and will hesitate to act in the round after the door is open. If the intruding PC makes too much noise the Goblin is prepared (see below for details).<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRDUz5SvdRt5PWFYWFRwScFx1zMmegk7U-xMiHpG1fJcEgNDwQ4YeTVFhr_WosaBq83SxJsXau4G8XLZuqDHBnQ22TdVLmke7xQHSnxCWb0L1ThKjmSHmMChnYT8goLDqPJuUDco2o8ApX/s1600/anversons-well%5B1%5D.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="368" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRDUz5SvdRt5PWFYWFRwScFx1zMmegk7U-xMiHpG1fJcEgNDwQ4YeTVFhr_WosaBq83SxJsXau4G8XLZuqDHBnQ22TdVLmke7xQHSnxCWb0L1ThKjmSHmMChnYT8goLDqPJuUDco2o8ApX/s1600/anversons-well%5B1%5D.jpg" width="480" /></a></div>
<br />
Referring to the map above, the players enter the small tunnel system via the secret door in the well at the far western position. It takes one round to clamber through the hole, with no bonuses for dexterity. If the Goblin here is surprised the PC can get through without being attacked, after which initiative rolled. The tunnel width near the secret door is 5 feet. All the doors featured are closed and have no working locks. On the ground, right next to the secret door, is a coiled and knotted rope attached to a grappling hook.<br />
<br />
<span style="color: #38761d;">Note:</span> Upon entering the complex PCs notice there is a dim glow coming from ALL the walls providing just enough light to see adequately. The light does not affect the Goblins and comes from the <em>Statues of Light</em>. Their presence causes all walls in the surrounding rooms to be self luminous. [DMs might want to print out the map above and note the relevant features and encounters.]<br />
<br />
<span style="color: #990000;">Area 1: The first junction.</span> <br />
<br />
There is one unlucky Goblin Archer standing guard here, actually sitting against the wall directly facing the secret door. The Goblin will be ready to attack if the party makes too much noise coming down the well, leveling its crossbow at the PC climbing through the opening - and then reloading for the start of the next round. This Goblin does not expect the secret door to be discovered and remains in its position hoping any noisy outside disturbance is temporary. [Refer to the previous passage if the PCs are quiet and surprise the guard]. When the secret door swings open, rather than run the Goblin takes a shot with its Crossbow. The monster will issue a scream in the round that the PC advances to attack (with the Goblin having reloaded its crossbow). The noise causes the first group of Goblins in <em>Area 2</em> to enter the fight in the next round of combat by which time a second PC should have clambered through the doorway. <br />
<br />
<span style="color: yellow;">Goblin Archer</span> (1)<br />
AC: 8 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d4 (Crossbow Bolt) or 1d3 (Knife) Size: S (4' tall) Mv: 6 Alignment: LE xp: 15<br />
*Infravision 60'<br />
*Daylight penalty -1 to hit.<br />
Equipment: Light Crossbow, 10 Quarrels each, Knife, Leather Armour, 3cp.<br />
<br />
<br />
<span style="color: #990000;">Area 1b: The store room to the north</span> (treasure).<br />
<br />
<strong>Loose items:</strong> <br />
A small 2' long ivory tusk (worth 100gp), three 1' tall white glazed ceramic statuettes of robed goddesses (worth 20gp each), one carved black marble stool weighing 50lbs (worth 50gp), 1 ornately decorated disassembled sedan chair (still worth 10gp), five small ceramic jars filled with spices (worth 10gp each), two large amphorae filled with decayed dried fruit (worth 1gp each), one heavy 20lb decorative silver shield featuring clashing unicorns (worth 200gp), and twenty finely detailed silver 1lb candle holders (worth 5gp each)<br />
<br />
<strong>Barrel and crate:</strong><br />
Inside the crate, are 20 copper ingots worth 5sp each and 10 silver ingots worth 2gp each. Each ingot weighs 2lbs.<br />
<br />
Inside the barrel is a supply of charcoal, hidden in bottom are 12 Gold Nuggets worth 3gp each.<br />
<br />
<br />
<span style="color: #990000;">Area 2: The main room with one Statue of Light</span> (see below for Statue details).<br />
<br />
Eight Goblins inhabit this room, organised into two groups. If fighting breaks out at the entrance, only the first group, that is supposedly on duty, goes to investigate (arriving one round after being alerted). The second group, that is not at all ready for battle, having left their maces and shields strewn about the room, only arrives to fight after battle has persisted and enters the fight at the start of the 5th round. Otherwise, all the Goblins here lounge about not expecting any trouble. They assume the single guard placed in Area 1 will provide enough warning. If the Goblins here are caught off guard, the second group is forced to fight with their knives. The room has the remains of small animal bones littering the floor.<br />
<br />
<span style="color: #38761d;">Group 1</span><br />
<br />
<span style="color: yellow;">Goblins</span> (3)<br />
AC: 7 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d6 (mace) Size: S (4' tall) Mv: 6 Alignment: LE xp: 15<br />
*Infravision 60'<br />
*Daylight penalty -1 to hit.<br />
Equipment: Mace, Knife (1d3), Wooden Square Shield, Leather Armour, 6cp/10sp/2gp.<br />
<br />
<span style="color: yellow;">Goblin Archers</span> (2)<br />
AC: 8 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d4 (Crossbow Bolt) or 1d3 (Knife) Size: S (4' tall) Mv: 6 Alignment: LE xp: 15<br />
*Infravision 60'<br />
*Daylight penalty -1 to hit.<br />
Equipment: Light Crossbow, 10 Quarrels each, Knife, Leather Armour, 18cp/2sp.<br />
<br />
<span style="color: #38761d;">Group 2</span><br />
<br />
<span style="color: yellow;">Goblins</span> (3)<br />
AC: 7 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d6 (mace) Size: S (4' tall) Mv: 6 Alignment: LE xp: 15<br />
*Infravision 60'<br />
*Daylight penalty -1 to hit.<br />
Equipment: Mace, Knife (1d3), Wooden Square Shield, Leather Armour, 8cp/7sp.<br />
<br />
<span style="color: yellow;">Goblin Archers</span> (1)<br />
AC: 8 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d4 (crossbow bolt) or 1d3 (knife) Size: S (4' tall) Mv: 6 Alignment: LE xp: 15<br />
*Infravision 60'<br />
*Daylight penalty -1 to hit.<br />
Equipment: Light Crossbow, 10 Quarrels each, Knife, Leather Armour, 18cp/2gp.<br />
<br />
<br />
<span style="color: #990000;">Area 3: The Northern room with one Statue of Light plus Eastern room.</span> <br />
<br />
The Goblins stationed here are in the Eastern portion of this area and take two rounds to move into the main room if fighting breaks out there. The Eastern section has a long shelf and a squat square cupboard. Both are empty except that the long shelf has a numerous (22) twine snares laid out along the length.<br />
<br />
<span style="color: yellow;">Goblins</span> (6)<br />
AC: 7 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d6 (mace) Size: S (4' tall) Mv: 6 Alignment: LE xp: 15<br />
*Infravision 60'<br />
*Daylight penalty -1 to hit.<br />
Equipment: Mace, Knife (1d3), Wooden Square Shield, Leather Armour, 34cp/14sp/4gp.<br />
<br />
<br />
<span style="color: #990000;">Area 4: The Eastern room with table, three chairs and rotted curtain.</span> <br />
<br />
PCs entering here are set upon by the leaders with the archers holding back and firing. If any fighting broke out in the adjacent rooms Gozza, the Goblin leader, sends one of the archers to investigate. The archer will peek through one of the doors. The Goblin leader will not attack until the last minute. Inside this room are two sets of shelves filled with old clay jars, wooden bowls and some iron pots. Hanging from the curtain rail against the inside are 12 dead rabbits that have been caught in snares.<br />
<br />
<span style="color: yellow;">Goblins Archers</span> (2)<br />
AC: 8 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d4 (crossbow bolt) or 1d3 (knife) Size: S (4' tall) Mv: 6 Alignment: LE xp: 15<br />
*Infravision 60'<br />
*Daylight penalty -1 to hit.<br />
Equipment: Light Crossbow, 10 Quarrels each, Knife, Leather Armour, 8cp/10sp/1gp.<br />
<br />
<span style="color: yellow;">Gozza</span> (1) Goblin Leader<br />
AC: 6 (Splintmail) HD: 2 hp: 15 THACO: 17 Attacks: 1 Damage: 1d6+2 (Large Mace, Str) Size: S (4+1/2' tall) Mv: 6 Alignment: LE xp: 15<br />
*Infravision 60'<br />
*Daylight penalty -1 to hit.<br />
Equipment: Long Handled Mace with Gems (worth 100gp), Knife, Splintmail Armour, 8cp/12sp/18gp.<br />
<br />
<span style="color: yellow;">Yobka</span> (1) Bugbear Bodyguard to Gozza<br />
AC: 7 (Studded Leather Armour) HD: 3+1 hp: 28 THACO: 17 Attacks: 1 Damage: 2d4+2 (Morning Star + Str) Size: L 7' Mv: 9 Alignment: CE xp: 120
<br />
*Special Abilities: Infravision 60', Superior hearing.
<br />
Equipment: Morning star, Studded Leather Armour, 15cp/2sp/22pp.<br />
<br />
<span style="color: #38761d;">Tactics:</span> If either of the Goblin Leader or Bugbear are killed the survivor will attempt to flee. In combat they will battle fiercely assuming that the PCs will show no mercy, and also knowing that escape out of the well will be difficult. None of these creatures speaks the common tongue of the land.<br />
<br />
The <span style="color: yellow;">Statues of Light</span> are made of white marble and are carved to resemble elves dressed in priestly robes featuring sun symbols. The two carved figures here depict a priest and priestess. Apart from radiating their own faint light the Statues also extend light to larger areas since they cause nearby walls to react as if the spell <em>Faerie Fire</em> had been cast. Those who make offerings and touch the statue during night time hours are effected for 12 hours as by the spell <em>Infravision</em>. If a similar action occurs during the day the recipient is cured of either blindness or disease, or is displaced as if one were wearing a <em>Cloak of Displacement</em> (6 hour duration). The head priest who utters the correct prayers whilst touching the statue gains the ability of <em>True Seeing</em> for a period of 3 turns or may bestow the ability to <em>Detect Invisibility</em> upon 2d6 followers for the same duration.<br />
<br />
<br />
<strong>The Return Journey and Adventure Resolution</strong> <br />
<br />
On the second day of the return journey, at the halfway point, the party encounters two large figures walking towards them on the path 500 yards distant. As they move closer, to 400 yards, eagle eyed PCs can see that the figures are armed with Axes and Shields. They seem to stroll casually closer and closer. When they are with 150 yards the characters can see that these figures appear to be heavy set bear-like humanoids. <br />
<br />
<span style="color: yellow;">Urson</span> (2) Aaga & O'aar<br />
AC: 5 (Heavy Leather Jerkin, Shield) HD: 3+3 hp: 23, 24 THACO: 16 (Str Bonus) or 17 Attacks: 1 or 3 Damage: 1d8+1 (Battle Axe, Str) or 1d3/1d3/1d6 Size: M (6.5' Tall) Mv: 12 Alignment: N xp: 200<br />
Equipment: Battle Axe, Short Sword in Belt, Sling, Heavy Wooden Shield, Satchels with rations, Waterskins, Leather Jerkin, Leather Kilt, Leather Sandals, 5 Carved 1lb Green Jade Balls worth 100gp each, 6cp/58sp.<br />
<br />
<span style="color: #38761d;">Tactics:</span> The bear-like humanoids are Urson (taken from the Grenadier Miniatures Game), and are heading across the forest to a far distant location to join up with others of their clan battling Goblins. They are not particularly interested in the PCs, but are nonetheless cautious of them. The two of them stop a few yards in front of the party, if not attacked first. If the PCs do not appear hostile they shrug their shoulders and look past the PCs, indicating they intend to keep travelling. They do not speak the common tongue of the area either. If the party attacks them at long range they dive off into the woods and disappear into the forest. If the PCs attack them at close range they engage the party with their Battle Axes, surrendering if their hit points fall below ten. <br />
<br />
Returning to Woodend and the Temple of Light, the PCs meet up again with Lana who will then have to organise the handing over of the appropriate treasure. Soon after the PCs arrival one of the Thugs comes knocking at the door shouting that they have to hand over the loot immediately (regardless of how many days that remain of the two week extension). <br />
<br />
Tolgar and the others are waiting just outside the door. The Half-Orc has the appraisal proficiency and can determine the value of the miscellaneous items. At the conclusion of the deal he tells Lana, <em>"you've got nothing to worry about, except if you come back to Darkwater"</em> and leaves.<br />
<br />
Bonus experience points for completing the adventure are 150xp per character.<br />
<br />
<strong></strong><br />
<strong>Suggestions for placing this Adventure in an Oriental Setting</strong><br />
<br />
1. The town of Woodend (renamed) should be placed on the edge of a bamboo forest.<br />
<br />
2. Lana is a Human Shukenja, ex-Yakuza. The Thugs are Yakuza footsoldiers and Tolgar and Kursk are hired Ninja.<br />
<br />
3. The Goblins are Bakemono. The Bugbear remains the same. <br />
<br />
<span style="color: yellow;">Bakemono</span><br />
AC: 7 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 or 3/2 Damage: 1d6 (Short Sword) Size: S 4' Mv: 6 Alignment: CE xp: 15<br />
*Equipment: Short Swords, studded leather armour.<br />
<br />
<span style="color: yellow;">Bakemono Archers</span><br />
AC: 7 HD: 1-1 hp: 6 THACO: 20 Attacks: 3/2 or 1 Damage: 1d6 (Arrow) or 1d4 (Dagger) Size: S 4' Mv: 6 Alignment: CE xp: 15<br />
*Equipment: Short Bow (range 50/100/150), Arrows 14, dagger, studded leather armour.<br />
<br />
4. The Urson are Panda-like varieties of only 3HD, with lesser biting damage (1d4), and are armed with Yari (spears) rather than axes.<br />
<br />
5. Currency will need to be converted using <a href="http://thacodragon.blogspot.com.au/p/oriental-campaign-world.html"><span style="color: yellow;">the table found at this link</span></a>.<br />
<br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-57511740898939985702014-04-09T08:44:00.001-07:002015-10-30T07:03:17.985-07:00Dungeon Adventure<br />
The Merchant's Guild is offering 200 gold pieces, plus two magical scrolls, to any group willing to investigate and then clear the Dungeon under a ruined castle that is one day's journey from the walled town of Bolivar. This adventure is designed for a large group of 2nd level characters or a smaller group of 3rd level.<br />
<br />
<span style="color: #6aa84f;">Background:</span><br />
<br />
Recently 'lizard men' were seen in the area of the castle ruins prompting a call to action. The PCs should be told the rumour that a more experienced group of mercenaries already rejected the Merchant's offer after discovering a map of the dungeon revealing it comprises of only three small rooms (Rooms 13, 15 and 16). The characters are told by a scribe, Fakrim (0-level human), who is acting on behalf of the Guild, that this is a perfect opportunity for their band to hone their skills. If asked about the magical scrolls the scribe tells the party that the Merchants possess a number of them and that they will be able to negotiate which two they receive.<br />
<br />
If the PCs accept the offer it takes them one day to reach the castle ruins which stand beside the trade route. Not much remains on the surface except for broken stone blocks. After a few turns the characters discover stone stairs leading down a 5 foot wide corridor into the darkness (refer to the bottom left hand side of the map).<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhr0oJ-opY0o5CRaOz5LWA_kw4Ax76k3715NvmBSuPh_csU60pcxy05_tLBTarKrJYnJeitktvFZX7Hxo8wbMSLFQwhh3lrSuuA3dLAXIkEQE_yTgNyof7Mr8UkjwgPy-FxXOVsootUPFac/s1600/deathtrap%5B1%5D.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhr0oJ-opY0o5CRaOz5LWA_kw4Ax76k3715NvmBSuPh_csU60pcxy05_tLBTarKrJYnJeitktvFZX7Hxo8wbMSLFQwhh3lrSuuA3dLAXIkEQE_yTgNyof7Mr8UkjwgPy-FxXOVsootUPFac/s1600/deathtrap%5B1%5D.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">1 square = 5 feet.</td></tr>
</tbody></table>
DMs should note that all the rooms and walls are solid, having been cut into rocky bedrock, and that the doors, although relatively old are in very good condition with high quality locks. Doors that are locked are shown with a line cutting through (perpendicular) to the facing of the door. Breaking down the doors requires axes or hammers or heavy implements (not swords) that cause a total of 20 hp worth of damage. Secret Doors are opened by a trigger set flush into a wall or part of the floor. DMs should provide clues, like track marks, to help players find a least one secret door since the locations of the remaining doors follow the same pattern. All the occupants of the rooms are aware of these doors. There is no lighting in any of the rooms unless stated otherwise. Ceilings are between 7-8' high. DMs should be aware of the party's noise radius that will alert monsters on the other side of doorways.<br />
<br />
<strong>Level 1</strong><br />
<br />
<strong>The Kobold King's Run</strong><br />
<br />
<span style="color: red;">Room 13.</span> <br />
<br />
The door to this room is locked. PCs entering the room are confronted by a foul odour and are attacked by two Carrion Crawlers - one on the ground and the other clinging to the wall. If the entire party becomes paralysed they are 'rescued' by the Kobolds in Rooms 9 and 11 who tie up the characters and drag them before the 'Kobold King'. The Kobolds in this region have developed an immunity to the Crawler's paralysis - either naturally, or as the result of a wizard's experiment or wayward spell. <br />
<br />
<span style="color: yellow;">Carrion Crawlers</span> (2)<br />
AC: 3/7 HD: 3+1 hp: 19 and 22 THACO: 17 Attacks: 8 or 1 Damage: Tentacle Paralysis for 2d6 turns or 1d2 (bite) Size L 7' long Mv: 12 xp: 420<br />
<br />
<br />
<span style="color: red;">Room 9.</span><br />
<br />
The ten Kobolds that occupy this room divide their time between playing dice games and foraging around the castle ruins. The PCs can see a number of crude straw mattresses, lots of small bones strewn everywhere and a clay urn (that is filled with salt.) Inside the urn is hidden a brass key that unlocks the door to the north.<br />
<br />
If a battle occurs in the Carrion Crawler lair (Room 13) they wait until it is concluded before investigating. They will wait until they think PCs have moved on (3 turns of silence) before opening the secret door. If there is fighting in the King's Hall they immediately rush to the fight. The door to the north is locked while the corridor is covered in salt.<br />
<br />
<span style="color: yellow;">Kobolds</span> (10)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d4+1 (Poor Quality Short Sword) Alignment: LE Mv: 6 Size: S (3' tall) XP: 7
<br />
Equipment: Poor Quality/Rusted Short Swords, Cloth Armour, wooden dice, small Knives (2), Slings (2), small rocks (20), brass key, 46cp/4sp total.
<br />
*Infravision 60'.<br />
<br />
<br />
<span style="color: red;">Room 11.</span> <br />
<br />
This room is 'furnished' similarly to the other (Room 9) except that there is a large clay bowl filled with water and no clay urn filled with salt.<br />
<br />
Like the Kobolds in Room 9 these creatures wait until any fighting has subsided in the Carrion Crawler room before investigating.* They will wait until they think the PCs have moved on (3 turns of silence) before opening the secret door.<br />
<br />
The locked door to the north east is very strong, of (heavily rusted) iron construction, and cannot be broken down using ordinary weapons. The lock can either be picked or the door broken off its hinges using iron spikes, an action taking one turn and causes the mobilisation of all the Kobolds in the lair. *Note that the Kobolds in Room 14 will arrive two rounds after these creatures leave their post to see what has happened.<br />
<br />
<span style="color: yellow;">Kobolds</span> (10)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d4+1 (Poor Quality Short Sword) Alignment: LE Mv: 6 Size: S (3' tall) XP: 7 <br />
Equipment: Poor Quality/Rusted Short Swords, Cloth Armour, wooden dice, small Knife (1), Sling (1), small rocks (4), 61cp total. <br />
*Infravision 60'.<br />
<br />
<br />
<div>
<span style="color: red;">Room 14.</span><br />
<br />
These Kobolds mobilise two rounds after the Kobolds in Room 11 go to investigate any disturbance in the Carrion Crawler room and arrive either in battle, or to make up part of a large group of onlookers. This room is the same as room 11.<br />
<br />
<span style="color: yellow;">Kobolds</span> (8)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d4+1 (Poor Quality Short Sword) Alignment: LE Mv: 6 Size: S (3' tall) XP: 7 <br />
Equipment: Poor Quality/Rusted Short Swords, Cloth Armour, wooden dice, small Knife (1), 4cp/1sp total. <br />
*Infravision 60'.<br />
<br />
</div>
<div>
<span style="color: red;">Room 7.</span> <em>Hall of the Kobold King</em><br />
<br />
This room is furnished with mouldy cushions, many crude stools, straw, and the remains of broken furniture. There are two small half-sized barrels with dried fruit, a large clay bowl full of water, and a half emptied barrel of salt. Examination of the salt barrel reveals a purple ten-pointed star etched into the side (wizards will recognise this as a W<em>izard Mark</em>). Numerous Kobold warriors inhabit the room.<br />
<br />
A larger Kobold, 4 feet tall, sits atop a roughly cut throne made from a tree stump. If there is battle in Room 9 the monsters wait behind the secret door and do not attack - hoping that they will remain undiscovered. The larger Kobold, King Og, speaks the Common tongue. If given the chance he will attempt to negotiate with the PCs promising treasure - or demanding they swear service to save their lives if the PCs are paralysed - asking that the characters attack the undead (Ghouls), the lizard monsters (Troglodytes) and/or the plant monsters (Myconoids) inhabiting the adjoining rooms.<br />
<br />
The door to the West is locked (the key is with one of the Kobolds). The outside corridor is covered in salt. If questioned about the salt the Kobolds refuse to answer. If charmed a Kobold, or King Og, will say it is to keep the slime beast, inhabiting the lower level, at bay. The door to the south is made of iron and is locked (see the Kobold King's items).<br />
<br />
<span style="color: yellow;">Kobold King Og</span><br />
AC: 6 HD: 1+1 hp: 8 THACO: 19 Attacks: 1 Damage: 1d6 (Short Sword) Alignment: CE Mv: 9 Size: S (4' tall) XP: 15 <br />
*Infravision 60'.<br />
Equipment: Short Sword, Ring Mail Armour, Dagger, Iron Key.<br />
<br />
<span style="color: yellow;">Kobolds</span> (15)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d4+1 (Poor Quality Short Sword) Alignment: LE Mv: 6 Size: S (3' tall) XP: 7 <br />
Equipment: Poor Quality/Rusted Short Swords, Cloth Armour, wooden dice, brass key, small Knife (1), thin hemp rope 20' (used to tie up paralysed PCs), 185cp/12sp/2ep total. <br />
*Infravision 60'.<br />
<br />
The Kobold King's Treasure (inside the throne found on inspection):<br />
<br />
Gold statuette of a Lion worth 30gp, a silver Holy Symbol worth 5gp, coins 230cp/55sp/5gp/8pp. <br />
<br />
<br />
<span style="color: red;">Room 10.</span><br />
<br />
This prison room is occupied by 2 Ghouls that have been locked in here since before the other monsters occupied the ruins. All the doors are made of iron with the 'unlocked' one broken off the wall due to constant battering over the years. Presently the monsters have given up on the doors and are using their newly acquired Rusted Short Swords to tunnel into the wall towards Room 8. They are halfway there. On the floor are the crushed bones of 3 Kobolds that entered from Room 7.<br />
<br />
<span style="color: yellow;">Ghouls</span> (2)<br />
AC: 6 HD: 2 hp: 12/14 THACO: 19 Attacks: 3 Damage: 1d3/1d3 (Claws+Paralysis) + 1d6 (Bite) Mv: 9 S 6' tall Alignment: CE xp: 175<br />
*Paralysis lasts 2+1d6 rounds<br />
*Immune to <em>Sleep</em> and <em>Charm</em><br />
<br />
<strong>Lair of the 'Lizard Men'</strong><br />
<br />
If the PCs are progressing easily through this part of the Dungeon the Dungeon Master should introduce the unexpected arrival of a mixed patrol of Troglodytes and Bullywugs, perhaps just after they defeat the Killer Moths, hitting the party from the rear. Note that, although the Bullywugs do not have infravision their keen eyesight allows them to see well enough in pitch darkness out to about 10 feet.<br />
<br />
<span style="color: yellow;">Mixed Patrol</span> - ten monsters in total (a not so random encounter)<br />
<br />
<span style="color: yellow;">Savage Troglodytes</span> (5)<br />
AC: 5 HD: 2 hp: 15 THACO: 19 Attacks: 3 Damage: 1d2/1d2 (Claws) + 1d4+1 (Bite) Mv: 6 Alignment: CE Size: M xp: 120<br />
*Infravision 90'<br />
*Secrete smell while in combat SA vs poison or lose 1d6 Str.<br />
*Chameleon Power to blend into shadows and background for 90% concealment.<br />
<br />
<span style="color: yellow;">Bullywugs</span> (5)<br />
AC: 6 HD: 1 hp: 8 THACO: 19 (18) Attacks: 1 Damage: 1d6 (Stone tipped spear, two handed grip) Mv: 3 Alignment: CE Size: M 5' xp: 65<br />
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)<br />
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.<br />
<br />
<br />
<span style="color: red;">Room 15.</span><br />
<br />
The door leading into this room has a broken lock so it cannot be properly sealed. There are three stone blocks in the otherwise bare room that have been used as chairs. Inside, standing guard are three Savage Troglodytes. The Trogs here are part of a mixed warband that include Bullywugs. If these normally grey-green coloured monsters are alerted by noisy characters they blend into the walls using their Chameleon Power - surprising the party when they enter the room. Trogs from Room 16 will join the fight at the start of the third round of combat after unlocking the door.<br />
<br />
<span style="color: yellow;">Savage Troglodytes</span> (3)<br />
AC: 5 HD: 2 hp: 15 THACO: 19 Attacks: 3 Damage: 1d2/1d2 (Claws) + 1d4+1 (Bite) Mv: 6 Alignment: CE Size: M xp: 120<br />
*Infravision 90'<br />
*Secrete smell while in combat SA vs poison or lose 1d6 Str.<br />
*Chameleon Power to blend into shadows and background for 90% concealment.<br />
<br />
<br />
<span style="color: red;">Room 16.</span><br />
<br />
The door to this room is locked. Inside there are furnishings that include a number of old stools, a round table and a broken chest (with nothing in it). Various animal bones litter the floor. On the table is a brass key that opens the door to Room 15. To the north are two secret doors. The monsters here rush to the aid of their brethren if they hear the sounds of combat, joining the battle in the 3rd round.<br />
<br />
<span style="color: yellow;">Savage Troglodytes</span> (4)<br />
AC: 5 HD: 2 hp: 15 THACO: 19 Attacks: 3 Damage: 1d2/1d2 (Claws) + 1d4+1 (Bite) Mv: 6 Alignment: CE Size: M xp: 120<br />
*Infravision 90'<br />
*Secrete smell while in combat SA vs poison or lose 1d6 Str.<br />
*Chameleon Power to blend into shadows and background for 90% concealment.<br />
<br />
<br />
<span style="color: red;">Room 16.</span> <em>Long Corridor</em><br />
<br />
The corridor here is bare and long. The Geletanious Cube that blocks the passage appears almost invisible and is encountered at the halfway point. PCs must roll for surprise with a -3 penalty when the cube first attacks.<br />
<br />
<span style="color: yellow;">Geletanious Cube</span><br />
AC: 8 HD: 4 hp: 35 THACO: 17 Attacks: 1 Damage: Paralysation 5d4rds + Digestion 2d4 per round Mv: 6 Alignment: N Size: L 5x8' xp: 650<br />
*Electricity, <em>Fear, Hold, Paralyzation, Polymorph</em>, and <em>Sleep</em>-based attacks have no effect. Fire and blows from weapons have normal effects. If a cube fails its saving throw against a cold-based attack, the cube will be slowed 50% and inflicts only 1d4 points of damage<br />
<br />
<br />
<span style="color: red;">Room 6.</span><br />
<br />
This is simply a Zombie storage room left over from the previous occupants of the dungeon. They will move to attack the PCs automatically losing initiative.<br />
<br />
<span style="color: yellow;">Zombies</span> (6)<br />
AC: 8 HD: 2 hp: 14 THACO: 19 Attacks: 1 Damage: 1d8 (Fists) Alignment: N(E) Size: M xp: 65<br />
*Immune to <em>sleep, charm, hold</em>, death magic, poisons, and cold-based spells.<br />
Holy water inflicts 4d4 per vial (ver 2.6 rules). <br />
<br />
<br />
<span style="color: red;">Room 12.</span> <br />
<br />
The west wall of this room features 3 large iron cauldrons stacked inside of each other. There are three smaller buckets upturned on the floor (used as chairs). Near the locked door to the north are a bundle of torches (4), plus one (1) that is half burnt plus two flasks of oil and a flint and steel. If alerted the frog-like Bullywugs wait for PCs to open a door before using their hop attack. If there is fighting in Room 16 the Bullywugs will wait behind the secret door hoping that they will remain undiscovered. One of the humanoids has a brass key that opens the locked door.<br />
<br />
<span style="color: yellow;">Bullywugs</span> (3)<br />
AC: 6 HD: 1 hp: 8 THACO: 19 (18) Attacks: 1 Damage: 1d6 (Stone tipped spear, two handed grip) Mv: 3 Alignment: CE Size: M 5' xp: 65<br />
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)<br />
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.<br />
<br />
<br />
<span style="color: red;">Room 8.</span><br />
<br />
The doors to this room are locked. Upon entering, the characters, unless they are brandishing flaming torches, are attacked by four Killer Moths that fly down out of a large crevasse in the ceiling. This thin crevasse leads to the surface. These monsters lash out using a barbed proboscis that breaks the skin to scoop up flesh and blood. The floor of this room contains smashed bits of broken furniture, but none of it large enough to pose a problem for the characters.<br />
<br />
<span style="color: yellow;">Killer Moths</span> (4)<br />
AC: 7 HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d4 (barbed proboscis) Mv: Fl 18(C) or 3 Alignment: N Size: M (5' wingspan) xp: 60<br />
*Unable to fly at half hit points.<br />
*Fire keeps them at bay.<br />
<br />
<br />
<span style="color: red;">Room 5.</span><br />
<br />
This room is furnished with old chairs and two small round tables. Upon one table are two half burnt torches, a flask of oil, a flint and steel, plus a brass key (that opens the door to the south east- there is no key to the locked door to the north). The Bullywugs here wrestle each other to kill time or sleep on the floor. If the PCs fight the Killer Moths in Room 8 the monsters will prepare themselves. If the DM introduces the Mixed Patrol at this point, directly after the Killer Moths are defeated, the monsters here will unlock the door and enter the battle at the start of the 2nd round of combat. If the PCs engage in battle with the Bullywugs within this room, then the remaining humanoids in Room 3, including the leader, join the battle at the start of the 3rd round. <br />
<br />
<span style="color: yellow;">Bullywugs</span> (6)<br />
AC: 6 HD: 1 hp: 8 THACO: 19 (18) Attacks: 1 Damage: 1d6 (Stone tipped spear, two handed grip) Mv: 3 Alignment: CE Size: M 5' xp: 65<br />
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)<br />
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.<br />
<br />
<br />
<span style="color: red;">Room 3.</span><br />
<br />
This room has a bench along the west wall, a round wooden table in the south covered with a set of armour, and a large iron cauldron in the north east filled with water. On the bench are the carcasses of four goats. Also present is a large knife. On the floor to the south is a Dwarf dressed in undergarments, seemingly tied up (with torn strips of cloth). If fighting against the 'lizard men' section of the dungeon initially breaks out here, the other Bullywugs will join the battle at the end of the second round.<br />
<br />
The Bullywug leader Ooaad is exceptionally strong and rules by brute force. He does not speak the common tongue of the humans in this area and will not negotiate with them believing that all encounters are kill or be killed scenarios. He knows of the deadly spiders in Room 1, that killed one of his warriors, and has decided not to venture any further into the Dungeon.<br />
<br />
<span style="color: yellow;">Bullywug Leader</span> (1) Ooaad<br />
AC: 6 HD: 2 hp: 19 THACO: 18 (17) Attacks: 1 Damage: 1d6+3 (Stone tipped spear, two handed grip, Str) Mv: 3 Alignment: CE Size: M 6' xp: 100<br />
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)<br />
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.<br />
<br />
<span style="color: yellow;">Bullywugs</span> (5)<br />
AC: 6 HD: 1 hp: 8 THACO: 19 (18) Attacks: 1 Damage: 1d6 (Stone tipped spear, two handed grip) Mv: 3 Alignment: CE Size: M 5' xp: 65<br />
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)<br />
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.<br />
<br />
<span style="color: yellow;">Tagrim</span> 4th level Dwarven Fighter<br />
Str 14 Int 12 Wis 15 Dex 10 Con 17 Cha 12<br />
AC: 10 (tied up in underclothes) or AC: -1 (Platemail, Shield+2, Shield Specialist) or 3 (when using shield punch) HD: 4 hp: 5/42 (Con 17) THACO: 16, 17 Attacks: 1 or 2 Damage: 1d8+3 (Battle Axe, Str), 1d3+1 (Shield, Str) Mv: 6 Alignment: LG Size M: 4-1/2' tall<br />
*Partial Weapon Specialisation +1 to hit, +2 Damage but not specialised attacks per round.<br />
*Shield Specialist, +1 defensive bonus. No penalty to shield punch attack roll. <br />
*+2 to Saves versus physical attacks from the front (due to the magical shield bonus) ie Acid saves are made on a roll of 14 not 16.<br />
Equipment: Plate Mail, Medium Shield+2, Battle Axe, Silver Dagger, Holy Symbol, Holy Water (2), garlic, waterskin, leather satchel, 12cp/4sp/5gp.<br />
<br />
Tagrim became separated from his Dwarven Patrol after battling a large band of Orcs and was subsequently ambushed by a group of camouflaged Troglodytes that took him prisoner via overbearing tactics. If rescued and healed he will fight with the PCs in all the subsequent encounters. Against low level opponents he will employ the shield punch. If the party faces the Giant Slug, Tagrim, guessing that the characters who saved his life face almost certain death, will place himself towards the front allowing the monster to target him whilst the others attack from the sides. During the battle he will call out to be healed as much as possible and rotate the front position with the strongest fighter. He plans on travelling with the party all the way back to town eventually returning to his Dwarven stronghold when the opportunity presents itself.<br />
<br />
<br />
<strong>The Remaining Rooms</strong><br />
<br />
<span style="color: red;">Room 1.</span> <br />
<br />
The entire room here is covered from floor to ceiling with thick spiderwebs. On the ground near the door to the south east is the shrivelled corpse of a Bullywug, a stone tipped spear lying nearby. <br />
<br />
Characters crossing this room are attacked by two Large Spiders that drop on them from hidden locations in the web. The webs themselves are thick and burn slowly. Using a torch a PC must physically touch the webs to cause them to retreat. There is no key to the locked door to the south. Note: Characters engaged in combat must roll vs dexterity each round to avoid getting a body part entangled in the webs. Roll 1d4 to determine the extremity caught including the weapon arm. Breaking free takes one round per point of strength below 18 ie a strength of 15 takes 3 rounds. Scores greater than 18 strength take 1 round to break free.<br />
<br />
<span style="color: yellow;">Large Spiders</span> (2)<br />
AC: 8 HD: 1+1 hp: 9 THACO: 19 Attacks: 1 Damage: 1 (Bite + Poison*) Mv: 6 Wb: 15 Size: S 2' xp: 175<br />
*Save versus Poison 0/15<br />
<br />
<br />
<span style="color: red;">Room 2.</span><br />
<br />
This room features piles of rotting tapestries, broken furniture and clothing. As soon as the party enters they are attacked by numerous Fire Beetles (that do not have any fire based attacks). They glow faintly red from glands near their heads and lower body.<br />
<br />
<span style="color: yellow;">Fire Beetles</span> (12)<br />
AC: 4 HD: 1+2 hp:10 THACO: 19 Attacks: 1 Damage: 3d4 (Huge Mandibles) Mv: 12 Size: S 2-1/2' long xp: 35<br />
*Cutting the light glands from these creatures provides light in a 10' radius for 1d6 days.<br />
<br />
<br />
<span style="color: red;">Room 4.</span><br />
<br />
Inhabiting this room are six 4' tall 'mushroom men' and a larger one that is 6' tall. They face the PC's direction with raised fists as they enter - but don't initiate combat. [DMs should ask the party what they intend to do.] Along the west wall are a number of wooden buckets and a large open barrel. The body of a Kobold lies next to the south door (which is closed and has a broken lock). The large barrel is half filled with salt. Closer inspection reveals a purple ten-pointed star etched on to the side (wizards will recognise this as a <em>Wizard Mark</em>). <br />
<br />
The Myconids do not immediately attack. They're trapped here thanks to the Kobolds to the south, who keep their doors locked (outside the salt filled corridor). The Myconids have not ventured past the locked door to the north either, which they think conceals more Kobolds. The Myconid leader is telepathic but must fire off spores, directed at one character to communicate. If the PCs do not immediately attack the leader shoots a cloud of spores from its mouth at the nearest character (SA vs. poison). If the save fails in 1d2 rounds communication is established. The character 'hears' the words <em>"We mean no harm. We are trapped".</em><br />
<br />
<span style="color: yellow;">Myconid Leader</span><br />
AC: 10 HD: 3 hp: 26 THACO: 17 Attacks: 1 Damage: 3d4 (fist) Mv: 9 Alignment: LN Size: M 6' tall xp: 175<br />
*Telepathic spores. Range: 40' Duration: 3 turns.<br />
<br />
<span style="color: yellow;">Myconids</span> (6)<br />
AC: 10 HD: 2 hp: 16 THACO: 19 Attacks: 1 Damage: 2d4 (fist) Mv: 9 Alignment: LN Size: S 4' tall xp:120<br />
<br />
If communication is established the Myconid leader explains that the telepathic link will only last a short time. He tells the character that they were part of a work crew tasked with exploring the upper reaches of the underground tunnel system and they stumbled into an area inhabited by a huge slimy acid spitting creature - that the PC understands was a huge slug. Two of the work party were killed, and presumably eaten. In their retreat they ran into a large room, whereupon they spied a salt covered stairway, which led to an unlocked door and this smaller room. The Myconid tells the PC that whilst trying to defend themselves, the slug seemed invulnerable to their attacks, their fists literally bouncing off the slimy body. They seek to return to their realm, and are preparing themselves to take on the slimy monster one last time. They would be grateful for any help offered by the characters, who are obviously warriors, even if to distract the beast so that they can make an escape back into the tunnel system.<br />
<br />
<br />
<strong>Level 2</strong><br />
<br />
The east door to Room 4 is unlocked. Opening the door the PCs see a salt covered landing and stone stairs leading downwards likewise covered in salt.<br />
<br />
The stairs lead to an archway that opens to the top of a large 70'x100' stone cut room. Although there is a mist, the characters can see to the far end if they have light. What they cannot see is any detail, and the 5' hole in the darkness of the far wall. <br />
<br />
Once the party enters the room, or an individual crosses the halfway point, the walls start shaking and the head of the slug squeezes out of the 5' hole, spitting acid at the nearest foe (this first shot has only 10% change of hitting). Initiative should then be rolled. The slug fully emerges at the end of the first round of combat extending itself to almost half the length of the room. <br />
<br />
<span style="color: yellow;">Giant Slug</span><br />
AC: 8 HD: 12 hp: 120 THACO: 9 Attacks: 1 Damage: 1d12 (Bite) or Acid spit (4d8) Alignment: N Mv: 6 Size: H 40' long xp: 5000<br />
*Immune to blunt weapons.<br />
*Spits Acid for 4d8 (SA vs breath weapon for 1/2 damage). First shot has only 10%chance to hit. Subsequent shots are 90% at 10 foot distance, -10% every ten foot distance. At 30 feet the chance to hit is 60%. Missed acid shots fall at a 10 foot distance at a random (1d12) location.<br />
*Can squeeze through narrow doorways or passages. <br />
<br />
<span style="color: #6aa84f;">Tactics:</span> The Giant Slug has a strong dislike for salt, which causes 1d12 points of damage per bucket to the creature, or 1d6 from any thick coating placed on the ground - plus it slows the monster to half movement rate. However, the natural slime generating abilities of this creature will cause the salt to be shed rapidly as it moves. If the PCs take cover behind a salt barrier and damage the beast it becomes enraged after the first round and charges forward regardless of the consequences. Any damage-causing attacks upon the monster enrage it. If the Dwarf Tagrim is with the party and the Slug spits acid he urges them to rush forward and surround the creature while he distracts it with powerful attacks to the front (realising that the party could be picked off at range and their only hope is to overwhelm this beastly opponent).<br />
<br />
<br />
<strong>Conclusion:</strong><br />
<br />
If the PCs were captured by the Kobolds, acted on their behalf, and then return to King Og's lair, he thanks them and then tells the party they have a reward. At this time a door is opened and the surviving Carrion Crawler(s) are released into the room. The Kobolds have immunity to the paralysis. All the Kobolds join in on the attack at this point.<br />
<br />
When the PCs make it back to the town the Merchant's Guild, through their agent Fakrim the scribe, pay a total of 200 gold and offer one Wizard and one Priest scroll from their small selection. The DM should plan a choice of items that is wanted by the party - perhaps second and third level spells.<br />
<br />
PCs that complete this adventure receive a bonus of 300 experience points each.<br />
<br />
</div>
SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-17736706534770443062014-02-20T10:00:00.000-08:002018-07-09T19:17:45.110-07:00The Temple of the Yellow Skulls<br />
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<br />
A magical artefact, that has been hidden in the mountains, is needed to lift a curse placed upon the ruling family in the Port of Honzu. This Oriental Adventure, set on the Island of Kozakura, is intended for Player Characters who are either Gaijin (foreigners) or non-residents of Honzu of 4th to 5th level. <br />
<br />
<br />
<strong>Prologue</strong> <br />
<br />
During the course of the party's stay in Honzu they are approached by two Samurai who are in service to the Port's ruling clan. They introduce themselves as Masayuki Satsumo and Takei Shimada. Masayuki explains that their clan faces a small problem on one of the Islets in the bay:<br />
<blockquote>
<em>"According to the fishermen, a group of monsters has taken over an <strong>abandoned shrine</strong> making it unsafe for any to make landfall in case of an emergency. Because of the shrine, none of the clan warriors are permitted to fight there and so we are seeking foreigners who would be willing to battle the creatures - out of their own personal interest. Officially the Ishimoto clan has nothing to do with any fighting in or around the shrine and has not violated any agreements made to preserve the sanctity of this holy place." Masayuki continues ... "Of course the clan would be very grateful to see the monsters driven from their position in the bay."</em></blockquote>
<span style="color: yellow;">Masayuki Satsumo</span> (1) 4th level Samurai<br />
AC: 1 (Dex 14) HD: 4 hp: 35 THACO: 15 (Str 16, Specialisation) Attacks: 3/2 Damage: 2d6+3 (katana two handed style) Alignment: LG xp: 350<br />
Special Abilities: Ki power - Str 18/00 per round once per level per day (THACO improves by two and damage by +5), +5 vs Mind Attacks. <br />
Equipment: Splint Armour, katana, wakizashi, Ring of Protection +2, Ring of the Hornet (polymorphs wearer into a Hornet Wasp upon command), blue, white and black patterned kimono jacket, 6 fen/9 yuan/9 tael (see this <a href="http://thacodragon.blogspot.com.au/p/oriental-campaign-world.html"><span style="color: yellow;">link</span></a> for a description of <em><span style="color: yellow;">oriental money</span></em>).<br />
<br />
<span style="color: yellow;">Shimada Takei</span> (1) 7th level Samurai<br />
AC: -2 (Dex 17, Banded Armour +2) HD: 7 hp: 71 (Con 17) THACO: 11 (Specialisation plus magical weapons) Attacks: 3 Damage: 1d10+4 (katana +2), 1d8+4 (wakizashi +2) Alignment: LN xp: 1500<br />
Special Abilities: Ki power - Str 18/00 per round once per level per day (THACO improves by two and damage by +6), +5 vs Mind Attacks.<br />
Equipment: Banded Armour +2, Pearl of Fire Resistance, Fan of Invisibility (when opened the character becomes invisible, but any significant movement dispels the illusion), blue, white and black patterned kimono jacket, 10 yuan/12 tael.<br />
<br />
The request being made here is a test. <br />
<br />
The Lord of Honzu is seeking capable fighters but not those with extraordinary powers or experience. Gaijin, or non-resident warriors, of relatively low level, are being tested so they can be sent on an important quest that is destined to play out in the nearby mountains. Lord Ishimoto knows that higher level characters cannot be chosen for this second endeavour because they will ultimately fail due to a danger that would overcome more experienced warriors.<br />
<br />
In relation to this first undeclared test - although the monsters on the islet are a nuisance, and a serious danger to the fishermen, they have been ignored by the authorities for the last month. The abandoned shrine is not actually recognised as a holy site by the modern people of Honzu. The story about needing Gaijin or foreigners to clear the islet of monsters only applies to the second mountain quest.<br />
<br />
If the PCs agree to clear the islet then Masayuki indicates they should find themselves a shimaihagi (small fishing boat) and some hardy fishermen willing to make the journey. Masayuki also knows the monsters are Bakemono, but will pretend he doesn't know. He reminds the PCs that this excursion officially has nothing to do with the Ishimoto clan and they must continue alone.<br />
<br />
<br />
<strong>The Fishermen</strong><br />
<br />
Moving through the town the PCs soon find themselves at the seaside. Upon a pebble beach the characters see a number of small fishing boats and attending fishermen who wear grey shirts and trousers. Wandering nearer to the PCs comes one slightly overweight and seemingly arrogant fisherman. In a raised voice he states: <em>"If want to buy fish you'll best be coming back tomorrow. Even if you are willing to pay more than the low prices commanded by the Lord of Honzu you can't have any fish."</em><br />
<br />
<span style="color: yellow;">Gokuru the Fisherman</span> (1) 2nd level Bushi (ex-soldier and paid informer to Lord Ishimoto)<br />
AC: 9 (martial arts bonus) HD: 2 hp: 16 THACO: 19 Attacks: 1 Damage: 1d4 (oar) or (tanto/knife) Alignment: LN<br />
Equipment: heavy cloth jacket and pants, tanto, 10 fen/4 yuan/2 tael.<br />
<br />
If the PCs offer money to visit the islet occupied by the monsters Gokuru becomes very interested. <em>"Oh?"</em> he turns towards them. He is willing to take any reasonable offer equivalent to 3 tael or more. <em>"How much do you think you would pay for me and my crew to go on such a dangerous journey?"</em> If the PCs offer more than 3 tael he immediately accepts and directs them to his fishing boat where 3 crew are stashing the nets ready for the day's catch. <em>"Leave the nets behind, we're going to Katanashi Ichidou Islet."</em><br />
<br />
<span style="color: yellow;">Fishermen</span> (3) 0-level Humans<br />
AC: 10 HD: 1 hp: 8 THACO 20 Attacks: 1 Damage: 1d3 (small fishing knives) <br />
Equipment: coarse grey shirt & trousers.<br />
<br />
The fishing boat without its nets can take a crew of four, who do the rowing, plus four passengers. The rowers sit side-by-side pulling on four oars that fill the space from amidships to the stern with the forward part of the boat free for passengers. If there are more than four PCs Gokuru can organise another boat but will insist on more money to compensate for the loss of income from the day's catch. He intends to drop the characters at a small beach adjacent to a wrecked jetty, close to the occupied shrine, and then wait offshore. If asked Gokuru can provide a brief description of the Islet (see later text for details).<br />
<br />
<span style="color: yellow;">Jinsoku-Ebi or Swift Lobster</span> (1) shimaihagi fishing boat 18' x 5'<br />
Equipment: oars (4), bucket (1), painter (bow) rope (20'), anchor rope (100'), circular stone anchor (24lbs).<br />
<br />
There is enough space for seated or standing characters in this flat-sided boat but no room to move effectively during any combat. Therefore no Armour Class bonuses for dexterity apply. PCs who wear heavy armour and fall overboard risk drowning.<br />
<br />
As the boat leaves shore they are passed by a Hornet Wasp that flies far off their port side and across the harbour. The wasp is Masayuki Satsumo who has used his magical ring and will spy on the PCs from the heights of the treetops on the Islet. Unless the PCs actively use some method of magical detection Masayuki will remain undiscovered.<br />
<br />
<br />
<strong>Katanashi Ichidou (ruined shrine) Islet</strong> <br />
<br />
Gokuru and his crew take half an hour to row to the islet which sits just inside one of the headlands of the harbour. The islet is small, not more than 400 yards across, with the ruined shrine visible before a small grove of trees. According to Gokuru, short shadowy figures have been seen by passing boats - danger enough to keep the fishermen away.<br />
<br />
As the Jinsoku-Ebi moves nearer details can be seen revealing a partially ruined wooden jetty adjacent a sandy beach among the rocky shoreline. Beyond the shore is a small grove of trees in front of which is a rectangular wall that is part of the shrine. Moving quickly from the grove and onto the jetty are six (6) short figures with bows in hand.<br />
<br />
<span style="color: yellow;">Bakemono Archers</span> (6)<br />
AC: 6 HD: 1-1 hp: 6 THACO: 20 Attacks: 3/2 or 1 Damage: 1d6 (Arrow or Short Sword) Size: S 4' Mv: 6 Alignment: xp: 15<br />
Equipment: Composite Short Bow (14 arrows each) Range: 50/100/150 , Short Sword, piecemeal plate armour, 43 fen/12 yuan/2 tael total.<br />
<br />
<span style="color: #38761d;">Tactics:</span> The Bakemono move out onto the ruined jetty and fire off arrows starting from their maximum range. They can fire at a rate of 3/2 rounds over a period of 5 rounds until the fishing boat makes the beach and then they all run for the cover of the shrine wall. In the first round, firing at their maximum range (-5 penalty), two arrows can be released followed by one arrow in the next round and then two etc. If any of these humanoids becomes injured before the PCs make landfall the injured rush off towards the cover of the wall where they are healed of 3hp via healing proficiency from their herbalist-trained leader. [See <a href="http://www.lomion.de/cmm/bakemono.php"><span style="color: yellow;">this link</span></a> for an image and description of the goblin-like <a href="http://www.lomion.de/cmm/bakemono.php"><span style="color: yellow;">Bakemono</span></a>.]<br />
<br />
When the PCs move off the beach nine (9) more Bakemono rush from behind the wall of the shrine, across the grassy strip, and charge the party. Surviving archers also emerge and fire upon the party aiming for any obvious spell casters. If the charging Bakemono strike with their spears they do double damage. They take one round, striking at the end of the round, to reach the PCs, after travelling 80 feet from cover. <br />
<br />
<span style="color: yellow;">Bakemono</span> (8)<br />
AC: 6 (AC 7 charging) HD: 1-1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d6 (Yari-spear, double damage with charge) Mv: 6 Size: 4' Alignment: CE xp: 15<br />
Equipment: Yari (spear), piecemeal plate armour, 40 fen/14 yuan total.<br />
<br />
<span style="color: yellow;">Bakemono Leader</span> (1) herbalist/healer<br />
AC: 4 HD: 2 hp: 15 THACO: 18 (str) Attacks: 1 Damage: 1d8+1 (Naginata) + poison (0/15) Size: S 4' Mv: 6 xp: 35<br />
Equipment: Naginata, Banded armour, poison salve, 10 fen/2 yuan/1 tael.<br />
<br />
<span style="color: yellow;">Bakemono Archers</span> (?) survivors from previous encounter<br />
MV: 6 AC: 6 HD: 1-1 hp: 6 THACO: 20 Attacks: 3/2 or 1 Damage: 1d6 (Arrow or Short Sword) Size: S 4' Mv: 6 Alignment: xp: 15<br />
Equipment: Composite Short Bow (14 arrows each) Range: 50/100/150, Short Sword, piecemeal plate armour.<br />
<br />
If PCs approach the shrine they see there is only one remaining wall and rubble strewn around. There are remains of a camp fire and the bones of small birds and rats. Also to be found are three (3) bundles of arrows tied together with string (a total of 74 arrows), a large bag of herbs and a bundle of cloth strips. Hidden among the trees is a large upturned canoe with a large split running through the middle. Further into the tree-line is a shallow pool of collected rainwater.<br />
<br />
<br />
<strong>An Audience with Lord Ishimoto</strong><br />
<br />
When the PCs return Masayuki Satsumo and Takei Shimada are waiting for them a short distance from the stony beach. Masayuki thanks them for their effort and immediately invites them to the town's central keep on behalf of Lord Ishimoto, the ruler of Honzu.<br />
<br />
If the PCs ask why they are being summoned Masayuki can tell them that his lord faces another problem that only Gaijin or non-residents of Honzu can overcome. If the PCs do not want to continue Masayuki and Takei both look surprised. Takei continues <em>"You must obey the summons. You can still refuse the coming task but you cannot refuse an audience with Lord Ishimoto."</em><br />
<br />
If the PCs decide they do not want to attend the Lord of Honzu, which may occur if they are barbaric Gaijin, a second attempt to convince them is made the next day. Masayuki will appeal to the character's sense of honour or monetary desires, offering up to a total of 2000 tael to the party and any standard equipment they require. He also argues that more treasures could be acquired in the course of service to Lord Ishimoto. However, this time the two retainers are backed by 100 1st level Samurai and a 9th level Shukenja (Hirotomo) who will cast multiple <em>Hold Person</em> spells upon the PCs. This back up force waits a few streets away until called for. The PCs are effectively put under arrest. In this scenario one of the PCs, or an NPC, is held hostage during the course of the adventure.<br />
<br />
<span style="color: yellow;">Warriors of Honzu Keep</span> (100) 1st level Samurai<br />
AC: 4 (Banded Armour) HD: 1 hp: 10 THACO: 19 (Specialisation) Attacks: 3/2 Damage: 2d6+2 (Specialisation, katana 2 handed), 1d8 (wakizashi) Alignment: LN xp: 35<br />
Special Abilities: Ki power - Str 18/00 per round once per level per day (THACO improves by two and damage by +6), +5 vs Mind Attacks.<br />
<br />
<span style="color: yellow;">Hirotomo</span> (1) 9th level Shukenja <br />
AC: 2 (Studded Leather +3, Dex 16) HD: 9 hp: 56 THACO: 14 Attacks: 3/2 Damage: 1d6+2 (Bo Staff) Alignment: LN xp: 800<br />
Special Abilities: +3 to all saving throw rolls, Protection from Evil 10-foot radius 3/day, Lay Hands 18hp/day, Remove Curse 3/day, Saves vs Mind +5 (Wis 16), Invulnerable to edged weapons for 9 hits (Granted Power).<br />
Equipment: Bow Staff +2, tanto +1.<br />
<br />
Spells: [1st] Bless, Deflection (x2) - SA vs Death for no missile damage, 1/2 melee damage, duration 2rds/level, Detect Evil (x2), Detect Poison, Detect Disease; [2nd] Slow Poison, Hold Person (x4); [3rd] Cure Disease, Dispel Magic; [4th] Neutralise Poison, Polymorph Self.<br />
<br />
Having agreed to attend Honzu Keep the PCs are escorted by Masayuki and Shimada through the town until they reach the main gate of a huge walled area. Walking past the ranks of the garrison soldiers, who are training inside the open air compound, the party moves onward into a large, white plastered, 2 storey square building featuring a curving black-tiled roof. The iron bound double doors are open and guarded by four (4) Samurai. Two guard dogs are chained to the nearby walls. After moving inside the PCs pass through an internal doorway guarded by four (4) more Samurai. At the next threshold, also guarded by more Samurai, their escorts stop. Masayuki turns to the PCs and simply says: <em>"We must wait here."</em><br />
<br />
Masayuki explains that when inside the audience chamber the characters should remain silent and only answer if asked a question. To act otherwise would be seen as highly disrespectful. After about 10 minutes, foot movement can be heard from the other side of the door. Shortly thereafter the doors are slid open by two (2) attendants to reveal a large square room decorated with wood panelled walls that feature landscape scenery lit by brightly shining, undoubtedly magical, lamps. <br />
<br />
At the far end of the room upon a raised platform are two figures, one seated and one standing. As the party advances they see the that the figure standing appears to be a middle aged priest (Hirotomo), who is wearing brown robes, whilst the other figure of a similar age is clothed in a plain black kimono with two swords in his belt. On the wall behind the stage is the huge blue lotus flower motif of the Ishimoto clan.<br />
<br />
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The brown robed figure speaks. [Note: If the PCs are arrested, and one of their number taken hostage, they are given an abbreviated version of this speech that only reveals the need to recover the artefact and the fact that the Monk is the guardian. No other details are offered.]<br />
<blockquote>
<em>"Lord Ishimoto wants me to be direct - so we will avoid formalities. My Lord and his family are suffering a curse bestowed upon them by an evil witch which thus far cannot dispelled. My own powers are not strong enough to remove this curse and our final hope rests with the recovery of a magical artefact guarded by a Monk in the nearby mountains. According to prior arrangement this Monk will not loan the artefact to, nor appear before, any members of the Ishimoto clan who visit the mountains. It was agreed that only those foreign to our territory would be able to make contact with the guardian and that he would know their authenticity via private information known only to himself and Lord Ishimoto. He is sworn to protect members of our clan from the corrupting power of the artefact. This circumstance also ensures that no attempts at betraying our Lord can even be attempted from those within the clan. Once you encounter the Monk you can explain the circumstances of our situation and he, being a personal friend of Lord Ishimoto, should come directly to the keep bringing the artefact with him. </em><br />
<em></em><br />
<em>This artefact, that can remove curses, can also, in the wrong hands, bestow them - but only by corrupting those of great power or renown such as Lord Ishimoto or myself. You see, the artefact can bend the will of others but is itself cursed. Those of low or modest skills will find the magical device a relatively mundane, albeit magical, item that has no influence over them. With the right knowledge such possessors will be able to command some of its weaker functions - one of which is to remove curses. Those of great skills and powers will find themselves dominated by an evil force trapped within the crystal, one that is bent on havoc and destruction. We would be honoured if you would help us."</em></blockquote>
The priest bows to the PCs upon finishing his monologue. Lord Ishimoto remains sitting upright, staring directly ahead. PCs can roll a d20 for difficult passive perception check (average between INT and WIS with a -6 penalty) to notice that Lord Ishimoto appears to be blind.<br />
<br />
<u>If the PCs agree</u> to the quest the priest looks relieved, while Ishimoto's expression only slightly changes. Read the following (see backquoted text appearing after the paragraph below). <br />
<br />
<u>If the PCs refuse</u> then they are told that they should strongly think about reconsidering and are told about the honour they would accrue in the service of Lord Ishimoto. If they still refuse they are escorted outside the audience chamber where they wait with Masayuki and Shimada and are told their refusal is being considered. After a short time they are eventually escorted outside whereupon the doors are bolted behind them, and they are surrounded by (100) one hundred 1st level Samurai and (20) twenty 2nd level Samurai (see stats for 'Chamber Guards' below except that they wear Banded Armour AC4). Hirotomo appears wearing studded leather armour and Masayuki and Shimada draw their weapons. They are asked to submit one of their number as a hostage to provide encouragement for the rest of the party to undertake the quest.<br />
<br />
The Priest moves forward.<br />
<blockquote>
<em>"Call me Hirotomo. Take this ring that bears the Lord's Seal (Ring of Protection +4) so that the Monk, who is called Wazikama, will know from whence you've come and say to him that Lord Ishimoto thanks him for his 'green sacrifice' at Daikyu Castle. He will know what this means."</em> </blockquote>
<span style="color: yellow;">Lord Ishimoto</span> (1) 13th level Samurai Warlord (blinded)<br />
AC: 2 (Dex 17, Kimono of Iron Armour AC 5) HD: 13 hp: 101 (Con 15) THACO: 6 (Str 17, Specialisation) Attacks: 7/2 Damage: 1d10+6 (katana+3) 1d8+6 (wakizashi+3) Alignment: LN xp: 2000<br />
Special Abilities: Ki power - Str 18/00 per round once per level per day (THACO improves by two and damage by +5), +5 vs Mind Attacks. <br />
Special Penalties: -2 to hit (blinded with blind fighting skill)<br />
Equipment: Katana +3 of detecting enemies, Wakizashi +3 of displacement, Ring of Mind Shielding, Kimono of Iron Armour.<br />
<br />
<span style="color: yellow;">Hirotomo</span> (1) 9th level Shukenja <br />
AC: 8 or 2 (See earlier entry for other stats).<br />
<br />
<span style="color: yellow;">Warriors of Honzu Keep</span> (4) 2nd level Samurai (chamber guards)<br />
AC: 8 (Padded Armour) HD: 2 hp: 16 THACO: 18 (Specialisation) Attacks: 3/2 Damage: 2d6+2 (Specialisation, katana 2 handed), 1d8 (wakizashi) Alignment: LN xp: 55<br />
Special Abilities: Ki power - Str 18/00 per round once per level per day (THACO improves by two and damage by +6), +5 vs Mind Attacks.<br />
<br />
<span style="color: yellow;">Attendants</span> (2) 0-level humans<br />
AC:10 (kimono) HD: 1 hp; 6 Attacks: 1 Damage: 1 (fist) Alignment N xp: 5<br />
<br />
<br />
<strong>Journey to the Mountains</strong><br />
<br />
Outside of Honzu Keep the party is escorted by Masayuki and told they may purchase any equipment they need to help them on their journey and that he will cover all their costs. If the PCs are on good terms Shimada soon catches up to the party bearing a number of magical items on loan from the keep. <br />
<br />
Magical Items - Scrolls: <em>Cure Disease</em> (3), <em>Hold Person</em> (2), <em>Cure Serious Wounds</em> (2), <em>Neutralise Poison</em> (2), Katana +1, Bo Stick +1, Short Bow +1, Healing Potions (6) in a bag, Wand of Magic Missiles (12 charges).<br />
<br />
After handing out the items Shimada tells the PCs that the mountain area behind the port is a wild area occupied by various beasts and humanoids like Bakemono. The Monk is somewhere higher in the mountains but he may have camped closer to the town in recent years. The best way forward is to simply follow the mountain trail until the party finds the reclusive guardian.<br />
<br />
<br />
<strong>The Duel</strong><br />
<br />
Starting at dawn the next day the PCs leave behind the walls that zone off the heavily populated area of Honzu and journey down the road past numerous rice fields and dispersed wooden farm houses made from logs. The PCs pass numerous peasants and their animals until they come upon a small inn outside of which three figures can be seen leaning against a roadside fence. The figures are dressed in dirty black-and-red banded armour that is not of the Ishimoto clan. <br />
<br />
As the PCs approach the leader challenges one of the party to a duel for honour and money.<br />
<blockquote>
<i>"You look to be a brave, honourable and well-to-do warrior. Will you not do me, Iezu, the honour of a duel? Having no money I ask only that should I win you offer me a token so that my companions and I can pay for our next meal? If you should win I can only offer my respect and acknowledgement of your skill."</i></blockquote>
The PC has no obligation to fight. If the challenge is accepted then Iezu suggests a brutal Five Strikes duel using Bokken (wooden swords, dam: 1hded 1d4/1d2 2hded 1d6/1d3). The first to land five hits is declared the winner unless the opponent is beaten unconscious first (25% of blunt instrument damage is temporary). If the PCs do not have a wooden sword one of Iezu's companions offers one of their own. Iezu has issued such challenges on many occasions, especially to lone travellers, where after the losing opponent is robbed and sometimes killed.<br />
<br />
<span style="color: yellow;">Iezu</span> (1) 3rd level Ronin<br />
AC: 2 (Banded Armour, Dex 16) HD: 3 hp: 25 THACO: 16 (Str 17, Specialisation) Attacks: 3/2 Damage: 1d6+3 (Bokken, two handed) or 2d6+3 (Katana, two handed) Alignment: NE xp: 250<br />
Special Abilities: Ki power - Str 18/00 per round once per level per day (THACO improves by +2 and damage by +5), +5 vs Mind Attacks.<br />
Equipment: Katana, wakizashi, 50 fen/10 yuan/8 tael/2 ch'ien (hidden throughout his clothes).<br />
<br />
<span style="color: yellow;">Ronin</span> (2) 1st and 2nd level Ronin<br />
AC: 4 (Banded Armour) HD: 1 and 2 hp: 10, 22 (Con 15) THACO: 19, 18 (Specialisation) Attacks: 3/2 Damage: 2d6+2 (Specialisation, katana 2 handed), 1d8 (wakizashi) Alignment: NE xp: 35 65<br />
Special Abilities: Ki power - Str 18/00 per round once per level per day (THACO improves by +2 and damage by +6), +5 vs Mind Attacks.<br />
Equipment: Katana, wakizashi, 34 fen/16 yuan/8 tael total.<br />
<br />
If the PC wins the duel, soon after they depart the area of the inn the party is confronted by a peasant who throws himself upon the ground. He pleads for their help. He explains that over the last week these Ronin have been demanding food and extorting money from various peasants and passing merchants. He says that no-one has risked going to the authorities under threat of death from Iezu. <br />
*[DMs may ask the Players to make wisdom checks. Those that pass can be told that their characters have no reason to believe that what this peasant says is true. The party is free to discuss their course of action. They are not obligated to do anything.]<br />
<br />
<span style="color: yellow;">Nakamoto</span> (1) Peasant 0-level Human<br />
AC: 10 HD: 1 hp: 7 THACO: 20 Damage: unarmed <br />
Equipment: robes, sandals.<br />
<br />
If the PCs confront Iezu he acts indignantly asking <em>"So what if we've taken some money from these wretches? We are Samurai."</em> <br />
<br />
The PCs should be able to point out that these Ronin are not Samurai of Honzu and that their actions are an insult to Lord Ishimoto's authority. Iezu then questions the PCs' authority pointing out that they do not appear to be members of the Ishimoto clan either. The PCs can either try to arrest or drive off the Ronin. If they present Lord Ishimoto's Ring and forcefully state their case then these Ronin will leave, taking the same road as the PCs but continuing around the mountains rather than into them. If no proof is offered, and depending upon the size and condition of the PC party (and Iezu's condition after the previous Five Strikes duel), a battle may commence. <br />
<br />
<br />
<strong>Hogtied</strong><br />
<br />
Travelling further down the road the party soon clears the rice fields, moving past lush green meadows, as the steep tree covered mountains loom ever larger. A short way ahead the road forks with one path leading into the lower reaches of the steep hills. Taking this new route the PCs soon see the ruins of a small fort right before the tree-line. Only the lower earth-filled stone walls of the fort remain and a large tree grows from the centre. <br />
<br />
From a distance the PCs can see that walking upon the top of this raised platform are various small figures that constantly move under the tree to torment a hogtied figure that hangs from one of the lower branches. Shrill laughter can be heard.<br />
<br />
[For the DM] The small figures are Bakemono and they do not immediately notice the PCs who can remain unnoticed by lying low in the grass by the road - which provides partial concealment.<br />
If the PCs continue their advance a Bakemono immediately notices them and alerts the others. In response to being detected all the Bakemono move to the edge of the wall/platform.<br />
<br />
<span style="color: yellow;">Bakemono</span> (12)<br />
AC: 7 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 or 3/2 Damage: 1d6 (Yari-spear) or 1d3 (thrown rock: Range 20/30/60 ) Size: S 4' Mv: 6 Alignment: CE xp: 15<br />
Equipment: Yari (spear), studded leather armour, 84 fen/6 yuan/11 tael.<br />
<br />
<span style="color: yellow;">Bakemono Archers</span> (2)<br />
AC: 7 HD: 1-1 hp: 6 THACO: 20 Attacks: 3/2 or 1 Damage: 1d6 (Arrow) or 1d4 (Dagger) Size: S 4' Mv: 6 Alignment: CE xp: 15<br />
Equipment: Short Bow (range 50/100/150), Arrows 14, dagger, studded leather armour, 14 fen/1 yuan/1 tael.<br />
<br />
<span style="color: yellow;">Fort:</span> 50' x 50' earth filled platform with grass and a tree growing on top. The cracked stone walls are 10' high with numerous footholds. Nevertheless it takes at least 2 rounds to scale this obstacle, unencumbered thieves can race up in one round. Anyone hit whilst climbing must make a dexterity check with a minus 4 penalty to avoid falling off for 1d2 points of damage.<br />
<br />
<span style="color: #38761d;">Tactics:</span> The Bakemono line the top of the wall and wait for PCs to come into their archers' long range whereupon they open fire. If the PCs return fire at 150 yards and hit one of the Bakemono they all drop to the ground on the top of the wall (90% cover) and wait until the PCs approach to 30 feet away before they all stand up. The archers fire arrows and the rest of the band throw rocks that do 1d3 points of damage (25% being temporary). The Bakemono will flee the platform if more than half of their number are killed or incapacitated.<br />
<br />
If the PCs win they find that the hogtied individual is a merchant, <span style="color: yellow;">Dakura</span>, who fell off the back of a wagon when it raced to escape these Bakemono at the crossroad. Unhappily for the Bakemono, he was not carrying anything on himself at the time of his misfortune.<br />
<br />
<br />
<strong>Into the Mountains</strong><br />
<br />
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<br />
Continuing past the ruined fort the party soon finds itself under a canopy of trees as they enter the lower slopes of the mountain. The ground rises steeply and the path narrows to a 3 foot width. The curving route blocks vision to 50 feet as it winds around the hillside. <br />
<br />
Unless the PCs are completely silent they will walk into an AMBUSH set by a group of Bugbears. The monsters have already spotted the party from a position higher on the mountain (unless the PCs were invisible). The Bugbears superior hearing allows them to time their trap without the danger of being surprised by the PCs rounding the hillside.<br />
<br />
The Bugbears use extremely large bamboo screens, shaped like large curved shields, covered with mud and leaves so that they blend into the shadowed sloping hillside. Six of them line the upper slopes above the path at 5 foot intervals and spring out when the main group of PCs comes by. Each Bugbear, standing 7 feet tall, despite their hunched goblinoid form, chooses a single opponent and attacks with the element of surprise before any initiative is rolled. If half the attackers fall the remaining Bugbears flee.<br />
<br />
<span style="color: yellow;">Bugbears</span> (6)<br />
AC: 6 (Brigandine Armour) HD: 3+1 hp: 28 THACO: 17 Attacks: 1 Damage: 1d8+2 or 2d4+2 (Battle Axe/Morning Star + Str) Size: L 7' Mv: 9 Alignment: CE xp:120<br />
Special Abilities: Infravision 60', Superior hearing.<br />
Equipment: Battle Axe (2), Morning Star (4), Long Bladed Daggers (6), dried fruit rations, 15 fen/6 yuan.<br />
<br />
At the end of the encounter the PCs are forced to stop and camp in a small clearing on the path as the sun sets. <br />
<br />
<br />
<strong>A Dangerous Crossing.</strong><br />
<br />
As the Sun rises the next day the PCs set off again along the trail moving higher into the mountains. As the elevation increases the trail becomes littered with rocks. Some hours after midday the PCs see an opening in the canopy. Before them in this sunlit gap, some distance ahead, is a waterfall that cuts through the mountain filling a 50 foot wide pool of water that blocks the path. <br />
<br />
Approaching the pool the PCs can see that the collected water flows over the side, across a 20 foot gap, and continues down the mountain. Apart from swimming 50 feet across pool (which is 10 deep at the mid point) the PCs may attempt to inch their way across the 20 foot outer edge which is shorter and shallower but treacherous because of the rushing water. PCs can make the crossing, perhaps tied to each other, via a successful dexterity check with a -1 penalty to the attempt for every point of AC over Leather Armour (ie Banded Armour AC 4 has a -4 penalty). Those failing the dexterity check have a 50% chance of either falling into the pool (to drown if wearing heavy armour) or falling over the edge of the mountain for 4d6 points of damage with the knockout chance being double the damage sustained (ie 20 points = 40% KO). When the party is halfway through this crossing they are attacked by a Giant Waterserpent. <br />
<br />
Note: Trying to climb the sheer sides of the mountain, should be discouraged since the PCs will still have to find their way across the expanse of water at any height with similar chances of falling. <br />
<br />
<span style="color: yellow;">Giant Waterserpent</span> (1)<br />
AC: 5 HD: 6+1 hp: 44 THACO: 15 Attacks: 1 Damage: 1d4 (Bite), 2d8 (Constrict - open doors roll -1 to break free) or Special (Lightning Bolt x3 for 5d6 Damage, Range: 50') Size L 30' Sw: 12' Alignment: N(E) xp: 750<br />
Special Defences: Invisible Underwater, Detects Invisible creatures through electrical sense, Immune to Electricity.<br />
<br />
<span style="color: #6aa84f;">Tactics:</span> The Giant Waterserpent will raise part of its body out of the water at a point just in front of the falling water and try to kill one of the PCs with its electrical attack. This is a surprise attack with the normal chances of detection and reaction. The monster hopes that the victim of the attack will fall/sink into the water whereupon it will retrieve the meal so that it can feast upon it in the depths directly under the falling water. If the targeted PCs still lives the monster attacks again using its breath weapon in the subsequent round. A swimming PC may be attacked from underwater with a bite attack. If the bite is successful the monster holds on and rolls another attack in the next round to wrap itself around the victim so that it constricts for 2d8 points of damage thereafter. Characters attacked in this way must also survive being drowned.<br />
<br />
<br />
<strong>A Hairy Encounter</strong><br />
<br />
Travelling onwards the now rocky, but still tree-covered, trail rises higher. Many large boulders dot the hillside. Rounding one of these large rocks the party encounters a monstrously sized brown bear featuring wickedly large claws and oversized fangs. The beast towers more than 12 feet in height. (Roll for initiative).<br />
<br />
<span style="color: yellow;">Cave Bear</span> (1)<br />
AC: 6 HD 6+6 hp: 54 THACO: 13 Attacks: 3 Damage: 1d8/1d8/1d12 (claw/claw/bite) + Special* Size: H 12' Mv: 12 xp: 650<br />
*If a claw scores on a roll of 18 or better it becomes a Bear Hug for 2d8.<br />
*At 0 to -8hp the Cave Bear keeps fighting for 3 more rounds regardless of its hit points.<br />
*Regeneration. If the monster reaches 0 to -8hp, and the PCs flee, it falls to the ground but regenerates as if it had a Constitution of 20.<br />
<br />
<br />
<strong>The Guardian</strong><br />
<br />
As the party gains height along the path the trees soon become sparse as the sun sinks ever lower in the sky. The PCs soon reach a clearing 30' x 80' with many large 10' high bounders and an expanse of grass. This looks to be the ideal place to camp. [DM to instruct PCs to initiate camping routine].<br />
<br />
In the morning, as the PCs prepare to leave a figure dressed in brown robes, appears at the edge of the clearing. <br />
<blockquote>
<em>"Is there anything I can help you with? Are you lost? What brings you to these dangerous mountains, fame, fortune, self improvement? Are you residents of Honzu looking for adventure?"</em></blockquote>
>If the PCs engage in idle chit-chat the figure will entertain the conversation asking how they avoided the Giant Waterserpent and mentioning the large numbers of Bugbears that inhabit the lower reaches of the mountain.<br />
>If the PCs suspect that the monk is Wazikama and confront him he readily admits to his identify but denies he knows anything about a crystal artefact or that he knows Lord Ishimoto. He tells the PCs that the ruler of Honzu must be mistaken or that they may have been tricked. PCs must present <u>both</u> Lord Ishimoto's Ring and mention the 'green sacrifice' at Daikyu Castle at which point Wazikama responds:<br />
<blockquote>
<em>"HA! The green sacrifice? Do you know what it is? It was his old cloak. I sacrificed it for a good cause."</em> [DMs are invited to make up a story if necessary]<br />
<br />
<em>"Ishimoto did send you. He must be in a lot of trouble if he wants that crystal. The problem is I don't have it. I hid it in a dangerous place and I can't go near it. The crystal can bend my mind. It never used to be a problem but as I've honed my skills in the mountains it occurred to me that I would someday be subject to its control, a control that only effects those of superior ability. I needed to hide it in a place which could not be easily reached."</em><br />
<em></em><br />
<em>"I can only reveal the location if you pass my unarmed fighting test. Fighting me one at a time your three most experienced must try to knock me out in an unarmed duel. Each of you will fight for three rounds. You may wear your armour but no armoured gauntlets."</em> [DMs should note that 75% of punching damage is temporary.]</blockquote>
<span style="color: yellow;">Wazikama</span> (1) 9th level Monk<br />
Str 15 Wis 16 Int 14 Dex 18 Con 14 Cha 12<br />
AC: 0 (Padded Armour, Dex 18, Amulet +2, Monk AC bonus) HD: 8+2 hp: 52 THACO: 15 (weapon) or 7 (unarmed) Attacks: 3/2 (weapon) or 5/2 (unarmed) Damage: weapon +4 or unarmed 1d6+6 (with +5 to chart selection) Mv: 15' Alignment: LG Xp: 2000<br />
Special Abilities: Cannot be knocked out, No damage from 20' falls and half for greater distances, Meditation, Speak with Animals, Mind over Body, All Around Sight, Mental Resistance (+2 vs Mind), Chi Power (can hit +1 monsters), Immune to Disease/<em>Hold</em>/<em>Slow</em>/Poisons/Environment, Half damage from Magic, Save vs Magic Spells that have No Saves, Heal 1d4+2 on own body, Feign Death, Dodge melee or thrown/missile weapons 2/round (doubled if only thrown/missile attacks) - SA vs Breath Weapon (including the dexterity bonus), Thief Skills (adj for Padded Armour): MS 60 OL 55 FT 20 HS 35 HN 25 CW 50.<br />
<br />
Equipment: Monk's Robes, <em>Dagger of Ghost Form +3</em> (This dagger detects undead at 100' foot radius, protects against energy draining or cold spells, and does double damage to undead. Twice a week, when commanded, the user can take on a spectral form identical to the Wizard spell <em>Wraithform </em>which lasts for 2 turns. The dagger cannot be given away by the present owner who will lose two points of Strength and Constitution each day of separation from the item. Anyone touching the dagger who is not the present owner receives cumulative cold damage starting at 1hp and then 2-3-5-8).<br />
<br />
The PCs fighting Wazikama, who literally cannot be knocked unconscious unless his hit points fall to zero, should have little chance of winning. After the losses Wazikama seems pleased. <br />
<blockquote>
<em>"You passed! You have some skill, but not too great. You have a chance of surviving the next part of the journey, but you must swear, absolutely, to keep the secret I am about to reveal to yourselves."</em></blockquote>
At this point all PCs must swear on their honour to keep the crystal's location secret or Wazikama will say nothing. When they swear Wazikama continues ...<br />
<blockquote>
<em>"The Temple of the Yellow Skulls is where the crystal is hidden. It is located high in the mountains. It is a place of the dead. This remote lair has a main hall and then a series of secret rooms. I hid the crystal among bones in the last room - a large cave - through which runs lava."</em> </blockquote>
Wazikama can tell the PCs that years ago, using magic (the <em>Dagger of Ghost Form</em>), he infiltrated the temple and placed the crystal in the last room of the hidden lair. Outside the lair entrance were decorative suits of armour, and inside was a main hall with two rows of lacquered wooden cabinets upon the top of which were large silver plates with yellow skulls. There were two hidden rooms, the entrance to which could be found directly behind a large statue at the end of the Hall. These rooms were empty but a third room, which was a rock cut cave, was full of bones. <em>"When I entered this last room, that had a stream of lava running through the middle, I was attacked by a number of bone monsters (2 or 3). I left the crystal among the piles of bones and fled."</em><br />
<br />
Wazikama points to a barely recognisable trail leading from the clearing that does not follow from the previous route the characters have taken. <em>"If you follow this path, in a few days time you will reach the entrance to the Temple of the Yellow Skulls. It is cut into the side of the mountain."</em><br />
<br />
<br />
<strong>Journey to the Temple</strong><br />
<br />
The new more narrow trail runs along the hillside and winds upwards and across a ridge line connecting to another larger mountain. The trees now become infrequent and the PCs soon find themselves high up travelling over rocky shale and past boulders with the sides of the mountain reaching ever higher. Looking downwards and backwards the PCs can see the green tree-line some distance below them.<br />
<br />
It takes three days of winding travel on the mountain trail until they reach the temple. On the second day one random member of the party is preyed upon by a Giant Eagle which attacks using surprise after diving from a great height.<br />
<br />
<span style="color: yellow;">Giant Eagle</span> (1)<br />
AC: 7 HD: 4 hp: 23 THACO: 15 or 11 (in dive attack) Attacks: 3 or 2 Damage: 1d6/1d6 (claws) plus 2d6 (bite) Size: L 10 tall x 20 wingspan Mv: 3, Fl 48 (D) Alignment: Neutral xp: 420<br />
*Causes double damage in dive that restricts attack to two claws.<br />
*If both claws hit the PC has been smothered in a vice-like grip, unable to wield a weapon, and is carried aloft. Struggling PCs are subjected to squeezing for 2d4 hp per round. A Saving Throw versus Breath Weapon, modified for any bonuses in strength, is required to break free. PCs that escape this way fall 4d10 feet onto the mountain side. If the PC plays dead the Eagle lands on a nearby rock ledge, out of range of the party, to finish its meal.<br />
<br />
Note: The path stays relatively flat and does not rise in elevation until the last day where it snakes around and opens up into a rocky clearing 200' across that has the PCs facing into the mountain and the carved entrance to the temple.<br />
<br />
<br />
<strong>The Temple of the Yellow Skulls</strong><br />
<br />
Looking across the clearing of broken gravel and rocks at the shear side of the mountain the characters observe the stone-carved entrance to the temple, with two large pillars flanking a large 10 foot wide black lacquered double door which features brass door handles (on closer inspection, no lock can be found). On either side of this door are two ornately decorated 7' tall Full Plate armoured figures, with oriental lion helms, clasping two handed swords that point downward. They stand as still as statues. <br />
<br />
<span style="color: yellow;">Animated Decorative Full Plate Armour Guardians</span> (2)<br />
AC: 1 HD: 4+4 hp: 36 THACO: 15 Attacks: 1 Damage: 1d10+1 (Two Handed Sword) Size: L Mv: 6 xp: 800<br />
*Special Defences: Immune to non-magic missiles and magic missile attacks, takes 1/2 damage from cold, fire and electricity based spells. <br />
<br />
<span style="color: #38761d;">Tactics:</span> The Armour Guardians will not react to any attacks that do them no harm. PCs that approach without launching any attacks can make it to the entryway before the Guardians suddenly lash out and attack (roll for surprise if the PCs drop their guard). Ranged attacks that cause damage will also cause them to attack. If any PC tries to rush the door after distracting the outside Guardians they will be ignored for more Guardians wait inside.<br />
<br />
>The door to the temple is barred from the inside with iron latches fixed over the top of the bar to prevent anyone from the outside using a sword blade to lift the obstruction. <br />
<br />
PCs may use spells, hack down the door (100hp) with axes, or use iron spikes to remove the hinges in order to gain entry. If the party starts to destroy the door the bar is lifted from the inside and the doors swing outward pushing the PCs back. Ahead is a 30 x 30 foot room with a polished black marble floor and another set of double doors that feature locks on the opposite wall. On each side wall are two smaller doors.<br />
<br />
Waiting inside this room are six more Armoured Guardians standing off to either side. If the PCs do nothing four advance. If the PCs engage and then retreat, drawing the Armoured Guardians outside, the two remaining close the doors and replace the bar. If the PCs make another attempt on the door six more Armoured Guardians stand ready and they all advance to attack, relentlessly pursuing their attackers wherever they go. If the PCs defeat all six Armoured Guardian within the first room then no more appear to replace them until the next day when four more are animated.<br />
<br />
<span style="color: yellow;">Animated Decorative Full Plate Armour Guardians</span> (6-10)<br />
AC: 1 HD: 4+4 hp: 36 THACO: 15 Attacks: 1 Damage: 1d10+1 (Two Handed Sword) Size: L Mv: 6 xp: 800<br />
*Special Defences: Immune to non-magic missiles and magic missile attacks, takes 1/2 damage from cold, fire and electricity based spells. <br />
<br />
The two doors on either side of the entryway room lead to 20 x 20 rooms that respectively contain two-handed swords plus some axes, and piles of Full Plate Armour pieces that magically assemble, animating to replace the Armoured Guardians that moved outside. The armour room can animate four Guardians per day, which takes two rounds. This occurs after any Armoured Guardians move outside to engage in combat. The Guardians configure themselves so there are two of their number outside and six inside when not in battle. After any confrontation the remaining Guardians collect the fallen remains of other Guardians and place them in the Armour room. Note: If the six Guardians inside the first room are all destroyed therein no more Guardians are generated until the next day.<br />
<br />
<br />
<strong>The Hall of Yellow Skulls</strong><br />
<br />
The doors here are the same as the outer ones except they are sealed with a large easy-to-pick locking mechanism which is cleverly designed to prevent anyone looking through the keyhole (it only extends part way though the door on either side). Anyone attempting to open the lock, with an appropriately large tool to fit the keyhole, does so with a bonus of 30% to the roll. There are no traps or wards of any kind on the door. <br />
<br />
Opening the doors reveals a magically lit white marble lined hall (50 x 70) with black floor to ceiling columns extending down its length at 5 foot intervals. The columns are positioned 10 feet from the walls. Lined up before them are rows of short (4') polished wooden cabinets upon which rest large silver plates topped with Yellow Coloured Skulls. There are two rows of 16 cabinets with these skulls. At the end of the hall is a large white stone statue of a monk with a skull's head standing upon a black dais.<br />
<br />
<span style="color: #38761d;">Tactics:</span> If the PCs disturb the skulls, touch the silver plates, open the cabinet doors, or pass the half way point of the room, a terrifying shriek issues as the skulls leap off their plates and the cabinet doors fly open - throwing out bones that form, with the skulls, into complete skeletons armed with curved daggers. The yellow colouring of the skulls is due to deadly Yellow Mould and it shoots spores into the air filling the hall, except for a small 3 foot edge along the walls, when the trap is sprung.<br />
<br />
Any spells cast in the Hall suffer a 20% chance of failure because of the nature of the Temple. Turning Undead in this Hall fails completely - although Priests or Clerics with Turning capability who physically strike the skeletons will destroy them with one blow. [DMs note: This deadly skeleton trap may be sprung by missile fire at a safe distance].<br />
<br />
<span style="color: yellow;">Yellow Mould</span> (32)<br />
AC: 9 HD: N/A hp: N/A THACO: N/A Attacks: 1 (Area of Hall) Damage: Save versus Poison or Die in 2d6 rounds Mv: 0 MR: 20% (40% inside the Hall) xp: 65 per skull<br />
*Affected only by fire, the heat of which instantly destroys the mould.<br />
*Cure Disease spells prevent death. Only this spell and a resurrection spell can revive deceased characters.<br />
<br />
<span style="color: yellow;">Skeletons</span> (32)<br />
AC: 7 HD: 1 hp 8 THACO: 19 Attacks: 1 Damage: 1d4 (Curved Dagger) Mv: 12 Size: M xp: 65<br />
*Immune to charm, sleep, hold and cold. Edged and piercing weapons do half damage. Holy Water causes 2d6.<br />
*Cannot be Turned or Destroyed inside the Hall.<br />
*Can be physically struck down in one blow with weapons wielded by Priests or Clerics who can Turn Undead.<br />
<br />
There is no treasure to be found other than the silver plates and curved daggers from the skeletons. After the battle the characters should look to negate the Yellow Mould (using fire) or it will regrow to pose a threat on any subsequent visits. Hidden directly behind the statue is a secret door, described by Wazikama. PCs can find it on rolls of 1-3 on a 1d6.<br />
<br />
<br />
<strong>Hidden Chambers</strong> <br />
<br />
<span style="color: red;">Room 1.</span> Part of the wall swings open to reveal a 30' wide x 20' long room with a bare earth floor. The walls are rough hewn stone and there is no light source apart from that coming through the doorway. Directly opposite is an dark brown lacquered door (locked, 50hp) from which light can be seen coming from the other side around the edges.<br />
<br />
[For the DM] Under the dirt of the floor is a carpet of bones and ten skeletal crawling claws. When a character reaches the opposite door the floor erupts with bone tentacles that leap out of the ground all around the PCs. This upheaval also unearths the ten Skeletal Crawling Claws that leap to attack after initiative is rolled. The tentacles attack via the rule for magic - immediate Saving Throws are required by PCs on the earth floor.<br />
<br />
<span style="color: yellow;">Bone Tentacles</span> (5) Evard's Black Tentacles variation<br />
*Player Characters must Save versus Magic. Success indicates they are struck by a bone tentacle for 1d4 points and then the tentacle is destroyed. Failure indicates they have become entangled and take 2d4 points of damage in the first round and then 3d4 each round thereafter.<br />
AC: 3 hp: 14ea Damage: 1d4 or 2d4 then 3d4 thereafter Size: L 10' tall xp: 450 total<br />
<br />
<span style="color: yellow;">Skeletal Crawling Claws</span> (10)<br />
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d4 (fist vs armour) or 1d6 (crushing grip vs unarmoured) Size: T (hand sized) xp: 35<br />
*Leap 15 feet, Undead immunities plus immune to Holy Water, Unable to be Turned, Immune to magical weapon damage bonuses, edged weapons do half damage.<br />
<br />
<span style="color: red;">Room 2.</span> After gaining entry (though the locked door) the PCs see a 30' x 30' room with a 60 foot ceiling all lined with white marble. Like the Main Hall, this room is lit with bright magical light but a strong breeze blows from an unknown source. In the far wall is a locked door identical to the last (Locked door, 50hp - except it is trapped - it is a one way door and once picked and opened will swing shut and lock once all PCs leave the confines of the air room. There is no keyhole on the other side. This door is warm to the touch and an orange glow can been seen around the edge.)<br />
<br />
PCs stepping into the air room are immediately attacked by four Bat Winged Skulls that emit deafening bone-jarring shrieks that seem to sap the life out of the characters. The shriek takes effect at the start of the round before they swoop low to bite their opponents. Note: These monsters cannot be seen, remaining magically invisible, until a character enters the room.<br />
<br />
<span style="color: yellow;">Bat Winged Skulls</span> (4) <br />
AC: 5 HD: 2+2 hp: 16 THACO: 19 Attacks: 1 Damage: 1d4 (bite) + poison (0/20) Mv: Fl 24(B) Size: S 4' wingspan Alignment: CE xp:650<br />
*Special Attack: Shriek - Save versus Paralysis or lose 1 point of Strength and Constitution. PCs must roll a save for each Bat Winged Skull.<br />
*Special Defence: Undead Immunities, Turned as 4HD.<br />
<br />
<br />
<strong>The Cave of Bones and Skulls</strong><br />
<br />
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<br />
The door opens into a large fire lit cave roughly 100 feet in diameter. The PCs instantly feel the heat from the room that has an orange glow coming from a stream of lava that cuts the room in half. A <u>stone bridge</u> spans the divide. <br />
<br />
Directly in front and all throughout the room are many large piles of bones while the cave walls feature tall alcoves filled with hundreds of yellow skulls (they do not animate). DMs should ad lib the details of the cave making sure that there are 20 large piles of bones with 8 on the far side beyond the lava stream. The crystal is hidden on the edge of the pile furthest from the door on the other side of the lava. Searching the correct pile reveals its location in just 1 round. Searching any other pile thoroughly, by essentially destroying it, takes 1 turn. <br />
<br />
If the one way door locks behind the PCs or any character moves over the lava stream or anyone touches the Yellow Skulls (that release more Yellow Mould), the Bone Horror Guardians erupt from their hidden locations among the piles of bones situated on the far side of the cave.<br />
<br />
<span style="color: yellow;">Bone Horrors</span> (3)<br />
AC: 4 HD: 8 hp: 74 THACO: 11 Attacks: 2 Damage: 1d8/1d8 (bone clubbing 'arms') Size: Large (7' tall x 4' across) Mv: 6 Alignment: NE Xp: 2000<br />
*Special Defence: +1 weapons to hit, Immune to mind control and cold, 1/2 damage from electricity & fire, missile fire causes only 1hp damage.<br />
<br />
<br />
<strong>The Crystal</strong> <br />
<br />
The Crystal Artefact confers to the holder protection like a Ring of Fire Resistance, Immunity to Curses, Immunity to Mind Controlling spells, Protection from Magical Detection, and can regenerate 1 hp per round. For any character of Name Level (9th or 10th level) the crystal reveals itself to be a sentient object with the ability to communicate thoughts, like command words for its various higher functions, and will attempt to control the owner. The ability to reach out to people of high level extends 100 feet. For the purpose of this adventure, the primary function is its ability to remove curses in a 20 foot radius. In the wrong hands (high level characters) the crystal can bestow various curses in a 100 foot radius for 1 hour per week.<br />
<br />
<br />
<strong>Return Journey...</strong> <br />
<br />
There are no encounters except toward the end of the mountain journey where the PCs encounter a small group of Bugbears on the lower tree covered path, at a distance of 50 feet (due to the curving nature of the track), who immediately rush the party.<br />
<br />
<span style="color: yellow;">Bugbears</span> (3)<br />
AC: 6 (Brigandine Armour) HD: 3+1 hp: 28 THACO: 17 Attacks: 1 Damage: 2d4+2 (Morning Star + Str) Size: L 7' Mv: 9 Alignment: CE xp:120<br />
Special Abilities: Infravision 60', Superior hearing.<br />
Equipment: Morning Stars (3), Long Bladed Daggers (3), dried fruit rations, 8 fen/4 yuan.<br />
<br />
<br />
Masayuki Satsumo waits for the PCs outside the city. He's been told by Hirotomo how to activate the curse-removing power of crystal. The PCs are directed to a house where they can use the crystal on the drugged Lord Ishimoto and his family who are all dressed in coarse peasant clothes. Lying on sleeping mats the PCs find Lord Ishimoto, his wife, one adult male child and two young girls.<br />
<br />
After treating Ishimoto the characters are then informed they must quickly return the crystal to the mountains. Having sworn secrecy to Wazikama they cannot reveal where it was hidden. <br />
<br />
<br />
<strong>Taking the Crystal Back</strong><br />
<br />
DMs will have to take account of what happened in the first instance when preparing for this return trip. However, the characters, now knowing the location of the Temple, could use magical means to avoid some of the hazards.<br />
<br />
Note: The first thing to recognise is that Wazikama is nowhere to be found. Until the crystal is returned to the Temple he will keep well away from the party. His first encounter with them after the crystal has been deposited will be from a distance. He will shout out and ask them whether they are 'dangerous' - and after being satisfied with their answer, will accompany them back to Honzu.<br />
<br />
<br />
<strong>This Means War</strong><br />
<br />
A revenge seeking warband of 40 Bakemono is hiding in the dark shadows within the tree-line at the foothills of the mountain, having spotted the PCs at some distance. They break cover, just as the PCs get near and attack in the open expecting that their large numbers will overwhelm the party. One volley of arrows is let loose before initiative is rolled. The spearmen all charge in a line to engage the party with the five Sub-Leaders looking to flank this main action. <br />
<br />
<span style="color: yellow;">War Chief</span> (1)<br />
AC: 4 HD: 3 hp: 21 THACO: 17 (str) Attacks: 1 Damage: 1d8+2 (Naginata, Str) Size: S 4' Mv: 6 xp: 55<br />
Equipment: Naginata, Banded armour, 6 fen/6 yuan/12 tael.<br />
<br />
<span style="color: yellow;">Bakemono Sub-Leaders</span> (5) <br />
AC: 4 HD: 2 hp: 15 THACO: 19 Attacks: 1 Damage: 1d8 (Naginata) xp: 35<br />
Equipment: Naginata, Banded armour, total 30 fen/4 yuan/11 tael.<br />
<br />
<span style="color: yellow;">Bakemono Archers</span> (10)<br />
AC: 7 HD: 1-1 hp: 6 THACO: 20 Attacks: 3/2 or 1 Damage: 1d6 (Arrow) or 1d4 (Dagger) Alignment: CE xp: 15<br />
Equipment: Short Bow (range 50/100/150), Arrows 14, dagger, studded leather armour, 60 fen/8 yuan/2 tael.<br />
<br />
<span style="color: yellow;">Bakemono</span> (34)<br />
AC: 7 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d6 (Yari-spear) Alignment: CE xp: 15<br />
Equipment: Yari (spear), studded leather armour, 240 fen/28 yuan/19 tael.<br />
<br />
<br />
<strong>Return To the Temple</strong> <br />
<br />
Crossing the high rocky path leading to the Temple the PCs must roll for surprise as an ambush is triggered by a lone Hill Giant standing higher up the mountain side who rains boulders upon the party. The Giant is 200 yards directly above the party on a higher mountain path. If his boulder attack, which consists of seven rocks, fails to knock out any of the party he lazily gives up and leaves.<br />
<br />
<span style="color: yellow;">Hill Giant</span> (1)<br />
AC: 3 (Hide Armour) HD: 12+2 hp: 140 THACO: 9 Attacks: 1 Damage: 2d6+7 (Club) or 2d8 (Boulder) Size: L 12' Tall Mv: 12 Alignment: CE xp: 3000<br />
Equipment: Tree Trunk Club, Boulders (7), 11 tael/38 ch'ien in a large sack.<br />
<br />
<br />
<strong>The Temple of the Yellow Skulls Revisited</strong><br />
<br />
The DM should refer to the party's previous engagements outside and inside the Temple to determine what dangers should be presently encountered. It is likely that the Temple has been partially destroyed so that few dangers remain. [see previous entries for monster and room details.]<br />
<br />
<br />
<strong>Conclusion</strong><br />
<br />
Characters who complete the quest receive the gratitude of Lord Ishimoto and are treated as part of the clan (almost), although this outcome will vary depending upon their conduct and whether they willingly took part in the quest. A monetary reward might also be in the offering which is again dependent upon the set-up.<br />
<br />
Bonus experience for completing this adventure is 2000xp per character.<br />
<br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-77879427206935057502013-04-19T12:30:00.001-07:002015-02-25T06:24:36.368-08:00Attack on the Hall of the Cult<br />
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A member of the town's underworld is looking to hire mercenaries to dispose of an Evil Cult that poses a threat to everyone. This short adventure is intended for Player Characters of 4th to 5th level. At least one warrior should be equipped with a magical weapon.<br />
<br />
<span style="color: #38761d;">Background:</span> <br />
<br />
Around dusk a member of the party, preferably the leader, is approached by a cloaked stranger wearing blackened leather armour, a short sword in his belt. He introduces himself as Felix, a member of the local thieves guild. Recently the guild has come in contact with an Evil Cult and its powerful leader. The Cult's leader has the ability to enthrall people and bend them to his will. The Guild Master suspects that many, if not all of the important townsfolk have been charmed, and perhaps also a large number of guild members. The Guild Master is certain that any large scale attack by his guild will end badly - with the attack being tipped off from the start. Thus far all attempts to get rid of this menace via more 'subtle' means have failed. There is now little choice but to call upon mercenaries to raid the Cult Hall. Felix informs the PC that the attack must be launched tonight when all the Cult High Priests will be in attendance. The Guild Master is prepared to pay 800 gold pieces for the raid and another 100gp for the head of each High Priest. Felix offers 200gp now and the rest later. <br />
<br />
<br />
<span style="color: yellow;">Felix the Assassin</span> (5th level Assassin)<br />
AC: 6 HD: 5 hp: 24 THACO: 16/18 (Dex18) Attacks: 2 Damage: 1d6+2 (Short Sword +2), 1d4+0/20 (Poisoned Dagger) Alignment: NE <br />
Equipment: Cloak, Leather Armour, Short Sword +2, Daggers (6), Poison (0/20) coated on melee dagger, Potions of Healing, Poison Antidote, & Levitation.<br />
Assassin Skills: MS 65% Backstab +1 bonus, two weapon style using two small weapons with no penalty<br />
xp: 240<br />
<br />
Felix is not a member of the local thieves guild but a hired assassin. Although his story is accurate, about townsfolk and guild members being charmed, he's been operating as a lone wolf and recently devised the raid as a solution to removing the Cult Leader and his acolytes in one foul swoop. Felix has already attempted to poison this Cult Leader but failed. The Guild Master who hired him is paying 2000gp for the job and the bounty on the Cult Priests is actually 300gp - although the bounty does not go into effect until after the Cult Leader has been slain - for fear of reprisals by charmed agents.<br />
<br />
If the PCs agree Felix hands over a large cloth pouch containing 200gp and urges the party to prepare themselves. He will meet them back at <em>"this very spot"</em> (a tavern, street corner) one (1) hour before midnight. The PCs have 5 hours. If the PCs ask about their opponents Felix tells them there should be about half a dozen Priests and a few warrior guards in and around the hall. The leader is a hefty man of unusual strength and resilience who brandishes a broadsword.<br />
<br />
<br />
<strong>The Town Streets</strong><br />
<br />
One hour to midnight Felix returns and leads the party through the largely deserted city streets towards the Hall. <br />
<br />
<br />
<span style="color: #cc0000;">Encounter 1:</span><br />
<br />
After a couple of minutes the group turns into a lane and comes face to face with one of the Town Watch patrols. There are five (5) Watchmen. Their patrol leader, a chainmail clad dwarf, calls on the party to <em>"Halt!" </em>and state their business in the streets at this late hour. The DM should role play this encounter where poor responses could result in battle, arrest or further questioning. The dwarf is very suspicious and cannot be bribed.<br />
<br />
<span style="color: yellow;">Sergeant Rock</span> (3rd level Dwarven Fighter)<br />
AC: 5 (Chainmail) HD: 3 hp: 25 THACO: 17 (Axe Specialisation), 18 (Club), Attacks: 3/2 or 1 Damage: 1d8+2 or 1d6 Alignment: LN xp: 160<br />
Equipment: 10cp/4sp/12gp <br />
<br />
<span style="color: yellow;">Watchmen</span> (5) 0-level Human militia<br />
AC: 8 (Leather) HD: 1 hp: 7 THACO: 20 Attacks: 1 Damage: 1d6 (Club) xp: 15<br />
Equipment: Whistle, Rope, 58cp/20sp/3gp total.<br />
<br />
If the situation gets out of hand the Watchmen blow their whistles to summon help. Further patrols of 4 to 6 Watchmen arrive every 1d4+2 rounds.<br />
<br />
<br />
<span style="color: #cc0000;">Encounter 2:</span><br />
<br />
After a few more minutes travelling Felix turns to the characters: <br />
<blockquote>
We've moved into a dangerous part of the town. I prefer not to come this way but we need to avoid more of the City Watch. There is a patrol leader worse than that Dwarf who works the same shifts and he'll certainly try to lock us up if we ever run into him. This guy jails people first before asking questions.</blockquote>
As you progress you find yourselves travelling down a narrow 10' wide alley. Forty feet ahead (40') you see 5 figures step out with a low barricade to block the way . Two have bows notched and drawn ready to fire (see tactics below for combat details).<br />
<br />
A voice calls out from the darkness above you.<em> "You took the wrong turn boys. Now you have to pay Angry Jack. Throw down your weapons plus your gold and you are free to go. If you don't, me lads here, and the ones you can't see, will pepper you so full of arrows you won't be able to lie down. That's a promise."</em> Looking to the rear, the PCs will see the same barricade behind them, except the archers weild crossbows. Angry Jack continues, <em>"Don't make any fast moves or we'll fire. You have 10 seconds to drop everything."</em> [DMs should count out loud from here.]<br />
<br />
This area is known as Ambush Alley. The total length of the ambush zone is 80 feet. All the ground floor doors are locked and bolted and the window shutters are likewise fastened. The buildings are all two stories and there are four (4) Archers plus Angry Jack (1) in the second storey windows armed with light crossbows and short bows. The open windows are on opposite sides of the ally 10 feet from each barricade. There is no light here unless the PCs have their own source of illumination. <span style="color: #38761d;">If there is no light a minus -2 penalty applies to all THACO rolls for both PCs and the attackers.</span><br />
<br />
<span style="color: yellow;">Angry Jack</span> (1) 3rd level Renegade Thief<br />
AC: 8 (Leather) HD: 3 hp: 16 THACO: 18 (Str 16), 17 (Dex 16) Attacks: 1 or 3/2 or 2 Damage: 1d6+1 (Club), 1d6 (Arrow) or 1d4+1 (Dagger, thrown) Alignment: NE xp: 120 <br />
Equipment: Club, Short Bow, Daggers (4), 3cp/18sp/3gp/2pp.<br />
<br />
<span style="color: yellow;">Cutthroat Robbers</span> (14) 0-level Humans<br />
AC: 10/8 (Clothes/Leather) HD: 1 hp: 6 THACO: 20 Attacks: 1 or Damage: 1d6 (Club, S.Sword, Arrow) or 1d4 (Crossbow). Alignment: NE/CE/N(E) xp: 25<br />
Equipment: Axe Handle Club (long handled variety), Short Swords, Light Crossbows, Short Bows, Daggers, Knives, 98cp/94sp/8gp/4ep.<br />
<br />
Note: The six (6) Robbers without bows or crossbows wear Leather Armour and four (4) use Axe Handle Clubs (1d6+1) gripped with two hands while the remaining two (2) use Short Swords (1d6). All of these bandits have 1 to 4 Daggers or Knives. Half the Archers use bows while the other half use Crossbows. In hand-to-hand combat the archers use knives or daggers. Each archer has 10 arrows or quarrels.<br />
<br />
<span style="color: #38761d;">Tactics:</span> If the PCs openly resist, all the archers, five (5) in the upper storeys including Angry Jack, plus four (4) behind the barricades, immediately let fly with arrows and quarrels <em>before</em> initiative is rolled. After this attack happens initiative can then be rolled. All the ambushers on ground level stand behind the low 3 foot high barricades made of wooden poles lashed together. It takes PCs one round to climb or push their way past these obstructions. Angry Jack shouts out during the battle and threatens that the PCs will be <em>"cut down like dogs for refusing the toll", "drop your weapons now and I'll let you live." </em> If the PCs kill or incapacitate five (5) of these bandits, without significant loss, the rest flee.<br />
<br />
<br />
<span style="color: #cc0000;">Encounter 3:</span><br />
<br />
After two more turns down narrow alleyways the PCs come upon the body of a solidly built man lying face down in middle of the lane. He's dressed as a commoner in brown clothing with worn leather shoes and he does not move. Felix urges the party to leave him be. <br />
<br />
If the PCs draw nearer and lean over to examine the man those with Infravision see that this character is still alive. They also notice a strong smell of ale and notice his hair is wet.<br />
<br />
<span style="color: yellow;">Drunk</span> (1) 0-level Human<br />
AC: 10 HD: 1 hp: 1 (7)<br />
<br />
If the PCs shake this person he groans and moans and reaches clumsily for his head. A closer examination reveals bloody wet hair and a huge bump on the back of his head. PCs trying to attend him find that he just rolls from side to side and moans. The Drunk's name is Grosean and he's been robbed - although he has no memory of it having been struck twice on the skull. Unless the PCs have some sort of detoxifying spell or can cast <em>Comprehend Languages</em>, they will not be able to understand him. He talks gibberish and slurs his speech, suffering the effects of far too much drink and concussion from being hit over the head.<br />
<br />
The PCs can leave him in the street but those who tend his wounds and make him comfortable each get 20xp and those that come back after their battle gain another 40xp if they help him find his town house. It's one street over from where he is presently.<br />
<br />
<br />
<strong>The Hall of the Cultists</strong><br />
<br />
Eventually the PCs arrive within sight of the Hall. They emerge from an alleyway 100' from the entrance. Two armoured warriors stand guard at the door. The building itself is of free standing construction, 20x60' long, amid rows of shops and dwellings. It has no windows and is made entirely of wood, including the roof tiles. A five foot (5') wide ally runs the length of the Hall. (The front door is barred from the inside.) The street out front is 20' wide. Felix whispers that the last time the Priests had a meeting it lasted until daybreak, at which time townsfolk had begun to go about their business. The DM should explain to the players that the PCs must launch their attack during the night.<br />
<br />
<span style="color: yellow;">Guards</span> (2) 4th level Fighters (<em>Charmed</em>)<br />
AC: 5 (Chainmail) HD: 4 hp: 30, 33 THACO: 16 Attack: 1 Damage: 1d10+2 (Str 17, 2 Handed Sword), 1d10+4 (Str 18:40, 2 Handed Sword) Alignment: N xp: 230<br />
<br />
Any sounds of combat will alert the Cultists who will then surround the doorway and attack anyone coming inside - except town Watchmen- with <em>Magic Missile</em> before using <em>Flame Dart</em> cantrips (Damage 1d2, THACO 20, Attack: 1, 10 each). Their leader, Gulgar, assumes a Pig-Man form and uses his <em>Charm</em> power. See below for further details.<br />
<br />
Inside, the hall is lit by 6 large braziers that line the walls. At the far end is a small stage area in the last 5 feet of the building. If there is no sound of combat to alert the Cultists, the PCs will see 12 black cloaked figures swaying back and forth before the stage murmuring <em>"Gulgar, Gulgar"</em> over and over. Atop the stage seated upon an oversized wooden throne is a large blonde haired fat man wearing dark red robes. He instantly spies the PCs as they enter shouting <em>"Kill them !! Kill them !!!"</em> Roll for initiative.<br />
<br />
<span style="color: yellow;">Priests of Gulgar</span> (12) 2nd level Mages<br />
AC: 10 HD: 2 hp: 7 THACO: 20 Attacks: 1 Damage: 1d4 (Dagger) Alignment: LE <br />
*MR: 12% in the presence of Gulgar.<br />
*When down to 0 hp, goes berserk and fights melee with two (2) attacks per round , THACO: 22, and +2 to damage until collapsing after reaching -5 hp; in the presence of Gulgar.<br />
Spells: <em>Magic Missile x2 </em>(1d4+1 damage, range 80 yards), Cantrips (<em>Flame Dart</em> x10 - THACO roll, 1d2 damage, range dagger) xp: 45<br />
<br />
<span style="color: #38761d;">Tactics:</span> Five of these 'Priests' rush the PCs with drawn daggers while the remainder cast spells and use their cantrip powers. These fanatics fight to the death to protect their leader. They have no treasure except their daggers.<br />
<br />
<span style="color: yellow;">Gulgar</span> (1) Devil Swine - Demi Demon<br />
MV: 12<br />
AC: 3/5/9 (Hog, Pig-Man, Obese Human) <br />
HD: 9 hp: 60 per form <br />
THACO: 10 <br />
Attacks: 1 <br />
Damage: 2d6 (Gore), 1d4+3 (Fist+ Strength), 2d4+3 (Broadsword+Strength)<br />
MR: 25% Size: L Alignment: NE xp: 8000<br />
<br />
*Magical +1 weapon required to hit.<br />
*<em>Regeneration</em> of 2hp per round.<br />
*<em>Charm Person</em> 3 times per day<br />
*Immune to Charm, disease and +4 bonus to saves versus poison.<br />
*Shapeshift into 3 forms, each with 60 hp.<br />
<br />
<span style="color: #38761d;">Tactics:</span> The Devil Swine will use his <em>Charm</em> power once each round on PCs selecting a Wizard, a Warrior and then the most threatening remaining character before taking a Pig-Man form. If reduced to 0 hp in any form the Swine is forced to shapeshift. Each shift takes one round although the monster can move freely to avoid being hit. If the situation becomes hopeless this monster will crash through a deliberately weakened section of the rear wall (behind the stage) rather than fight to the end.<br />
<br />
In the event that the Devil Swine escapes he takes human form and immediately informs the nearest Watch patrol of the PCs attack. The Town Watch is put on alert having been told the PCs are murderous treasure seeking bandits who have killed a number of Priests.<br />
<br />
If the Swine does not retreat and defeats the PCs he may discover that the thieves' guild is responsible for the attack and will make preparations to go after them.<br />
<br />
In the event the Swine is defeated the PCs will be able to examine the Throne (if they choose to do so) and find that it rests upon a trap door. If the door is lifted stairs can be seen leading down to a 10x20 room. The room is lit by a continual light spell cast upon a large opal-type azurite gem (worth only 20gp) that hangs within a woven string bag hanging from the center of the ceiling. The string weave around the gem creates shaded patterns on the walls. The characters can see a large bed, table - upon which rests an open book with an inkwell plus feather quill - two large chests pushed against one wall, and against another wall is an open wooden crate filled with apples. <br />
<br />
The book resting upon the table is a ledger that records all the individuals under the control of Gulgar. There are over 340 entries. If the Swine is killed the enchantment is broken. If the chests are searched the PCs find one is full of clothing while the other contains two books, a potion, an amber gemstone (100gp), pink coral (100gp), black pearl (300gp), a small golden lion statuette (200gp) and 40pp/290gp/232sp/364cp. The books are <em>Tomes of One Spell</em>. If the text can be deciphered, and with the use of expensive and exotic spell components, anyone can cast the spells outlined in the books. The spells are <em>Clairvoyance</em> (casting time 4 hours) and <em>Dispel Magic</em> (casting time 1 hour). Preparing to cast the spells takes an additional 3 days provided spell components can be assembled. The Potion is magical and causes <em>Gaseous Form</em> for 3d4+4 rounds.<br />
<br />
<strong>Resolution</strong><br />
<br />
If the PCs are successful Felix will pay the remaining gold but he can't do so immediately. He has to wait until the Guild Master determines the success of the raid. This process takes 3 days. Each PC receives 400xp for completing this story.<br />
<br />
<br />
<em></em><br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-3455001723566946792013-01-30T08:31:00.001-08:002013-11-27T07:36:35.836-08:00Forest Trouble<br />
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<br />
The Player Characters are tasked with stopping a minor menace to the forest. A short Adventure for PCs of 2nd level with at least one member of the party being 3rd level.<br />
<br />
<span style="color: #38761d;">Background:</span> <br />
<br />
On a forest path the PCs hear squeals of terror. <em>"Oh no ! Please don't eat us! Please No ! Heeeeelp !!"</em><em></em><br />
<br />
If the Characters step off the main path to investigate they find a narrow animal trail among the thick undergrowth and densely packed trees. Following the trail a short distance towards the squeals the lead character must make a roll for surprise, with a -2 penalty unless they are an Elf or Ranger. Hidden in the foliage is an ambush hunter, a huge Praying Mantis which lashes out ferociously.<br />
<br />
<span style="color: yellow;">Giant Praying Mantis</span> (1)<br />
MV: 15<br />
AC: 5<br />
HD: 6 hp: 40<br />
THACO: 15<br />
Attacks: 3 (claws + bite)<br />
Damage: 1d4/1d4/1d8 <br />
Size: M (6' tall)<br />
Xp: 270<br />
<br />
<span style="color: #38761d;">Tactics:</span> The Preying Mantis is a fearless killer. The creature will maintain its attack on the lead character until it has less than 5 hit points before withdrawing. In the cramped pathway among the trees only one PC can attack although the front rank can be switched as one PC withdraws and another comes to the front. [The fearful voices coming from this direction were placed here thanks to a <em>Ventriloquism</em> spell - see below.]<br />
___________________________________________________<br />
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<br />
<strong>Wow, You Passed!</strong> <br />
<br />
As soon as the Mantis is defeated you notice two very short elf-like forest creatures emerge onto the trail a short distance away. They are wearing clothes of varying shades of green and have small short swords at their sides. Both have huge smiles. The lead creature beams and claps his hands as he speaks. <br />
<br />
<em>"Wow, You Passed our little test! This is just fantastic! If you can defeat old green legs here then you MUST be able to get rid of our other little problem! Well done heroes !!"</em><br />
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The second creature continues: <em>"Let me introduce ourselves. We are the bothers Thanadar and we've been looking for some brave warriors to drive off this nasty Gnome spellcaster who's been playing around in our forest. We don't really want to see anyone harmed in all this so you'll have to use clubs or sticks."</em> <br />
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<span style="color: yellow;">Brownies </span>(2)<br />
MV: 12 AC: 3 HD: 1/2 THACO: 20 Attacks: 1 Damage 1d4 (Short Sword) or *Spell. Size: T (2' tall) Xp: 175<br />
*Once per day: <i>protection from evil</i>, <i>ventriloquism</i>, <i>dancing lights</i>, <i>continual light</i>, <i>mirror image</i> (3 images), <i>confusion</i>, and <em>dimension door</em> at 9th level<em>.</em><br />
<br />
The Brownies lead the PCs along the grassy trail for some distance into the forest until a clearing is reached. Hidden in brambles are an assortment of clubs and poles that the Characters can use if they don't have any, or enough, of their own. There are 4 Clubs (1d6), 1 Quarterstaff (1d6), 3 Thin Poles (1d3), and 4 Solid Short Sticks (1d3). Damage from clubbing weapons causes 25% temporary damage (with fractions rounded up) - this does not apply to warhammers or maces. Note, penalties for non-proficiency will likely occur during subsequent melee actions.<br />
<br />
When the PCs are ready one of the Brownies points towards a path leading out of the clearing.<br />
<br />
<em>"Following this grassy way you will eventually, after some hours, get to the Gnome Wizard. Pull some tricks on that tramp and get him to go away. He's not welcome. And watch out for his guards - he knows we don't want him here! Remember, no killing from now on."</em><br />
<br />
PCs can be informed, if they ask, that the Guards are also forest creatures - giant animals of various sizes. The Brownies are not exactly sure what creatures will be encountered since they've kept away from the Gnome over the last few weeks. In fact the Brownies will stay behind in the clearing until the PCs have finished their quest. They are actually very afraid of the Gnome Wizard and his power over the various forest creatures -although they won't admit it. They think this power might extend to themselves so will not venture anywhere near him. Their excuse is they promised an old friend they would not fight in this part of the forest.<br />
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<br />
<strong>The Grassy Way</strong><br />
<br />
Following the trail through the forest the PCs will travel for 3 hours until their first encounter. The PCs can still only fight in single file but there is more space. At each point of battle a Giant Mammal(s) crashes out of the dense forest onto the trail in front of the lead character.<br />
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<span style="color: yellow;">Giant Ferrets</span> (2)<br />
MV: 12 AC: 6 HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d4 (bite) Size: S (4' long) Xp: 65<br />
<br />
The Ferrets can slink past and arch over each other to attack the lead character with their bites allowing each to attack once per round. A few minutes journey after this battle the characters encounter the second forest guardian.<br />
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<span style="color: yellow;">Giant Skunk</span> (1)<br />
MV: 9 AC: 6 HD: 2 hp: 16 THACO: 19 Attack: 1 Bite or Stink Cloud (10x10x10) Damage: 1d3 or Save vs Poison or suffer <em>Nausea</em> for 1d4 +10 rounds: 1/2 Str & Dex. Size: M (4' long) Xp: 120<br />
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<br />
<br />
<strong>The Forest Clearing</strong><br />
<br />
Not long after the previous encounters, after 5 more minutes walking, the PCs come to the end of the trail where there is a grassy clearing 100 feet across. At the far side of this open space is a small smokey campfire built in front of a large tree that has a hollow at its base. Dressed in brown robes, with a pointed hat of the same colour is a short, grey-bearded Gnome. He appears to be hunched over and working on a number of stick-like dolls that are propped up a few feet from the fire. He doesn't notice you. Suddenly the bushes erupt and two Giant Badgers attack from either side. Roll for initiative.<br />
<br />
<span style="color: yellow;">Giant Badgers</span> (2) <br />
MV: 9 AC: 5 HD: 3 hp: 20 THACO: 17 Attacks: 3 Damage: 1d4/1d4 1d6 Size: M (5' long) Xp: 180<br />
<br />
As the battle begins the Gnome jumps up and begins casting a spell as he moves behind the big tree. In the second round the stick-dolls, that are bundles of various plant materials, become animated. They arrive to fight in the battle at the start of the 3rd round. After 2d4 + 5 rounds the stick-dolls collapse.<br />
<br />
<span style="color: yellow;">Stick Animations</span> (10)<br />
MV: 12 AC: 7 HD: 1+1 hp: 6 Attack: 1 Damage: 1d3 (claw) Xp: 25<br />
*Blunt weapons do half damage. <br />
*Active for 2d4 + 5 rounds.<br />
<br />
___________________________________________________<br />
<br />
<strong>Resolution</strong><br />
<br />
The Gnome does not fight. He watches the battle from behind the tree. <br />
<br />
If the PCs are victorious he proclaims, <em>"Okay Okay ... the Brownies win. I'll leave. hhhhmmmffphh !"</em> and he begins packing up. He leaves behind the now broken stick-dolls but takes his cooking pot and a backpack. He will not reveal his name. <br />
<br />
<span style="color: yellow;">Gnome Wizard</span> (1)<br />
AC: 6 (Dex 16, Ring of Protection +2) HD: 5 hp: 22 Attacks: 1 or Spell Alignment: CN <br />
*Ring of Enthralling and Commanding Mammals.<br />
<br />
When the PCs return to where they left the Brownies they find the area deserted.<br />
<br />
PCs that succeed in this quest receive 120 experience points.<br />
<br />
<br />
<strong>Ideas for an expanded campaign.</strong><br />
<br />
DMs might want to make this adventure more challenging for higher level PCs with the Gnome building a small army (40) of the stick animations that can be controlled so long as he maintains concentration. An Evil Warrior Gnome and a band of five (1) Mercenaries can accompany the Wizard in this situation. Double the numbers of Giant Mammals.<br />
<br />
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<br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-2036959629054234712012-11-08T09:31:00.000-08:002017-05-03T10:53:33.892-07:00Raiders of the River Temple Ruins<div class="separator" style="clear: both; text-align: center;">
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<br />
The Player Characters are hired to journey by boat up a remote river to ascertain the contents of a ruined Temple. This Adventure is recommended for characters of 3rd to 4th level. <br />
<br />
<span style="color: #38761d;">Background: </span><br />
<br />
<strong>Sensoola's Offer</strong> <br />
<br />
An old wizardess, Sensoola Fazielle, residing in the tropical city of Port Cambollaar, hires the party for a journey of discovery up a distant jungle river to an abandoned Temple. Rumour has it that the Temple was a repository for treasure, including magics, and is still protected by guardians. Sensoola has heard of the Characters' honourable reputations and offers each PC 100gp to discover whether anything remains inside the building. If treasure can be recovered she offers a quarter (up to a maximum of a third) to the Player Characters but insists on keeping half of any magical items found, with herself having an overriding choice in this matter. The characters must swear to this arrangement before the adventure can go ahead.<br />
<br />
Sensoola has organised a riverboat, The Bad Baboon, to sail down the coast and navigate up the river to the Temple's stone landing. The boat Captain is Kekie Mbata and he has a copy of the map. He is waiting at the docks. His deal with Sensoola is the same as the PCs first offer except he does not have to go ashore. <br />
<br />
<span style="color: yellow;">Sensoola Fazielle</span> 4th level Mage<br />
AC: 5 (Bracers of AC 6, Dex 15), HD: 4 hp: 12 THACO: 20 (Strength 7) Attacks: 1 Damage: 1d4+1 (Jewelled Dagger +2, Strength) Alignment NG<br />
Equipment: Purple Robes, Bracers of AC 6, Amulet of Protection +1, Jewelled Dagger+2.<br />
*Spells: Magic Missile, Sleep, (Identify), ESP, Invisibility; Cantrips (18)<br />
<br />
<br />
<strong>The Bad Baboon</strong><br />
<br />
At the docks you are met by a well groomed dark skinned man wearing a loose fitting brown shirt and excessively baggy pants. A curved Falchion sword is by his side. <em>"We have not met but I was told of your description. I am pleased you have taken up Sensoola's offer. I am Captain Mbata of the Bad Baboon." </em> Behind him, tied up to the pier is a broad beamed 45 foot sailing dhow with a foredeck, stern deck, and an open hold. The mast is set forward and has a raised boom. The vessel has a flattened bottom (which cannot be seen). Six (6) dark skinned crew members are lounging around the boat. Mbata continues, "<em>If you have all your equipment then I suggest we go aboard and make preparations to get underway ."</em><br />
<br />
When the PCs are ready they can climb on board where they meet the muscular first mate Ohab and the rest of the crew. All appear confident about the upcoming journey. Mbata, on the other hand is more serious, explaining that the area they are visiting is not on the trade routes and no one really knows what is out there. According to Mbata, the sea journey will take two days and the river journey looks to be another 5 or 6 days.<br />
<br />
<span style="color: yellow;">Captain Kekie Mbata</span> 5th level Fighter <br />
AC: 7 (Dex 16, Single Wpn Style) HD: 5 hp: 39 THACO: 16 (15 with Falchion +1) Attacks: 1 Damage: 1d6 +2/ 2d4+1 (Falchion +1) or 1d4/1d4 (Light Crossbow) Alignment: N(G)<br />
Equipment: Falchion Sword +1, Jar of Keoghtoms's Ointment (7 doses), Baggy Clothes, 10cp/20sp/40 gp.<br />
*In combat Mbata fights to protect his crew. <br />
<br />
<span style="color: yellow;">1st Mate Ohab</span> 2nd level Fighter <br />
AC: 7 (Dex 15, Ringmail Breast Plate) HD: 2 hp: 21 (Con 17) THACO: 19/19 (Two Wpn Style, Ambi Dex, Strength) Attacks: 2 or 1 Damage: 1d6+4/2d4 +3 (Falchion, Strength 18/11) or 1d4/1d4 (Light Crossbow) Alignment: NG<br />
Equipment: Falchion Swords (2), Ringmail Breast Plate, Clothing, 20cp/5sp/4gp.<br />
<br />
<span style="color: yellow;">Deck Hands</span> (5) O-level Humans<br />
AC: 10 HD: 1 hp: 7 THACO: 20 Attacks: 1 Damage: 1d6 +1/2d4 (Falchion) or 1d4/1d4 (Light Crossbow) Alignment: N <br />
Equipment: Falchion Swords, Baggy Clothes, 67cp/29sp/5gp/2ep total. (Note: The Light Crossbows are located around the ship. There are 10 in total.)<br />
<br />
<br />
<span style="color: yellow;">The Bad Baboon</span> (Flat Bottomed Dhow- Riverboat)<br />
<br />
The Bad Baboon is very well equipped and has an experienced Captain which is why Sensoola chose this vessel:<br />
<br />
<span style="color: #6fa8dc;">Dimensions:</span> 45'x15' Mast: 10 feet from the bow. Sail: Triangular on a long upward slanting boom. Stone Anchor (50 lbs) and heavy rope (200'). Gunwale level: 4 feet from the waterline. Deck: Covers first 15 feet and last 10 feet with an open hold covered by a canvas tarpaulin. Rudder: Centred on stern with rudder bar steerage. Oars: 6 stowed along inside of hold. Ship Lights: 2 lanterns with <em>Continual Light</em>. Weapons: 10 Light Crossbows with 30 Bolts each, 4 Spears, 6 Hand Axes, 6 Falchion Swords. Provisions: Dried Food and Water for one month (10 persons), 300' Rope, Spare Sail, 2 Canvas Hold Covers, 1 Canvas Deck Cover, Assorted Wooden Poles, Twine, Wood Working Tools, (16) Lamp Oil, (4) small hand held Oil Lamps, Sealed Tar Bucket, Corking Cloth, Gang Plank, 5 Buckets, 8 Thin Blankets, 7 String Hammocks. <br />
<br />
Note: the stern deck is almost always covered by a canvas tarpaulin acting as a shade cloth. Under both decks are small cabin areas. These are packed with food and water supplies that are not kept in the open hold.<br />
<br />
<br />
<span style="color: #38761d;">Tropical Conditions:</span><br />
<br />
The PCs face various challenges when living in a tropical environment ...<br />
<br />
<strong>Heat</strong> - No metal Armour can be worn - only light leather or Ringmail protection (Breast Plates and Arm Guards only). Too many items of armour results in eventual heatstroke (or drowning in this adventure if they fall overboard). PCs wanting to wear their standard metal armour will suffer heatstroke after 1d3 hours (+1 hour for each Constitution bonus given to hit points) or after 3 rounds of combat (+1 round for each Constitution bonus given to hit points). Heatstroke results in lightheadedness and deliriousness resulting in the loss of 1/2 the PC's ability scores with continued activity of any sort resulting in the loss of 1 point of Constitution per hour. Only rest, shade and water can stabilize the individual restoring 1 point of Constitution per day. Other scores are fully recovered after 2 days. <br />
<br />
<strong>Insects</strong> - Small bugs are everywhere. After 1 day in the jungle each PC must roll a save versus poison or suffer nausea (-1 to attack rolls, strength and dexterity bonuses). Three (3) consecutive saves over 3 days negates and means the character has acclimatised to the conditions.<br />
<br />
<strong>No Swimming</strong> - Every Turn the PC is in the water the DM should roll a 1d6. A roll of 6 indicates a Crocodile Attack:<br />
<br />
<span style="color: yellow;">Crocodile</span> (1)<br />
Sw: 12 AC: 5 HD: 3 hp: 26 THACO: 17 Attacks: 1 Damage 2d4/1d4+ drowning. xp: 200 (mod) Size: L<br />
*The crocodile bites to clamp onto its victim. Victims can Save vs Breath Weapon, once per round, to break free, otherwise they are held. Characters that are held then receive 1d4 points of crushing/biting damage per round until they make a successful save to break free. Further, any held PC is immediately pulled underwater and is subject to drowning (Holding breath duration is 1/3 Constitution and half that amount if exerting themselves thereafter a Constitution check is required, and then another with a -2 cumulative penalty). <br />
_______________________________________________<br />
<br />
<br />
<strong>The River Journey</strong><br />
<br />
After two (2) uneventful days at sea the Bad Baboon comes to a wide river mouth that is surrounded on all sides by thick jungle foliage. The tributary is more than 300 yards across and a green canopy hangs across the river 20 to 30 feet on either side. The current is very slow moving making the waterway easily navigable by sailing boat. [DMs] The journey from this point should take 6 days. Each day 1d6 should be rolled to check for a breeze. A roll of 1 or 2 means there is no wind and the Bad Baboon must either be rowed up the river or tied to the shoreline. In the heat Captain Mbata will only man the oars if it looks like the upriver journey will leave less than 10 days of Food and Water remaining for the return leg. There are 21 days to complete this first leg leaving 10 days to return to Port Cambollaar.<br />
<br />
At the end of each day Captain Mbata has the Bab Baboon tied up to the shoreline. He suggests a three (3) person, three (3) shift watch at night with the crew and the PCs splitting the duty. PCs may sleep on the deck or in the hold if they have hammocks. The crew all have hammocks (they have a spare one) but often sleep on the deck.<br />
<br />
During the journey, both day and night, the DM should roll for random encounters. (Note: For the purpose of this Adventure details of any land based encounters have been omitted. The DM can create a list of such encounters based on tables found in the MM if they wish to explore the jungle.)<br />
<br />
<br />
<strong>Day Time Random Encounters:</strong> (Roll 1d8 three times per day. A roll of 1 indicates an Encounter)<br />
<br />
(1d4) <br />
1. Jungle Giant (1)<br />
2. Insect Plague (1)<br />
3. Stirge Attack (5) <br />
4. Banderlong Attack (12)<br />
<br />
1. <span style="color: yellow;">Jungle Giant</span> (1)<br />
Mv: 15 AC: 3 HD: 11 hp: 108 THACO: 9 Attack: 1 or 2 Damage 2d8+9 (club) or 2d6+9 (Fine Bow & Arrow). Alignment: N Size: H (18') xp: 6000<br />
This Green Skinned Giant is minding her own business but stops to watch the PCs boat go by. (This encounter happens only once.) The Giant does not respond to any attempts at communication and gets very annoyed if PCs dare approach.<br />
<br />
2. <span style="color: yellow;">Insect Plague</span> (1) <br />
This haze of biting insects covers the river an inflicts a total of 2 hp damage over 5 rounds as the boat moves through the cloud. Captain Mbata calls for the spare canvas to be unfolded and used as additional shelter in the hold. The crew is ordered into the hold while Mbata wraps himself up in an old blanket and mans the rudder.<br />
<br />
3. <span style="color: yellow;">Stirges</span> (5) <br />
Fl: 18 AC: 8 HD: 1+1 Hp: 7 THACO: 1 Attacks: 1 Damage: 1d3 + automatic 1d4 per round until 12 hp are taken or the Stirge is reduced to 0 hp. Attacks against an attached Stirge that miss must be re-rolled vs the victim's AC. Alignment: Animal Size: S (2') xp: 175 <br />
PCs have one round of actions before these creatures strike provided there is someone on lookout. If there is no watch then this attack is without warning.<br />
<br />
4. <span style="color: yellow;">Banderlong</span> (12)<br />
Mv: 12 (in trees) AC: 6 (or 4 with 50% concealment) HD: 4 hp: 28 THACO: 15 (16 in this situation) Attacks: 1 Damage: 1d4+1 (bite) or 1d2 + nausea (retch fruit). Alignment: N Size: M xp: 120<br />
These large green skinned Baboons inhabit the trees overlooking this stretch of water and have nothing better to do than throw foul retch fruits at the boat. They throw from the tree-tops at a range of 150' feet with a -1 range penalty. PCs that are hit suffer 3 rounds of retching and 1 hour of 1/2 strength from the experience. Any throws that miss have a 50% chance of hitting the deck causing 1/2 strength effects in a 5' foot radius. This attack lasts for 3 rounds and stops if the PCs kill one of the apes.<br />
<br />
<br />
<strong>Night Time Random Encounters:</strong> (Roll 1d10 three times per night. A roll of 1 indicates an Encounter + surprise)<br />
<br />
(1d4).<br />
1. Constrictor Snake (1)<br />
2. Huge Spider (1) <br />
3. Huge Bat (1)<br />
4. Jaguar (1)<br />
<br />
1. <span style="color: yellow;">Constrictor Snake</span> (1)<br />
Mv: 9 AC: 6 HD: 3+3 hp: 19 THACO: 17 Attacks: 2 Damage: 1 (Bite) + 1d3/rd (Crush) Alignment: Animal Size: M (15' long) xp: 175<br />
This snake drops onto anyone on watch (Roll for surprise). Open doors roll is required to break free. Anyone assisting is subject to bite attacks. Twenty percent (20%) of damage inflicted upon the snake also affects the victim. PCs may attempt to pin the head (-4 penalty) and thus attempt a second cutting attack with a knife or dagger, without causing damage to the victim.<br />
<br />
2. <span style="color: yellow;">Huge Spider</span> (1)<br />
Mv: 18 AC: 2+2 hp: 14 THACO: 19 Attacks: 1 Damage: 1d6 + Poison (see below) Alignment: Animal Size: M (6' Diameter) xp: 270<br />
This spider is out hunting and leaps onto anyone on watch from a distance of 30' (Roll for surprise, -6 penalty). This first attack also causes 1d4 points of impact damage and the victim must roll vs dexterity with a -4 penalty to avoid falling prone. Anyone bitten must Save vs Poison (+1) or receive 15 hp damage over a 3 round onset time (5hp per round).<br />
<br />
3. <span style="color: yellow;">Huge Bat</span> (1)<br />
Mv: 15/3 AC: 7 HD: 4 hp: 31 THACO: 17 Attacks: 1 Damage: 2d4 (bite) + screech. Alignment: N(E) Size: H (12'-16' wing) xp: 420<br />
This sinister bat is also out hunting. It attacks from the least likely direction and is completely silent (-3 to surprise rolls). If the victim is still alive after the 1st round it <em>screeches</em> to stun its prey or other attackers (save vs paralysis or be stunned for 1d4 rounds).<br />
<br />
4. <span style="color: yellow;">Jaguar</span> (1)<br />
Mv: 15 AC: 6 HD: 4+1 hp: 28 THACO: 17 Attacks: 3 + Special. Damage: 1d3/1d3 (Claws) + 1d8 (Bite) + Special 1d4+1/1d4+1 (rake) Alignment: Animal Size: M xp: 420<br />
This jaguar is out hunting and will leap 30' onto anyone on watch (Roll for surprise). If both front claws hit then the jaguar can make two separate raking attacks with its rear claws.<br />
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<br />
<br />
<strong>The Lizard Man Attack</strong><br />
<br />
On the third day of travel the party encounters Lizard Man Warriors:<br />
<br />
<blockquote class="tr_bq">
"As the Bad Baboon slowly makes its way up river you see a large number of Lizard Men leaping from the riverbank into the water ahead of the boat. They swim directly for the ship."</blockquote>
<span style="color: yellow;">Lizard Men</span> (22) Mv: 9 Sw: 12 AC: 5 HD 2+1 hp: 14 THACO: 17 Attacks: 3 Damage: 1d2+1 (Claw)/ 1d3 (Stone Dagger)/ 1d6 (Bite) Alignment: N Size: L xp: 65 <br />
<br />
<span style="color: #38761d;">Tactics:</span> The Lizard Men are excellent swimmers and will take only 2 rounds to reach the vessel. They take one more round to climb aboard and attack. They seek to kill the PCs and crew and take the bodies back to their village for a feast. These Warriors retreat if more than HALF their number are killed - survivors will dive overboard and underwater, being exposed for only one round before they get out of range.<br />
<br />
<br />
<strong>The Village of the Lizard Men</strong><br />
<br />
<blockquote class="tr_bq">
"Soon after the Lizard Man attack, the Bad Baboon encounters an abandoned village. There are 4 large 20' diameter straw and leaf huts standing in a grassy clearing off the starboard (right) quarter."</blockquote>
This is the village of the Lizard Men. In addition to any survivors of the previous battle, there are another 14 more plus the Leader. They all wait inside the huts until the PCs come onshore. If the PCs do not approach, the Lizard Men wait in hiding until the boat has passed. <br />
<br />
<span style="color: yellow;">Lizard Man Leader</span> (1)<br />
Mv: 9 Sw: 12 AC: 5 HD: 4+4 hp: 36 THACO: 16 Attacks: 3 Damage: 1d3+2 (Claw)/ 1d4+2 (Steel Dagger + Strength)/ 2d4 (Bite) Alignment: N (E) Size: L (8' tall) xp: 475<br />
<br />
<span style="color: yellow;">Lizard Men</span> (14+)<br />
Mv: 9 Sw: 12 AC: 5 HD 2+1 hp: 14 THACO: 17 Attacks: 3 Damage: 1d2+1 (Claw)/ 1d3 (Stone Dagger)/ 1d6 (Bite) Alignment: N Size: L xp: 65<br />
<br />
<span style="color: #38761d;">Tactics:</span> The Lizard Men fight ferociously to protect their village but will flee if the leader and more than half their number are slain. <br />
<br />
There are also 40 females (same stats as males without stone daggers) and 10 young (as orcs) hiding in the jungle should the PCs decide to investigate. These creatures cannot be detected unless PCs travel more than 50' feet into the foliage. A search of the huts reveals mats of grass for sleeping and numerous bones of various creatures. <br />
<br />
<br />
<strong>Webs Over a Very Large Area</strong><br />
<br />
On the 5th day of travel the Bad Baboon rounds a broad bend only to discover a dense wall of thick spider webs stretching more than 200 yards across the river. The strands are less than 4' from the water. Captain Mbata and Ohab both turn to each other and exclaim, <em>"Torches !"</em> Captain Mbata, explains that they forgot to bring a bundle of torches with them. He recommends downing the sail and rowing towards the webs and burning them so they can get through. Makeshift torches will have to be made (PCs are encouraged to think creatively using materials carried onboard). DMs should note that there are 6 oars meaning that the entire crew and Ohab will be preoccupied as they row towards the webs. <br />
<br />
The spider webs are very thick and do not burn easily at all. They seem to stretch out from the darkened jungle that reaches partly over the river. It will take 20 minutes to fully clear a space for the mast and the hull by burning away the webs. After two rounds of this activity many large spiders stream forth from the jungle shadowed sides of the web in an attempt to swarm onto the boat. Mbata and Ohab will immediately pull the Bad Baboon away from the threat but 2d6 spiders will manage to jump on deck before a safe distance (30') can be attained.<br />
<br />
<span style="color: yellow;">Large Spiders</span> (20)<br />
Mv: 6 Wb: 15 AC: 8 HD: 1+1 hp: 8 THACO: 19 Attacks: 1 Damage: 1d2 + Poison (15/0). Alignment: Animal Size: S (2') xp: 175<br />
*Onset time for the poison is 15 minutes.<br />
<br />
_______________________________________________<br />
<br />
<br />
<strong>Arrival at the River Temple Ruins</strong><br />
<br />
On the 6th day, around mid-day, Captain Mbata spies the Temple ahead of the boat through a gap in the trees. A few minutes later a stone landing can be seen on the starboard side. As the ship draws closer the PCs can see a cleared grassy area that cuts into the jungle from the riverbank. In the middle of this clearing, at the end of a wide stone pathway, is a large square semi-ruined stone building topped with a red tiled roof. Many roof tiles are missing and the grey stone walls are streaked with water stains and lichen in places. The doors appear to be missing leaving a darkened doorway. Surprisingly no vines grow upon the building nor are there signs of the jungle encroaching upon the grassy area.<br />
<br />
The landing itself has stone column posts every 10 feet, being 60' long overall. It extends 10' from the river bank. A flight of stairs leads up the bank to a stone pathway that is 20' wide and 180' feet long. On either side of the path is a 4' wide strip of bare earth. At the end of the path is the square-shaped Temple. The grassy area on either side is a marsh. PCs that move into this area have their movement rate slowed to half, and are still attacked in the manner described below. Captain Mbata regretfully tells the PCs that his bargain did not include going into the Temple and that his duty is to his crew and the ship. He believes someone or something, perhaps magic, is guarding this place. He will cover the PCs with his crossbow, as will the crew, standing ready for a quick departure if things go badly.<br />
<br />
When the PCs travel more than half the distance (90') to the Temple the ground erupts on either side of the pathway (in 1 round) and the party is attacked by Skeletal Warriors wielding rusted Scimitars. As guardians of the Temple they are turned as 3HD Undead.<br />
<br />
<span style="color: yellow;">Skeletons</span> (30)<br />
Mv: 12 AC: 7 HD: 1 hp 8 THACO: 19 Attacks: 1 Damage: 1d6 (Rusted Scimitars) Size: M xp: 65<br />
*Immune to charm, sleep, hold and cold. Edged and piercing weapons do half damage. Holy Water causes 2d6. Turned as 3HD.<br />
<br />
<span style="color: #38761d;">Tactics:</span> The Skeletons will attack until the PCs are driven back into the river, or until they have been destroyed. They will not allow themselves to be sniped at by archers from the River and will re-bury themselves in the earthen strip along the pathway. Any Turned skeletons also re-bury themselves. <br />
<br />
<br />
<strong>The Temple Ruins</strong><br />
<br />
Upon reaching the Temple, PCs can see the building is 110' feet on each side. The walls are 3' feet thick, and although cracked, stained, and partly covered in lichen, remain solid. The red terracotta roof tiles on the other hand are faded and some are missing. Through a 10 foot wide doorway the characters can see shafts of light illuminating a bare earthen floor that is raised in a low mound in the centre. There are four (4) very solid looking 3 foot tall copper braziers (100lbs), shaped exactly like barrels, that are situated in the four corners of the Temple.<br />
<br />
PCs may enter the Temple and move around unmolested, but if they touch any of the copper braziers (that are magically enchanted), or dig in the earth, then the following happens (in 1 round):<br />
<br />
<blockquote class="tr_bq">
"You hear a deep rumbling sound and the ground begins to shake. Earth from the floor flies upwards* and the white bones of a large dragon now tower above you. Within its huge horned skull glowing red eyes stare blankly casting a faint light inside the Temple. A tingling (electrical) feeling can be felt upon the skin causing the hairs on exposed areas of the arms, or the backs of the characters' necks, to stand on end."</blockquote>
*PCs standing on the raised mound are thrown to the ground while those within 10 feet must make a Dexterity Check to remain standing. The Dragon takes 1 round to form while PCs thrown to the ground take a round to recover. PCs that still stand can act for one round before initiative is rolled. <br />
<br />
<span style="color: yellow;">Skeletal Dragon</span> (1)<br />
Mv: 12 AC: 1 HD: 12 hp: 99 THACO: 9 Attacks: 3 +1 Damage: 1d6/1d6/3d6-2 (claw/claw/bite) + 1d4 +1 (tail) Size: G (50' body 40' tail) ~ Immune to charm, sleep, hold, cold and 1/2 damage from fire or electrical attacks. Edged & piercing weapons do 1/2 damage. Holy water causes permanent 2d4+2 damage. Cannot be Turned by Priests while in the Temple. Turned as Mummy (7HD). Remains turn to smoke in 1 hour and reform inside the Temple. The copper braziers glow a faint blue for 3 rounds while this happens.<br />
xp: 2000 (temporary defeat) 5000 (permanent destruction) <br />
<br />
<span style="color: #38761d;">Tactics:</span> The Undead Dragon is unthinking and functions as a Monstrous Skeleton. PCs who move outside are pursued but it takes a full 2 rounds for the Dragon's bones to shuffle their way through the open doorway. This monster will attempt to drive PCs from the Temple grounds, and likely into the river, before returning to the Temple. Like the Skeletal Warriors, this monster will not allow itself to be sniped at from afar. <br />
<br />
The Dragon can be permanently defeated through 30 vials worth of holy water poured all over the bones or a lesser amount on the copper braziers inside the Temple - 4 vials per barrel that boils and steams (1 or 2 vials just boils off) which causes the barrels to melt. Removal of the contents out of any brazier breaks the skeletal animation enchantment for the dragon.<br />
<br />
After fully defeating the Dragon Captain Mbata and the crew cheer the victory. Seeing that the danger is passed Mbata will come ashore and leave Ohab in charge of the Bad Baboon. The PCs now have 2d2 hours to make good their search of the Temple before a faint buzzing sound can be heard coming from outside (see Escape from the Temple below). <br />
<br />
<br />
<strong>The Temple's Treasure</strong><br />
<br />
A search inside the Temple reveals nothing but bare earth and the copper braziers. However, inside the heavy braziers, which have been enchanted to animate the bones of the Dragon, are magical items and gems. Hacking into them is almost impossible since they are inch thick. It will take days of beating to break through the exteriors with heavy implements. Holy Water poured into the concave top will boil and slowly melt a hole through them. Four (4) vials of Holy Water are needed for each one. <br />
<br />
Looking inside PCs can see that each barrel is packed with: <br />
<br />
*Hundreds of small animal bones - snakes, lizards, crocodiles, giant frogs, birds, and monkeys. *4 Silver Discs each worth 50gp, 4 Gold discs worth 200gp each, 4 Electrum Discs worth 1000gp each and 4 Platinum Discs worth 2000gp each. *Also, separately in each copper barrel, are an Ioun Stone (pearl white spindle - regenerates 1hp/turn), <a href="http://thacodragon.blogspot.com.au/p/new-magical-items.html"><span style="color: yellow;">Ring of Gaseous Form</span></a>, Pearl of Power (5th level Spell Recall), and a Manual of One Spell (Animate Dead - 5th Level Wizard). *There is also one gem inside each barrel: 1 Ruby (5000gp), 1 Sapphire (1000gp), 1 Diamond (5000gp) and 1 Emerald (5000gp). <br />
<br />
<br />
<strong>Escape from the Temple</strong><br />
<br />
After 2d2 hours Ohab begins yelling from the landing to <em>"Ghet out! Ghet out! Run!"</em> and PCs looking in his direction can see him pointing to the jungle behind the Temple. As this happens the sound of the buzzing gets louder and the sky begins to get dark. The PCs will have 3 rounds to leave before a huge swarm of insects descends upon the area. The swarm stays around the Temple until nightfall, lasting a number of hours, before dispersing.<br />
<br />
<span style="color: yellow;">Insect Swarm - Stinging Flies</span> (1d100 x 100,000)<br />
Fl: 18 AC: 8 HD: 1hp per 20 insects THACO/Attacks: 80% chance per round of being bitten. Damage: 1 hp Size: T (1") *Vision reduced to 2d4 feet. Attacks that hit the Swarm kill 1d20 insects per hp of Damage. xp: 2000 to Destroy Entire Swarm.<br />
<br />
If the PCs manage to board the Bad Baboon in the best possible time (less than 3 rounds) it still takes 1 round to cast off while the Swarm descends. The Bad Baboon faces 1d8 rounds in the Swarm with crew members diving under canvas after 1d4 rounds. Captain Mbata steers the boat whilst beating the air around him with his Falchion Sword. After emerging from the Swarm the PCs and crew find themselves bloody, with very many bites marks, but alive(!).<br />
_______________________________________________<br />
<br />
<br />
<strong>The Return</strong> <br />
<br />
The journey back is far easier and quicker than the upstream navigation. Using the River current, weak though it may be, the Bad Baboon does not need the wind for the return trip and it takes only 3 days to reach the sea. DMs must still roll for day-time and night-time random encounters, picking actions that they have not previously experienced. The Lizard Men survivors avoid making any attacks this time around with their village being temporarily abandoned.<br />
<br />
<br />
<strong>Resolution</strong><br />
<br />
If the PCs return with all the treasure Sensoola escorts them and Captain Mbata to her small town house where she casts <em>Identify</em> on the objects. She picks the Manual of One Spell (Animate Dead) - that acts as a reusable scroll but requires extensive and expensive material components- and the Ring (of Gaseous Form). <br />
<br />
The PCs and Captain Mbata can choose between the Ioun Stone and the Pearl of Power. Mbata would prefer the healing stone, which can be used on his crew but can still make use of the Pearl of Power through trading it for something more useful. He accepts that the PCs did the majority of the fighting. The other treasures are split as evenly as possible - despite any earlier agreement between all three parties. The biggest problem is cashing in the valuable items for usable gold or silver pieces ! The crew of the Bad Baboon eventually gets an evenly divided cut of half of Mbata's loot with Ohab getting two shares worth.<br />
<br />
Experience points for completing the Adventure, on top of that already awarded by the DM, are 1000xp per character.<br />
<br />
<br />
<strong>Ideas for placing the Adventure in a Temperate Setting.</strong><br />
<br />
Not many Campaigns are set in a jungle environment. PCs could journey by sea to such a location to take up this Adventure, but to make this more workable for immediate game play THACO DRAGON offers the following alterations allowing for a Temperate Environment:<br />
<br />
Sensoola Fazielle = Lilleth Starweaver (Half Elf)<br />
Captain Kekie Mbata = Captain Junken (Broadsword +1)<br />
Ohab = Fletcher Vingren (Sword Sword and Daggers)<br />
Crew Weapons = Broadswords<br />
The Bad Baboon = The Red Rose <br />
<br />
<strong>No Swimming: </strong><br />
<br />
Giant Crocodile (1) = Giant Leeches (1d4)<br />
*<span style="color: yellow;">Giant Leeches</span> (1d4): Sw: 3 Mv 3 AC: 9 HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d4 +1hp per round (Bite + Blood Drain). Only 1% chance of noticing. At 50% hp loss PC becomes aware of attack. Size: S (2') xp: 120<br />
<br />
<strong>Day Time Random Encounters:</strong><br />
<br />
1. Jungle Giant (1) = Wood Giant (1)<br />
2. Insect Plague (1) = Robber Flies (8)<br />
3. Stirge Attack (5) = Same<br />
4. Banderlong Attack (12) = Aarakocra (8)<br />
<br />
E-2. <span style="color: yellow;">Robber Fly</span>: Fl: 18 Mv: 6 AC: 6 HD: 2 THACO: 19 Attacks: 1 Damage 1d6 (Bite) Size: S (3' long) xp: 35<br />
<br />
E-4. <span style="color: yellow;">Aarakocra</span>: Fl: 36 Mv: 6 AC:7 HD: 1+2 hp: 9THACO: 19 Attacks: 2 or 1 Damage: 1d3/1d3 (Claws) or 1d3 (Rock). Alignment: Neutral Size: M xp: 65 *These humanoids circle high above and drop rocks (5 per Aarakocra) on The Red Rose for fun. They swoop down to randomly target anyone on deck until they run out of rocks. PCs can fire once per swooping attack at the extreme range of their Longbows or Heavy Crossbows if they possess any.<br />
<br />
<strong>Night Time Encounters</strong>:<br />
<br />
1. Constrictor Snake (1) = Same<br />
2. Huge Spider (1) = Same<br />
3. Huge Bat (1) = Same<br />
4. Jaguar (1) = Black Panther (same stats)<br />
<br />
<strong>The Lizard Man Attack</strong> (22) = <span style="color: yellow;">Savage Orcs</span> (44)<br />
<br />
DMs should replace these monsters with Savage Orcs (1+2 HD), with hide armour AC 7, wielding stone tipped spears (1d4+1) who come at the PCs in crude dug-out canoes. Their ambush is set at a bend in the river so that there is less time for their victims to react. It takes 2 rounds before they board The Red Rose and 1 more round of climbing to be on deck. There are four Orcs (4) per canoe which is eleven (11) canoes in total. As they close with The Red Rose the Orcs in front throw extra spears (3) at the closest targets. One Orc, who organised this attack, is a Shamen (2HD) and attempts to cast <em>Hold Person</em>, while keeping three (3) <em>Cure Light Wounds</em> for himself. The overall Orc Leader has the same stats as in the Lizard Man encounter except he wields a huge Two Handed Axe (1d10).<br />
<br />
<strong>The River Temple Ruins</strong> are the same, including the Insect Swarm encounter at the end, except the skeletons wield rusted Broadswords.<br />
<br />
<br />
<br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-55328799344350835732012-07-03T10:18:00.029-07:002014-06-29T08:29:35.330-07:00Desert Rescue!<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlPyJTpZFfVdmkeLFkr5pDCT0QiwlQopUGcdbXfgDMTM9ku49ue4VvMcYUZiNUY9okzfb9_qOKQgVSlXSAJI1o2ITRH-DQyCLDgpxggdkFCF1gt13BtH8fX4h_W2_F0NreJpK5k5elo-Gp/s1600/Liwa+IMG_0205%255B1%255D.jpg"><img alt="" border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlPyJTpZFfVdmkeLFkr5pDCT0QiwlQopUGcdbXfgDMTM9ku49ue4VvMcYUZiNUY9okzfb9_qOKQgVSlXSAJI1o2ITRH-DQyCLDgpxggdkFCF1gt13BtH8fX4h_W2_F0NreJpK5k5elo-Gp/s400/Liwa+IMG_0205%255B1%255D.jpg" id="BLOGGER_PHOTO_ID_5762826790803483074" style="display: block; height: 300px; margin: 0px auto 10px; text-align: center; width: 400px;" /></a><br />
The Characters are asked to go into the Great Sandy Desert to rescue the survivor of a previous treasure hunting expedition. This Adventure is recommended for PCs of 8th level or higher.<br />
<br />
<em><span style="color: #006600;">Background:</span></em><br />
<br />
<strong>One Thousand Pieces of Gold</strong><br />
<br />
The PCs are at rest in a large city situated on the edge of a vast sandy desert when they are approached by one of the city nobles. The well dressed young man, named Hassan Kadar, dressed in white flowing robes, offers each Player Character 1000 gold pieces to journey into the desert to investigate the disappearance of his previous band of hired explorers. <br />
<br />
If the PCs agree to the quest he tells the party that the lost group is led by an experienced warrior, apparently a great champion, who is impervious to the desert heat. According to a local seer, this warrior is lost somewhere in the vastness of the desert. The noble states that the champion may have recovered a golden sceptre, as he had been instructed to do, and if the PCs come into possession of this item they must ensure it is safely delivered to his person. The noble demands the PCs swear an oath, as a sign of good faith, to search diligently for his lost champion and see he is safely escorted back into the city, along with the sceptre if this is also in his possession.<br />
<br />
<span style="color: #ffff66;">Hassan Kadar</span> (minor noble) 2nd level Fighter<br />
AC: 10 HD: 2 hp: 18 THACO: 19 Attacks: 3/2 Damage: 1d4+1 Alignment: LN Xp: 100<br />
Equipment: Curved Dagger of Disappearance (<em>invisibility</em>), Ring of Mind Shielding<br />
<br />
If the PCs ask the young noble about the champion and his party he tells them that the previous group numbered 12. All were relatively inexperienced except for the champion who was hired to lead the party.<br />
<br />
The noble avoids details about the heat impervious warrior that mentions his field plate armour being red in colour. He can tell the PCs that the original quest was to recover a Golden Sceptre hidden within a sand covered temple unearthed during a recent sandstorm. The sceptre, a symbol of rulership, had been hidden therein many years ago, by the ancient rulers of the land, after they were driven from their city by invading armies.<br />
<br />
<br />
<strong>Areez and the Camels</strong><br />
<br />
If the PCs agree to search the desert the noble provides each Character with three (3) camels and a guide, Areez. The party is told their journey begins this very night! Note: PCs have one camel for riding while the other two carry 3 weeks worth of supplies.<br />
<br />
<span style="color: #ffff66;">Camels</span> (3 per PC)<br />
MV: 21 or 10 in sand AC: 7 HD: 3 hp: 22 THACO: 17 Attacks: 1 Damage: 1d4 or spit Xp: 65<br />
*Spitting attack 50% chance of blinding for 1d3 rounds.<br />
<br />
Each member of the party is responsible for looking after their camels.<br />
<br />
<span style="color: #ffff66;">Areez</span> 3rd level Thief<br />
AC: 8 (dex 16) HD: 3 hp: 15 THACO: 19 or 18 Attacks: 1 or 3/2 Damage: 1d8 (scimitar) or 1d6 (short bow) Alignment: NG <br />
Equipment: Scimitar, Short Bow, 40 flight arrows in 2 quivers, red robes, astrolabe, 6cp/20sp/8pp.<br />
<br />
Areez can navigate over the desert using the stars and an <a href="http://en.wikipedia.org/wiki/Astrolabe"><span style="color: #339999;">astrolabe</span></a>. In combat he takes partial cover behind a camel (-2 AC bonus) and uses his short bow.<br />
<br />
<br />
<span style="color: #006600;">The Desert Conditions:</span><br />
<br />
There are many challenges facing the party ...<br />
<br />
<strong>No Water</strong> - The Great Sandy Desert has very few oases. Only camels can survive the long journeys across the vast sand dunes. PCs require 1-2 waterskins each day but this should not be a problem because of the 3 weeks worth of supplies.<br />
<br />
<strong>Camels</strong> - In combat situations the camels will flee if they are threatened by monsters approaching within 20 feet. Only PCs with camel riding proficiency can steady their mounts. Camels fleeing danger can be found within 500 yards of the combat.<br />
<br />
<strong>Sand</strong> - All movement due to the sand is 1/3 normal except for the camels which move at 10 rather than 21.<br />
<br />
<strong>Frequent sandstorms</strong> - The sands are prone to periods where travel must be halted because the winds kick up minor storms. The DM should roll 1d4 twice every day and night. Results of 1 indicate a 4 hour storm period. There is a 30% chance that a storm lasts 24 hours.<br />
<br />
<strong>Sun</strong> - Because of the unrelenting Sun the PCs must cover their skin including the head. Failure to cover up results in sunburn after 1d4 hours causing -1 penalty to situations involving dexterity bonuses and a -1 penalty to hit rolls. Two days of covering the effected area negates this penalty. The wearing of metal armour results in heatstroke after 1d3 hours or after 3 rounds of combat. Heatstroke results in lightheadedness and deliriousness resulting in the loss of 1/2 the PCs ability scores and continued activity resulting in the loss of 1 point of Constitution per hour. Only rest, shade and water can stabilize the individual restoring 1 point of Constitution per day. Other scores are fully recovered after 2 days.<br />
_____________________________________________<br />
<br />
<br />
<strong>Into The Desert Sands</strong><br />
<br />
There are very few encounters out in the desert. Nevertheless the DM should ask for a marching order and camping routine. Due to the excessive daytime heat, and the need to navigate by the stars, the guide Areez recommends only travelling at night. During the trip the DM should roll 1d4 twice each day and night to check for sandstorms.<br />
<br />
<strong>After 4 days,</strong> exposed camel bones are seen in the night upon a nearby dune. Inspection reveals nothing else.<br />
<br />
<br />
<strong>After 6 days,</strong> there is an night time encounter. Wraiths of condemned prisoners sent into the desert rise out of the sands and seek revenge upon the living. They do not venture far from the area where they are now buried.<br />
<br />
<span style="color: #ffff66;">Wraiths</span> (8)<br />
<br />
MV: 12, Fl 24 (B)<br />
AC: 4<br />
HD: 5 + 3 hp: 44<br />
THACO: 15<br />
Attacks: 1 Damage 1d6 + Energy Drain<br />
Special Defence: Hit only by Silver or +1 Weapons.<br />
Xp: 2000<br />
*Energy drained levels (ver 2.6 rules) return at 1 level per month.<br />
*Holy Water causes 2d6+2.<br />
<br />
<span style="color: #006600;">Tactics:</span> These Wraiths rise up at some distance from the camel train, circle around the party and then race in from all points at their maximum flying speed. In the darkness, and at the speed they travel, the PCs have only one round to react before they are set upon.<br />
_____________________________________________<br />
<br />
<br />
<strong>The Stone Lions</strong><br />
<br />
After 10 days of travel the party arrives in the area where they find the sole survivor of the previous expedition. The party should make their daytime camp as usual. Read or paraphrase the following:<br />
<blockquote>
Around midday Areez (and anyone else on watch) notices a lone figure in tattered brown robes staggering down a nearby sand dune. As he gets closer you can see this person is fully armoured! Under his shredded cape this man is wearing a suit of red tinted Field Plate Armour. He holds a full faced helm in one hand and in his belt is a golden sceptre. The dark haired and black bearded man looks dishevelled. "<em>Prepare yourselves</em>" he gasps as he gestures over his shoulder. As you look two enormous Stone Lions round the top of the nearest dune.</blockquote>
<br />
<span style="color: #ffff66;">Stone Lions</span> (2) Golem variant<br />
<br />
Mv: 9 AC: 5 HD: 14 hp: 80 THACO: 7 Attacks: 2 + Roar* Damage: 2d8/2d8 (claws)<br />
Special Defence: Immune to Spells as per Stone Golems, +2 Weapons to hit.<br />
Xp: 8000<br />
*Once every 3 rounds these Stone Lions will roar stunning all within a 20 foot radius for 1d3 rounds unless a save vs spells is made.<br />
<br />
<span style="color: #006600;">Tactics:</span> The Stone Lions take one round to reach the party and attack anyone that stands in their way before going after the holder of the sceptre. The armoured warrior takes cover and calls to PCs that only powerful magical weapons can harm these monsters. The armoured warrior is the <span style="color: #990000;"></span><span style="color: #990000;">The Red Slayer</span>, the leader of the previous group, and his next action is to grab a waterskin. In his present state he cannot risk combat. <br />
<br />
The Stone Lions are the guardians of the Temple in which the Golden Sceptre was hidden. These animations will kill any person or group that comes into possession of Temple Relics and have already killed the weaponless Red Slayer a number of times. The warrior has also died of thirst but has otherwise been protected from the desert heat by his magical ring.<br />
<br />
<span style="color: #990000;"></span><br />
<span style="color: #990000;">The Red Slayer</span> 9th level Fighter (currently)<br />
<br />
AC: -6 or better (Red Field Plate +5, Dex 17, single wpn specialisation, or shield)<br />
HD: 9 hp: 2 (110)<br />
THACO: 8 (Strength + Specialisation)<br />
Attacks: 2/1<br />
Damage: Weapon + 5 (Strength)<br />
Special Defence: Magical Armour (see below)<br />
MR: 80%<br />
Alignment: LE<br />
Xp: 10,000<br />
<br />
Str 18:94 Dex 17 Con 18 Wis 16 Int 14 Cha 17<br />
<br />
Proficiencies: All Swords, Axes and Polearms. Specialised in selected weapons.<br />
Equipment: Red Field Plate +5, Golden Sceptre, Ring of Protection +3, Ring of Protection from Heat, tattered robes.<br />
<br />
The Red Slayer is a champion who fights as a soldier for evil armies throughout the lands. His magical armour is cursed. Although it protects him from death it cannot be fully removed. He may remove all but the helm or just the helm but not both. Any move further than 10 feet away from his discarded armour results in its conversion to gaseous form and reformation back on his body. Each time the Slayer is killed the Red Armour converts his body to gaseous form and deposits him 2 miles distant and heals him to 2 hp. The Slayer remains unconscious for 2d10 rounds until waking. Each "death" results in the loss of 2 experience levels.<br />
<br />
<strong>The Slayer's Story</strong><br />
<br />
About a month ago his party was sent into the desert to find a Golden Sceptre buried within a sand covered temple. All went well until after locating the rod. Temple traps and guardians then came to life and massacred his companions. After his sword was lost he attempted to escape through the desert. Unfortunately the Stone Lions have pursed him ever since and he has had no means of dispatching them. He does not mention that he has been killed three times thus far during his ordeal. His only wish is to deliver the Golden Sceptre and be done with the quest.<br />
__________________________________________<br />
<br />
<br />
<strong>The Return</strong><br />
<br />
After defeating the Lions Areez leads the party back the way they came. Once again it takes 10 days to complete the return journey plus any added time taken with Sand Storms.<br />
<br />
<strong>The Serpent Warrior Ambush</strong><br />
<br />
During the third night of travel, around midnight, the party is ambushed by 8 Serpentine Warriors. Using magic these creatures have predicted the party's route and have buried themselves under the sand in expectation of their approach:<br />
<blockquote>
Suddenly, without warning, the sands around you erupt and huge green-scaled Serpent men with large vacant eyes, and long snake like bodies, engage the party. There are 6 of them among the Camel Train and 2 more 100 feet away. All wear ancient looking armour and carry swords, axes and shields.</blockquote>
<br />
<span style="color: #ffff66;">Serpentine Warriors</span> (8)<br />
<br />
MV: 9<br />
AC: 2 or 3 and AC 6 for exposed tail section<br />
HD: 7 hp: 58<br />
THACO: 11<br />
Attacks: 3 or 2 + 1 tail sweep (rear only)<br />
Damage: 1d3/1d3 (claws)+ 1d4 (bite + poison 0/20) or weapon +5 (strength +3 and specialisation +2) plus 1d3 +1 (tail sweep, dexterity check or knocked prone).<br />
Special Defence: Magic Resistance 25%<br />
Alignment: LE<br />
Size: L (7' tall, 14' long total)<br />
Xp: 2000<br />
<br />
Equipment:<br />
Serpent A. 2 Handed Sword (1d10+1) (AC 3)<br />
Serpent B. Bastard Sword, Shield (AC 2)<br />
Serpent C. Battle Axe, Shield (AC 2)<br />
Serpent D. Scimitar, Shield (AC 2)<br />
Serpent E. 2 Handed Sword (AC 3)<br />
Serpent F. Longspear (AC 3)<br />
Serpent G. Fine Longbow (+3 to damage), (AC 3)<br />
---------- 30 sheaf arrows, Bastard Swd<br />
Serpent H. Fine Longbow (as above), (AC 3)<br />
---------- Bastard Swd + Scroll<br />
<br />
*Pass Without Trace<br />
*Infravision<br />
*Veil of Sand - creates a blinding sand storm of 200 foot radius within 1 round of gesturing.<br />
*Immune to Poisons<br />
*Read Magical Scrolls<br />
<br />
<span style="color: #006600;">Tactics:</span> This attack causes the PCs to roll for surprise with a -3 penalty (Serpentine Warriors do not leave tracks). All the camels are surprised and they will attempt to run away from the monsters in the next available round unless a riding check is made by the PCs at a -4 penalty. Regardless, the six (6) Serpentine Warriors attack the centre of the column as the camels turn to flee. They rise up and attack the camel riders rather than the camels. The two (2) Serpentine Warriors who are not in the main group snipe at the PCs, and possibly Areez and the Slayer, from a position 100 feet in front of the camel train. One uses a huge long bow while the other, during the surprise round, reads from a burning scroll to summon forth a Fire Elemental. The Elemental attacks at the start of the third round of combat after advancing forwards.<br />
<br />
If this fight goes badly for the Serpentine Warriors they use their Veil of Sand power to create a localised sand storm and escape. They will not risk being killed at the hands of the PCs.<br />
<br />
<span style="color: #ffff66;">Fire Elemental</span> (1)<br />
<br />
Mv: 12 AC: 2 HD: 8 hp: 60 THACO: 13 Attacks: 1 Damage: 3d8 (fist)<br />
Special Defence: +2 weapons to hit. Xp: 2000<br />
_________________________________________<br />
<br />
<br />
<strong>Resolution</strong><br />
<br />
If the party returns with the Red Slayer and the Golden Sceptre they are greeted by Hassan who is very pleased with the outcome. He pays the 1000 gold pieces as promised and hands over an ornate dagger to the Slayer saying he is sorry to see that he was the only one who made it back. The Slayer goes his own way, acknowledging he owes the party his life and returns to his quarters in the city.<br />
<br />
The dagger is a magical weapon of +3 enchantment. Its primary power is the ability to <em>Locate Objects</em>, as per the spell, 3 times per day.<br />
<br />
PCs successfully completing this adventure gain a bonus 2000 experience points on top of that gained for defeating the monsters. <br />
<br />
<br />
<strong>Ideas for an expanded campaign.</strong><br />
<br />
The DM can include more desert encounters if so desired.<br />
<br />
In the city the PCs could also be approached by a bodyguard of Hassan's who is trying to prevent his assassination and/or the theft of the Golden Sceptre.<br />
<br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-68645373676819826042012-06-20T19:17:00.034-07:002019-07-16T09:40:22.042-07:00The Temple of the Snake KingThe Snake King, from his Temple in a forbidden area of the Jungle, has sent his minions and stolen a local village talisman. The villagers need their special stone for it carries inscriptions of healing and warding that has kept them safe for many years. This is an adventure for 4th to 5th level Player Characters.<br />
<br />
<em><span style="color: #006600;">Background:</span></em><br />
<br />
The village council (representing 100 families) has decided that a trip to retrieve their stone from the Snake King is far too dangerous for any of their folk and are seeking mercenary types to do the deed. The stone itself is about one foot tall, oblong shaped, is grey and has white inscriptions upon its sides. The council offers 400gp and the PCs can keep all of the riches collected from the Temple - if they can manage it.<br />
<br />
The villagers tell the PCs that there is a trail leading through the Jungle to a Stone Temple in a clearing not far distant. The journey only takes 1 full day but there are monstrous creatures that prevent anyone getting through. In recent years most travellers have been turned back by a swarm of giant bloodsucking insects.<br />
<br />
<span style="color: #ffff66;">Marset Indara</span> (village council leader) 5th level Thief, ret.<br />
AC: 10 HD: 6 hp: 23 THACO: 17 Attacks: 1 Damage: 1d4+2 (dagger+1/Strength 15)<br />
Alignment: NG<br />
Equipment: Curved Dagger +1, Keoghtom's Ointment.<br />
<br />
Note: The village economy is based primarily on banana and rubber tree groves.<br />
_______________________________________<br />
<br />
<strong>Into the Jungle.</strong><br />
<br />
All around is thick foliage and towering trees with canopies reaching far above the ground. The sounds of birds can be heard intermittently as the PCs travel. The air is very humid making the apparent temperature extremely hot. The trail itself is barely recognisable. Attempts to follow it in darkness, even with light spells, are to be discouraged.<br />
<br />
<span style="color: #006600;">Armour:</span> PCs cannot wear full metal armour in the heat - only light armour can be worn. If metal is donned, then after 1 hour (or 3 rounds of combat) the PC loses 1 point of Constitution per turn (or round) until they loose half their score. At this point the PC must save vs paralysis to stay conscious. Once their Constitution score reaches zero (0) the PC perishes. Shade and water allows a recovery of 1 Constitution point per hour.<br />
<br />
<br />
<strong>Midday</strong>: Giant Mosquito Attack!<br />
<br />
Shortly after the mid day point the party hears a buzzing sound. Flying out from the sides of the path are numerous mosquitoes except these are giant foot long beasts.<br />
<br />
<span style="color: #ffff66;">Giant Mosquitoes</span> (6)<br />
<br />
MV: 18<br />
AC: 6<br />
HD: 1 hp: 8<br />
THACO: 19<br />
Attacks: 1<br />
Damage: *1 hp + 1d3 on subsequent 3 rounds.<br />
Size: S (1')<br />
Xp: 50<br />
<br />
*There is no initial sensation of being hit due to the anaesthetic nature of the proboscis. PCs hear buzzing but those that are hit from behind do not feel the 1 hp damage, they only feel the later 1d3 hp drain. The draining lasts for three rounds.<br />
<br />
<br />
<strong>Two Hours Before Sundown</strong>: The Choke Creeper!<br />
<br />
As the shadows grow deeper, with the sun going down in the sky, the party draws ever nearer to their destination. On this part of the trail is a Choke Creeper Vine. Once the PCs are in the middle of its 8 tendrils it comes to life attacking from all sides. Roll for surprise. Detection of this plant is very difficult. For those with Jungle Lore allow a passive perception check (av wis/int) at a -4 penalty all others at a -10 penalty. The Creeper is well camouflaged in this part of the rainforest. [PCs notice the animal bones to the side of the path, but only when they are within the ambush circle of this monster. Successful detection allows Players to avoid being surprised.]<br />
<br />
<span style="color: #ffff66;">Choke Creeper</span> (modified)<br />
<br />
MV: 1/2<br />
AC: 6 (stem)/ AC: 5 (branches).<br />
HD: 25 hp: 25 (stem > 1 hp per HD) + 2 hp per branch<br />
THACO: 14<br />
Attacks: 8 branches (max 4 attacks per individual)<br />
*Damage: 1d4 per round upon entanglement + a 10% non-cumulative chance of strangulation per round after entanglement. Strangulation takes 2 rounds. Bend bars lift gates to escape. There is a 50% chance one arm remains free after entanglement. Other vines will attack the free arm.<br />
*Special Defense: Branches cannot be damaged by blunt instruments.<br />
Size: G (20' long stem 1 foot thick, and 20 foot branches)<br />
XP: 1400<br />
<br />
*This plant creature attacks via heat detection and can detect invisible prey. Note: each vine has only 2 hp.<br />
<br />
After the battle, on the ground off to the sides of the jungle path, the party can see white bones of previous victims. These appear to be animal bones - wild pigs, birds, snakes and lizards.<br />
______________________________________<br />
<br />
<strong>The Temple in the Jungle:</strong><br />
<br />
After defeating the plant monster, and travelling another hour, the party eventually comes to a large grassy clearing that is at least 500 yards across. In the middle is a Stepped Pyramid type structure. Unlit torches, atop 7' tall wooden poles, are set at 4 points along the base. There are stairs leading up one side of the Pyramid to a square stone building. The base is 150' feet to a side and 50' feet high with the flat roofed building at the top being another 12 feet high.<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVXsm9a6qqgZnPE4kQl2UezqerUAj9vImeG419i55har-rnNIbMSXRDsuye86Y-7galb00HWfqEIighNV6CDp76N2EPwnrPGE8VN3Vr7vi241QnBQ794ofVG3n7wMkIBY1eDZ5A1ueA29H/s1600/chichen_itza-clap%255B1%255D.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5756357853632484914" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVXsm9a6qqgZnPE4kQl2UezqerUAj9vImeG419i55har-rnNIbMSXRDsuye86Y-7galb00HWfqEIighNV6CDp76N2EPwnrPGE8VN3Vr7vi241QnBQ794ofVG3n7wMkIBY1eDZ5A1ueA29H/s320/chichen_itza-clap%255B1%255D.jpg" style="cursor: hand; display: block; height: 230px; margin: 0px auto 10px; text-align: center; width: 281px;" /></a> [ The picture above is not to scale! The actual pyramid in this story is slightly smaller. However, it is of the same look.]<br />
<br />
Standing guard on the ground at the bottom of the stairs are two Pigmen Warriors. These humanoids are green skinned, of medium to light build and have pig snouts and pointed ears. They wear Ringmail type armour with Ringmail head bands. They each carry a large Bronze Axe.<br />
<br />
<span style="color: #ffff66;">Pigmen</span> (2)<br />
<br />
MV: 12<br />
AC: 6<br />
HD: 1 hp: 7<br />
THACO: 19<br />
Attacks: 1<br />
Damage: 1d8+1 (Bronze Battle Axe in two handed Grip)<br />
XP: 35<br />
Equipment: Bronze Battle Axe, Ringmail Armour, Ringmail Headband, Waterskin, flint and steel, 12cp/3sp total.<br />
<br />
The base of the Stepped Pyramid is just outside the maximum range for a longbow. If the PCs circle around out of sight of the Pigmen, night descends, and one of the guards moves up the stairs while the other lights the torches. The pole mounted torches are oil fed and there are two more on either side of the temple doorway at the top of the structure.<br />
<br />
<span style="color: #006600;">Tactics:</span> If still daylight, as soon as a PC breaks cover to approach the Pyramid, one or both of the Pigmen move up the stairs. If the party uses missile fire and acts in a hostile manner these warriors both retreat up the stairs within 2 rounds. If the party does not appearing threatening, one of the warriors moves up the stairs while the other approaches the PCs. If there is communication, the Pigman Warrior, who speaks the local language, warns that no one is allowed to enter the temple unless invited by the Snake King. The Pigman is unfriendly and offers no information except to threaten the PCs. He warns that there are great dangers inside the temple and that his job guarding outside is merely a token presence. The DM may make up any threatening story to discourage the PCs. If the PCs insist on continuing the Pigman Warrior insists on fighting them - as he has sworn to do.<br />
<br />
<br />
<strong>The Temple Entrance</strong><br />
<br />
At the top of the Pyramid is a low stone building that is 30 foot square with a red lacquered double door covering the 5 foot opening. These doors (20 hp damage to smash) are shut but not bolted - except at night. Two more Pigmen are inside and sleep heavily during the day. If warned, one guard strikes upon a gong that summons ten (10) <em>Temple Snakes</em>. Inside, the building is finished with black polished wood and there are pillars running along the inside walls. Oil lamps (6) are set into the walls and four sleeping mats lie upon the floor. Also in the room is a barrel of lamp oil, 2 barrels filled with water and another 3 filled with all manner of dried food and nuts. At the far end of this single room is a large 5 foot wide opening. It is an open doorway, set into the floor. Stairs lead down into the darkness.<br />
<br />
<span style="color: #ffff66;">Pigmen</span> (2)<br />
<br />
MV: 12<br />
AC: 6<br />
HD: 1 hp: 7<br />
THACO: 19<br />
Attacks: 1<br />
Damage: 1d8+1 (Bronze Battle Axe in two handed Grip)<br />
XP: 35<br />
Equipment: Bronze Battle Axe, Ringmail Armour, Ringmail Headband, Brass Key, 18cp/2sp total.<br />
<br />
<span style="color: #ffff66;">Temples Snakes</span> (10)<br />
(see below for details)<br />
______________________________________<br />
<br />
<strong>The Lair of the Snake King</strong><br />
<br />
The stairs lead down (100 feet) into darkness. Faint light can be seen around the edges of another double door at the end. This second wooden door is also red lacquered but is locked (the Brass Key is needed to open or 20 hp damage.) Down low in the wall is a small 4" inch hole, used by the Temple Snakes, that connects to the main room (passive perception check to notice - average wis/int).<br />
<br />
If the PCs gain entry to the room they see a large 50 foot wide by 100 foot long dimly lit grand hall. The room is hazy and is cast in shadows thanks to six (6) Iron Braziers situated along the walls - the furthest two being difficult to make out. The floor is a highly polished black colour with dark columns, spaced near the walls, rising to the ceiling. Directly in front are numerous snakes, four (4) of which leap to attack. PCs can also see white bones and torn bits of clothing lying close to the walls and columns. The far end of this room is obscured in shadows and cannot be seen. [Please note: the DM should only draw in first 30 feet of its length since magical shadows and smoke haze obscure the back half.]<br />
<br />
<span style="color: #ffff66;">Temple Snakes</span> (28 -minus any that attacked in the upper level)<br />
<br />
MV: 12<br />
AC: 6<br />
HD: 1 hp :8<br />
THACO: 19<br />
Attacks: 1<br />
Damage: 1d3 + poison (2d8/0)<br />
Xp: 175<br />
<br />
<span style="color: #006600;">Tactics:</span> These snakes attack fearlessly because they are driven by the magical domination of the Snake King. Each round four (4) snakes can attack whoever is in the doorway. After the first round three (3) Temple Snakes appear through the small hole in the stairway wall and attack PCs at the end of that round - unless PCs are guarding the hole. PCs watching the hole gain free attacks as the snakes emerge.<br />
<br />
<br />
<strong>Final Battle:</strong> The Snake King!<br />
<br />
After defeating the Temple Snakes the Player Characters, if they have not already done so, are allowed to advance into the room. After 20 feet they hear a hissing voice echoing <em>inside</em> their heads. <em>"SSSSSS....!!! There is no escaping !! Soon you shall be feasted upon, your bones dissolved of flesh, my great hunger satisfied. Foulest defilers, your end isss come."</em><br />
<br />
The doors at the entrance way, if still intact, slam shut and lock (via the Snake King's powerful <em>telekinesis</em>). Hidden at the end of the room, in magically enhanced shadow, and upon a raised semi-circular platform, is the Giant Snake King. This creature is a huge 3-headed intelligent snake with magical power. PCs can only make out the creature if they advance to within 20 feet at which time the Snake King surges forward and physically attacks.<br />
<br />
<br />
<span style="color: #ffff66;">The Snake King</span> (3 Headed Giant Snake)<br />
<br />
MV: 9<br />
AC: 4<br />
HD: 8 hp: 78<br />
THACO: 11<br />
Attacks: 3 (physical attacks on one target only)<br />
Damage: 2d4 + poison (4d4 and 1 point constitution drain/0)<br />
Special Defense & Powers: Magic Resistance 50% inside temple > 25% outside, Telepathy, <em>telekinesis, Suggestion </em>(all at will), <em>ESP, Infravision,</em> Charm Snakes, Control Shadows, +5 versus mind influencing spells (always active.)<br />
Size: H (10 feet tall, 30 feet total)<br />
Xp: 2000<br />
<br />
<span style="color: #006600;">Tactics:</span> If the PCs do not advance then each round one of them is subject to a telekinetic attack (see below). Those that approach to within 20 feet finally see the creature as it surges forward.<br />
*In melee this monster attacks with 2 bites upon one target creature while the third head uses magical powers of telekinesis or suggestion on the most dangerous opponents, particularly magic users or clerics beginning a spell. The "casting time" for the <em>telekinesis</em> is very fast, only 1 segment, so the Snake King will beat most other casters. Note: Saving throws versus spell, adjusted by strength modifiers ie. 17 strength gives +1 bonus, indicate the PC has been buffeted but not thrown back from a telekinetic attack. Failed saves result in a character being thrown against a wall for 1d6 damage and knocked to the ground.<br />
*The other magical attack is a <em>suggestion</em> made towards a threatening PC: <em>"Thankfully you have not had the intelligence to knock down those burning braziers, without them I shall lose my advantage, and your fight will be won."</em> This action, which lessens the overall lighting in the room, will not affect the creature's vision in any way but wastes 1d4+1 rounds of fighting time. Another suggestion is for the character to go and wait at the outside entrance to stop an army of Pigman re-enforcements (that never eventuate).<br />
<br />
<br />
<strong>Resolution</strong><br />
<br />
If the PCs kill the Snake King monster the DM should relate the following; that the hulk of the creature soon starts steaming. It looks as if the beast is slowly dissolving into the air. Bone begins to show around the skulls and eventually ribs stick out as the skin peels away and falls off. In 2 hours the creature gets to the point were you can see lumps inside its ribs. Upon close inspection, or after another hour, the party can see that these lumps consist of numerous gems and the stolen village talisman stone. The gems are 4 purple amethysts (500 gp ea), 3 green chrysoberyls (100 gp ea), 5 red garnets (100 gp ea), 2 gold topaz (500 gp ea), and 1 fire opal (1000 gp).<br />
<br />
After the battle the PCs can take stock of the numerous bones, skulls, weapons, torn clothing and coins littering the sides of the hall - unless a party member has already examined these remains during the battle. The material looks as if it is from at least fourteen (14) individuals and is mostly situated at the far end away from the doorway.<br />
<br />
In total there are 5 scimitars, 1 broadsword, 6 spears of various lengths, 4 short bows and 50 (20% broken) arrows, 2 clubs, a warhammer, a blow gun (+ 8 darts), 12 daggers, 10 shields (mostly small round), 14 holy symbols, torn cloth of all sizes from clothes, backpacks, pouches, waterskins, a staff, 8 gold ear rings, 9 rings and 50cp/80sp/30gp/12ep/24pp. Many (70%) of these items are damaged or deteriorated so that they will break in combat - roll 1d6 for each hit, 1-2 indicates breakage.<br />
<br />
There are also a few magical items among the debris: a <em>ring of fire resistance</em>, a <em>scimitar +1</em>, and an <em>arrow of slaying (reptiles)</em>.<br />
___________________________________<br />
<br />
<br />
<strong>The Village Celebrates!</strong> <br />
<br />
When the party returns to the village the villagers all rush out to meet them. Marset joins them and once the talisman stone is handed over a feast featuring roasted pig is immediately prepared. The villagers all want to hear of the dangers faced, and who the Snake King was. The 400 gp reward is handed over - the villagers insist upon it. Good aligned PCs might think about offering over some of the gems they collected during the feast as a gesture of extreme good will. If this occurs there is cheering and crying. Great joy overwhelms the locals.<br />
<br />
PCs receive 400xp for completing the adventure and another 200xp if they share some of their spoils with the village.<br />
<br />
<br />
<strong>Ideas for an expanded campaign</strong><br />
<br />
Ten years ago Marset Indara was a pirate. He came ashore on the other side of the Jungle with his Captain plus 40 other crew mates. The journey through that side of the jungle was long (2 weeks) and especially dangerous. Only 9 of their original party eventually entered the Temple of the Snake King. During the battle in the great hall he was locked outside and subsequently fled when his Captain was cut down by the monstrous Snake King. Their map did not mention the dangers they would face. Escaping through the jungle he arrived at the village and has been here ever since. He has hidden his gold ear ring and has told no one of his real past except to say he was ship wrecked and managed to survive the jungle until he found safety.<br />
<br />
Marset can reveal to the PCs that on the other side of the jungle are stone monuments, 8 foot tall pillars, spaced far apart along a jungle trail. These lead to the sea many miles distant. He <em>knows</em> that this other side of the jungle is inhabited by many tribes of vegepygmies or moldies (Mold Men).SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-29876827940803799142012-05-30T09:21:00.036-07:002018-02-15T02:41:03.127-08:00Rats!Rodents of an unusually large and ferocious kind have overrun a watermill just as the harvested grain had been delivered. The mill owner, Marcel Babou, is very afraid of these creatures and has asked the PCs to brave the danger. This is an adventure designed for 1st Level Player Characters.<br />
<br />
<span style="color: #006600;"><em>Background:</em></span><br />
<br />
Mr Babou offers the PCs 10 gold pieces to rid his mill of the rats. He warns the heroes to be very careful because these creatures are truly ferocious, and that himself, and his workers, only barely managed to escape without any harm coming to them. He tells the PCs that he saw 4 or 5 of them, that they were about 3 feet long and had red eyes. <em>"These were no ordinary rats,"</em> he explains, <em>"they growled and spat - acting more like angry dogs if you ask me. One more thing,"</em> he continues, <em>"you can't use any flame in the mill. The flour dust can catch fire and will burn the place to the ground."</em><br />
<br />
<span style="color: #ffff66;">Marcel Babou</span> (mill owner and operator) 0-level Human<br />
AC: 10 HD: 1 hp: 7 THACO: 20 Attacks: 1 Damage: 2d3 (pitchfork)<br />
Equipment: Pitchfork (two prongs).<br />
______________________________________<br />
<br />
<strong>The Mill</strong><br />
<br />
Travelling past hewn wheat fields and the round house dwellings of many local farmers, with their children, their chickens, a few pigs and a couple of cows, the PCs eventually come to an expanse of green meadow whereupon a large circular stone building can be sighted. Running through the meadow is a substantial stream and the mill, with its waterwheel, sits directly upon it. The mill itself is quite imposing having been built out of the ruins of a large stone watchtower. The upper levels are long since gone but the lower two stories have been restored.<br />
<br />
<em>Outside:</em><br />
<br />
The circular watermill building is 30 feet in diameter, measured from the inside, with walls 5 feet thick (total diameter is 35 feet). The walls are two storeys tall or 20 feet high. The roof is thatched and there are 8 narrow 4 inch slit windows on the second storey spaced evenly around the circumference. The pathway through the meadow leads to a large heavy door that fills the entrance and is 5 feet wide. On the opposite side to the door is the waterwheel that drives the millstone. It sits part way in the stream. Presently the wheel is locked and is not turning.<br />
<br />
<em>Inside:</em><br />
<br />
Centred inside the mill is a large 5 foot diameter millstone with 2 rolling grinders that are connected to a vertical pole reaching up towards the ceiling. The vertical pole is spun by a horizontal shaft that runs through the stone wall and is attached to the waterwheel outside. On the left of the door are piled large 40 lb bags of grain (32) and on the right are (empty) clay pots topped with lids. Many of the bags are split open and torn. Loose grain is scattered upon the ground.<br />
<br />
<em>>If PC look up </em>the ceiling is open with 6 oak beams running across the length under the thatched roof. PCs can see a narrow wooden walkway running all the way around the mill's curved stone wall at the second storey level. A heavy knotted rope extends from an oak roof beam to the ground passing close to the walkway's edge, just to the right of the door.<br />
<br />
<em>>A search</em> among the empty clay jars to the right side of the interior uncovers a small 2 foot wide hole that reveals a larger 4' wide stone stairway underneath the wooden floor of the mill.<br />
<br />
<br />
Rat Battle!<br />
<br />
A <em>Kobold Rat Master</em> hides behind the millstone, on the opposite side of the doorway, waiting for the PCs to enter. Using the Giant Rats (that attack PCs within 10' of the door) he hopes to drive out intruders until his party, that includes four (4) other Kobolds, removes a respectable number of grain bags. Previously the Rat Master had been on the lookout from the second level wooden walkway while the Kobold helpers struggled with heavy bags of grain. These Kobolds now wait on the escape tunnel stairway. They have been taking as many bags as they think they can manage but because they are so heavy they will only take 7 before giving up. It takes four (4) Kobolds to move one bag. So far there are 5 bags in the escape tunnel although one is split open. During this time the Giant Rats have torn into various bags of grain in the pile -- hence the mess.<br />
<br />
<span style="color: #006600;">Tactics:</span><br />
<br />
The mill initially appears empty. However there are (10) Giant Rats hiding on the second storey walkway. These creatures are under the control of the Kobold Rat Master. They run out along the oak beams dropping on the PCs (with an initial THACO of 19) when any character walks more than 10 feet into the mill. Rats that miss the PCs receive 1d2 hp damage from their falls. The PCs will hear the movement of clawed feet and must roll vs surprise unless specifically looking upwards. The other (4) Kobolds are hiding in the escape tunnel. If the battle goes badly, the Rat Master makes a run for the escape tunnel entrance. He will likely be running perpendicular to the PCs (bonus -4 to AC) and is only exposed to missile fire for 3 to 4 seconds (bonus -6 to AC) as he slides on the floor and down into the 2 foot hole (for an effective AC -3). The remaining Giant Rats follow in 1d2 rounds.<br />
<br />
<span style="color: #ffff66;">Giant Rats</span> (10)<br />
MV: 12 AC: 7 HD 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d3 (bite) Size: S 2-3' long. Xp: 15<br />
*5% change per wound of disease, save vs poison to avoid.<br />
*Afraid of fire. Only attack strong opponents under the control of wererats or vampires.<br />
<br />
<span style="color: #ffff66;">Kobold Rat Master</span> (1)<br />
MV: 6 AC: 7 HD: 1/2 hp: 5 THACO: 20 Attacks: 1 or 2 Damage: 1d6 (Short Sword) or 1d3(Barbed Dart) Size: S (3' tall) XP: 35<br />
Equipment: Short Sword strapped to back, 4 Barbed Darts: ROF 2 range 10/20/40, 12cp/4sp.<br />
*Infravision.<br />
*<em>Control rats</em> spell-like power. The effects last 1d2 rounds after the Rat Master stops concentrating. Rats not directly under control behave as per A<em>nimal Friendship</em>.<br />
_____________________________<br />
<br />
<strong>The Escape Tunnel</strong><br />
<br />
Upon investigation the PCs will see that the there is a cavity under the floor right where the 2 foot hole is situated. Human, Elven or Dwarven PCs will not be able to fit through. However, the floor boards are obviously weakened and can be ripped up so that access can be gained. This action takes 3 rounds and reveals a narrow 4' wide dirt covered stairway leading down. The stairs descend under the millstone going off in a seemingly straight direction. Small amounts of wheat grain can be seen scattered here and there.<br />
<br />
Stairway Fight!<br />
<br />
The stone stairs go 30' feet down while extending 40' feet horizontally. At the end is a long 2000 foot tunnel carved into the bedrock that has a collapsed area 1000 feet from the mill. Unlike the mill, the stairway and tunnel has no window lighting and is pitch black. There is a -1 penalty to attacks from PCs that cannot see in the dark who are fighting in the first 10 feet, a -2 penalty for the next 10 feet, a -3 penalty and then a -4 penalty thereafter. PCs can descend the stairs only in single file. At the bottom of the stairs, and along the tunnel for 200 feet, are piles of cleared earth and rock. There are also 5 bags of grain, one being split open, 4 picks and 2 small shovels.<br />
<br />
<span style="color: #006600;">Tactics: </span>As soon as the lead individual's head moves below the floor line the surviving Giant Rats are commanded to attack. Two rats can attack at once. Meanwhile one of the Kobolds stands at a 20 foot distance, in near pitch darkness, and throws Barbed Darts (-2 penalty for range: effective THACO 22), two per round, until the next Kobold swaps in after the last one's darts are all used up. Each Kobold has 4 darts. If the PCs slay the rats the (4) Kobolds stand together, two wide on the stairs, and use their Stabbing Spears (two handed). The Kobold Rat Master stays at the bottom of the stairs and barks orders to stand firm.<br />
<br />
Note: *If two of the Kobolds are killed via missile fire during the Rat melee fight they all flee down the tunnel. Plus, as soon as the first Kobold is killed during their own melee a morale check must be made (d20 roll under 8) or else they all run. *If at any point two (2) Kobolds in total are killed the two (2) survivors and the (1) Rat Master flee.<br />
<br />
<span style="color: #ffff66;">Giant Rats</span> (surviving)<br />
MV: 12 AC: 7 HD 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d3 (bite) Size: S 2-3' long. Xp: 15<br />
*5% change per wound of disease, save vs poison to avoid.<br />
*Afraid of fire. Only attack strong opponents under the control of wererats or vampires.<br />
<br />
<span style="color: #ffff66;">Kobolds</span> (4)<br />
MV: 6 AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 or 2 Damage: 1d6 (Stabbing Spear) or (Barbed Dart) 1d3 Size: S (3' tall) XP: 7<br />
Equipment: Stabbing Spear, 4 Barbed Darts each, 20cp/4sp/2gp total.<br />
*Infravision.<br />
<br />
<br />
The Tunnel and Cave in<br />
<br />
The rock carved escape tunnel is narrow being 4 feet wide. PCs have space enough to change positions if needed. In combat only one individual can fight effectively at a time (unless a shorter character is in front and a spear or polearm wielding character is directly behind). 1000 feet down this tunnel is a caved in area. There is a wide 2' to 3' foot gap in the collapsed area close to the roof of the tunnel. PCs can try to squeeze through the gap but they are attacked by Giant Rats and then Kobolds.<br />
<br />
<span style="color: #006600;">Tactics:</span> The Rat Master commands the Giant Rodents forward as a PC crawls over the top of the mound. No dexterity or shield bonuses are allowed for the PC, and there is a -1 penalty to the hit roll, plus only short stabbing weapons can be used. Two (2) rats attack every round. After the Giant Rats are no more, two Kobolds attack until one is slain (the rest flee). The PC in this situation is fighting lying prone and cannot advance until all opponents have been dispatched or driven off. Player characters may have to swap positions in order to "bludgeon" their way past this blockade.<br />
<br />
>DMs should encourage indirect missile fire through the hole using items such as oil or even rocks if some can be located in the spoil heap that is strewn along the tunnel area under the watermill.<br />
<br />
<span style="color: #ffff66;">Giant Rats</span> (6 + surviving Rats)<br />
MV: 12 AC: 7 HD 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d3 (bite) Size: S 2-3' long. Xp: 15<br />
*5% change per wound of disease, save vs poison to avoid.<br />
*Afraid of fire. Only attack strong opponents under the control of wererats or vampires.<br />
<br />
<span style="color: #ffff66;">Kobolds</span> (surviving)<br />
(see above for details)<br />
<br />
__________________________<br />
<br />
<strong>Daylight!</strong><br />
<br />
After travelling another 1000 feet underground the tunnel seems slightly lighter. The lead PC must make a difficult (-4) passive perception check (average of wis/int) to avoid falling down a hard-to-pick-out flight of stairs (1d2 damage, dex check to avoid). The stairs go down only 10 feet and run into a wall of partially cleared plant growth comprising of grass and vines. The tunnel opens out into a small tree-lined gully.<br />
<br />
Waiting outside is an armoured Gnoll warrior who has either been alerted by the escaping Kobolds or is genuinely surprised to see the PCs emerge.<br />
<br />
The Gnoll, who also speaks the Kobold language, has agreed to carry any loot recovered for one third share. Since he could not get past the cave in he has waited outside beside an A-frame sled, that is hidden in the long grass.<br />
<br />
<span style="color: #006600;">Tactics:</span> <u>If the Kobolds have alerted their ally</u> then he stands off to the side of the hole ready with his axe (PCs must roll versus surprise). The surviving Kobolds stand off to the other side and use Darts or their Spears to attack from an alternate flank.<br />
<br />
<u>If the Gnoll is not alerted</u> then the PCs can see the Scalemail Armoured Gnoll lazing on the bank of the gully with a large axe on his lap. If the PCs don't take precautions, or fall down the stairs, he simply looks at the hole waiting for the Rat Master and his band to emerge. When the PCs appear unexpectedly the Gnoll is surprised and then jumps to his feet. If overmatched (by 3 or more PCs) the Gnoll backs off slowly. In the event of combat, whereupon he is reduced to 6 or less hit points, this creature flees.<br />
<br />
<span style="color: #ffff66;">Gnoll</span> (Grak) (1)<br />
MV: 9 AC: 5 (Scalemail + Shield) HD: 2 hp: 16 THACO: 18 (Str 17) Attacks: 1 Damage: 1d8+1 (Str 17) Size: L (7 1/2' tall) XP: 35<br />
Equipment: Battle Axe, Long Dagger, 2 flasks of oil, torch, wooden A-frame sled, 6cp/18sp/3gp.<br />
<br />
_______________________________________<br />
<br />
<strong>Resolution.</strong><br />
<br />
If the PCs capture any of this grain robbing band, and can communicate in Kobold or Gnoll, they may discover that they all come from the nearby woodlands. Via negotiation, charm or threats, the PCs can further discover that this group learnt about the mill tunnel from one of the giant rats inhabiting the woods. The Kobolds are actually part of a larger band (30 Kobolds) and have only recently entered the area. Grak the Gnoll accompanied this Kobold band after his warband was wiped out by hostile giants some months earlier. He agreed to help the Kobolds thanks to the impressive powers of the Rat Master. His intention is to eventually leave and rejoin his tribe.<br />
<br />
<strong>Ideas for an expanded campaign.</strong><br />
<br />
Naturally the DM can continue the adventure and have the PCs discover the Kobold encampment in the forest if they manage to capture one of the monsters. If they kill or drive them all away the adventure can be concluded. No matter the eventual outcome the DM should award 200xp to all characters for succeeding in removing the Rat menace from the mill.<br />
<br />
<strong>Note:</strong> If the PC party is exceptionally large or contains a number of spellcasters the DM can rule that additional Kobolds have arrived from the forested area to take part in the looting from their hidden stockade-like structure in the woods. The number of the newly arrived Kobolds can vary, but no more than 8 additional warriors will take part. The additional helpers are in the tunnel, waiting for the Rat Master's team of four, initially located on the mill's stairway, to bring down more bags.<br />
<br />
<br />SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0tag:blogger.com,1999:blog-2268610837604504480.post-58373829618868663572012-05-09T07:06:00.044-07:002017-04-29T06:43:20.055-07:00Caravan Guards WantedGuards are needed to protect three ox-drawn wagons travelling East through the Saltmoore marshlands. The destination is the fishing community at White Rock Headland. This adventure is designed for 1st Level Player Characters.<br />
<br />
<span style="color: #ff9900;"><span style="color: #009900;"><em>Background:</em><br /><em></em></span></span>A raised roadway strikes out across the swamp allowing commerce to pass but the route is always dangerous and muddy. Unfortunately, only 10 relatively inexperienced caravan guards can be found in town plus the experienced Captain Barbarossa. A recent caravan heading West, in the opposite direction, stripped the local barracks of available protectors.<br />
<br />
Captain Barbarossa is willing to pay the PCs three gold pieces each way on this journey to help make up the numbers.<br />
<br />
<span style="color: #ffff66;">Captain Barbarossa</span> (1) 6th level Fighter<br />
AC: 0 HD: 6 hp: 58 THACO: 12 Attacks: 3/2 Damage: 2d4+6/2d8+5<br />
Equipment: Bastard Sword +2 (Blueflame), Platemail +1, Mace, Silver Dagger, Holy<br />
Symbol, Healing Potions (2). Proficiencies: Bastard Sword Specialisation.<br />
Str 15 Dex 16 Con 16 Int 12 Wis 14 Cha 14<br />
<br />
<span style="color: #ffff66;">Caravan Guards</span> (10) 1st level Fighters<br />
AC: 6 (or AC:5 in shield wall) HD: 1 hp: 8 THACO: 20 Attacks: 1 Damage 1d6/1d8 or 1d4/1d4<br />
Equipment: Spear, Shield (round), Ringmail, Light Crossbows (10 bolts each), Holy Symbols, torches, garlic, oil (2 each), Silver Daggers (1 total).<br />
<br />
The three wagons for the journey are pulled by 2 oxen each and there is 1 merchant + 2 laborers riding upon each of them or walking beside.<br />
<br />
<span style="color: #ffff66;">Merchants & laborers</span> (9) 0-Level Humans<br />
AC: 8 HD: 1 Hp: 7 THACO: 20 Attacks: 3/2 (short bows) Damage: 1d6<br />
Equipment: Short bows (30 arrows each), Short Sword, Leather Armour, Holy Symbols, torches, garlic, oil (4 each), Silver Daggers (3 total), Healing Potions (2).<br />
<br />
<span style="color: #ffff66;">Oxen</span> (6)<br />
AC: 7 HD: 4 Hp: 36 THACO: 17 Attacks: 1 Damage: 1d4 (trample, head butt)<br />
Equipment: Wagons.<br />
<br />
Two wagons carry firewood and wooden barrels full of wheat grain, while the lead wagon carries bolts of hemp cloth, some cotton cloth, iron, copper and lead ingots, plus baskets of apples. These are traded for smoked fish (in barrels that had grain) and bales of high grade wool.<br />
<br />
The trip to White Rock takes 3 days. No horses can be used because the muddy state of the roadway results in frequent slips. During the journey no torches or camp fires are lit because they can be seen for miles around the marshlands. The wagons are stopped just before nightfall, and the oxen unhitched, to avoid running into any unseen night time ambushes. The raised roadway is 15 feet wide on average. The DM is advised to establish an exact marching order and overnight watch routine to help adjudicate the outcome of the various battles.<br />
_________________________________________<br />
<strong></strong><br />
<strong>The Outward Journey.</strong><br />
<strong></strong><br />
<strong>DAY 1:</strong> No Encounters.<br />
<br />
You see a scattering of bent trees among many reeds and pond scum that covers the low lying water on either side of the road. In patches there are taller groves of trees upon isolated pockets of raised ground. The air smells of rotting plant matter but it is not overpowering.<br />
<br />
<strong></strong><br />
<strong>NIGHT 1:</strong> Large Bat Attack!<br />
<br />
<span style="color: #ffff66;">Large Bats</span> (12)<br />
<br />
AC: 6 (flying + penalties to attackers who cannot see in the dark)<br />
AC: 8 (landed on victim)<br />
HD: 1 Hp: 5<br />
THACO: 19<br />
Attacks: 1<br />
Damage: 1d4<br />
Xp: 35<br />
<br />
<span style="color: #009900;">Tactics:</span> These bats randomly attack the wagon train in the dead of night. When a bat successfully strikes an opponent it lands upon them and keeps biting viciously - otherwise they keep flying around. Bats reduced to half their hit points fly off.<br />
<br />
Four bats (4) will strike at the oxen, four (4) at the guards on watch, two (2) at sleeping guards or merchants, and two (2) at the PCs .<br />
<br />
If an ox is bitten there is an 80% chance the beast will become startled and rush forward into anyone in its way (doing 1d4 damage) or into the swamp water (20% chance) where there is a 50% chance it will become stuck before a merchant or laborer can stop it. If a bat on the ox is not attacked after 2 rounds and reduced to less than half its hit points the ox will roll (either on the road or in the swamp) doing 2d6 hp damage on a successful "attack" roll to both the bat and anyone adjacent to the beast. Pulling an ox out of the swamp takes 1d10 hours.<br />
<br />
The result of this battle, if not fully played out by the DM, is one (1) unlucky guard being reduced to less than 0 hit points from 2 bats attacking him (he is incapacitated for the rest of the journey) while 5 other members are reduced by 1d4 hit points.<br />
<br />
Note: If it takes more than 6 hours to remove a stuck ox the party is attacked by 3 Stirges at day break.<br />
<br />
<span style="color: #ffff66;">Stirges</span> (4)<br />
<br />
AC: 8<br />
HD: 1+1 Hp: 8<br />
THACO: 17<br />
Attacks: 1<br />
Damage: 1d3 + automatic 1d4 per round until 12 hp are taken or the Stirge is reduced to 0 hp. Attacks against an attached Stirge that miss must be re-rolled vs the victim's AC.<br />
Xp: 175<br />
<br />
Two (2) Stirges attack the stuck ox while the other two (2) attack random individuals helping to remove the beast (not necessarily the PCs). The PCs and Capt Barbarossa can make a difficult (-4) passive perception check (av Int/Wis) to detect the Stirges as the fly in from the swamp and raise the alarm whilst having 1 round to act themselves.<br />
<br />
<strong>DAY 2:</strong> Orc Attack at Dusk!<br />
<br />
At dusk, as the visibility drops and the oxen are unhitched, you see see movement about 200 to 300 yards down the track. Captain Barbarossa shouts to his regular guards, "Form a line 20 feet from the wagons." Turning to the PCs, catch any that try to cut through the swamp to flank us, also, if any of us fall or get injured, plug the gaps and tend to the wounded."<br />
<br />
<span style="color: #009900;">Tactics:</span><br />
<br />
<span style="color: #009900;">The Orcs:</span> It takes 3 combat rounds (around 20-30 seconds) for the Orcs, in lines of eight (8), who all charge, to hit the line. The orcs will throw their spears (24 if still all ok) when at 40 yards - this occurs in their last round of movement, (in the third round of combat with -2 medium range penalty to hit) before melee initiative is rolled. Only eight (8) orcs can attack the guards' spear wall at any one time because the roadway at this point is only slightly over 20 foot across.<br />
<br />
10 Orcs from the rear move into the swamp and take 1 round to go around the flanks and are met by the PCs, the armed Merchants (5), and laborers - at the start of their next round. During their movement the Orcs throw their hand axes at whoever is in range but 4 archers standing on the lead wagon can fire twice each (1 round of action) at these flanking Orcs. If three or more Orcs are killed in the swamp the flankers retreat.<br />
<br />
Successful flanking Orcs begin their combat rounds on the edge of the swamp water, not on the roadway, and PCs and NPCs gain a combined +2 bonus to hit for their higher elevation and the slightly off balance nature of the Orcs.<br />
<br />
<span style="color: #009900;">The Guards:</span> They all fire their light crossbows when the orcs get to within 120 yards (-2 range penalty in the second round) and again at 60 yards (no penalty) in the third round, before picking up their spears and shields. All the guards can attack with their spears in the line with Captain Barbarossa given space to swing in the middle. Because of the shield wall the guards have a +1 bonus to their AC. Guards that drop to less than half their hit points shift out of the line. PCs can take the lost positions or else the line becomes thinner.<br />
<br />
<span style="color: #009900;">The Merchants and Laborers:</span> Four (4) climb the lead wagon and use their shortbows to fire on the Orcs at rate of 3/2 shots per round. They begin firing at their maximum range (-5 to hit) and then at medium (-2) and short range. They have a +1 bonus to hit because of their elevated position. Once the battle is joined the archers here use their bows to guard against any flanking and can fire two shots as Orcs move around the shield wall or through part of the swamp. The other 2 merchants and 3 laborers at as a reserve force and advance as a group on any flanking Orcs. They expect the PCs to do the same if flankers come from both sides.<br />
<br />
<span style="color: #ffff66;">Orc Leader</span> (1)<br />
<br />
AC: 4<br />
HD: 2 Hp: 17<br />
THACO: 18 (Str 17)<br />
Attacks: 1<br />
Damage: 1d8+2 (two handed grip + Str)<br />
Xp: 45<br />
Equipment: Battle Axe (two handed grip), Banded Platemail, dagger, 4cp/10sp/4ep.<br />
<br />
<span style="color: #ffff66;">Orcs</span> (24)<br />
<br />
AC: 6<br />
HD: 1 Hp: 7<br />
THACO: 19<br />
Attacks: 1<br />
Damage: 1d6 spear, 1d6+1 (sword), 1d6 throwing axe.<br />
Xp: 15<br />
<br />
Equipment: Falchion sword, throwing axe, throwing spear (Javelin), Brigandine Armour, 73cp/50sp/10gp/2ep/1pp total.<br />
<br />
<strong>NIGHT 2:</strong> No Encounters. All quiet.<br />
<br />
<strong>DAY 3:</strong> Troll Ambush!<br />
<br />
The encounter occurs halfway through the third day. This creature waits under the swamp water, breathing through a hollow log until the wagons approach and then springs up out of the water directly in front of the first wagon attacking all guarding warriors. If seriously threatened the troll jumps into the swamp and takes off. Detecting this ambush should be extremely difficult, -4 penalty on passive perception checks to those scouting ahead, and -8 for those close to the wagons. Those passing their checks hear a faint breathing noise.<br />
<br />
<span style="color: #ffff66;">Troll</span> (1)<br />
<br />
AC: 4<br />
HD: 6+6 hp: 48<br />
THACO: 13<br />
Attacks: 3<br />
Damage: 1d4+4/1d4+4/1d8+4<br />
Special Defense: Regeneration 3hp per round.<br />
Xp: 1,400<br />
<br />
<span style="color: #009900;">Tactics:</span> Captain Barbarossa jumps in front of this creature at the first opportunity in order to protect the guards. It is likely that a number of casualties will be sustained in this encounter.<br />
__________________________________________<br />
<br />
<strong></strong><strong>Arrival at White Rock</strong>.<br />
<br />
At the end of the third day, as dusk approaches, you see that the plant life of the marshlands has thinned out to become a vast muddy tidal flat. Looming in the distance at the end of the roadway is a huge pointed, and very green, rocky headland. The side facing the swamp slopes gently and you see there is a huge log palisade cutting off the headland from the swamp. Smoke rises from a number of dwellings that frequent the landscape.<br />
<br />
As you get near, the roadway becomes firm and you see that large rocks and gravel have been used to shore it up. Upon the palisade (that rises 20 feet) you see a number of guards. If Captain Barbarossa still lives he calls out to one of those guards, otherwise one of the surviving Merchants does so. "<em>Olaf, is that you ? It's Barbarossa, I've come with wood and other tradeables. Open the gates!</em>"<br />
<br />
Moving the wagons uphill into the White Rock settlement you see it consists of many round houses that are partially cut into the ground. There are numerous sheep dotting the hillside, and around the village are other farm animals, such as chickens, a few cows and pigs. Smoke rises from a number of chimneys as people go about their daily chores.<br />
<br />
Looking downwards you see a stone pathway leading to a rocky cove. Pulled up on the gravel you see 2 longships and an assortment of smaller fishing boats. Nets hang from wooden frames that are anchored onto the rocky cliff side.<br />
<br />
Eventually the party comes to a large square stone building, with a solid tiled roof that is the barracks hall. Here the party is met by the leader of the community, Chieftain Alrik Gunnarsen.<br />
<br />
<span style="color: #ffff66;">Alrik Gunnarsen</span> (1) 12th Level Fighter (Northman/Viking)<br />
AC: 2 (dex 16, ring protection +4, single weapon style specialisation)<br />
HD: 9+9 hp: 89 THACO: 9 (3 with str 17, weapon master, magical blade) Attacks: 2/1<br />
Damage: 1d8+7 +1d12 (str 17, weapon master, magical blade - Sword of Thunderbolts)<br />
<br />
<em>Sword of Thunderbolts</em> is a mighty +3 weapon that inflicts 1d12 points of electrical damage every time it hits. The weapon completely protects its user from electrical attacks and half damage from cold. It also protects the possessor from the elements, whether heat or cold. The weapon can also call lightning as the priest spell once a week and can detect enemies within 60 feet. It is semi intelligent and communicates via empathy.<br />
<br />
[The DM can flesh out the story from this point onwards until the return journey. The wagon goods are traded for bales of high grade wool and dried fish that have been packed into wooden barrels.]<br />
__________________________________________<br />
<strong></strong><br />
<strong>The Return.</strong><br />
<br />
There are no encounters until the middle of the second night when 2 large bats attack random members of the night watch:<br />
<br />
<span style="color: #ffff66;">Large Bats</span> (2)<br />
<br />
AC: 6 (flying + penalties to attackers who cannot see in the dark)<br />
AC: 8 (landed on victim)<br />
HD: 1 Hp: 7<br />
THACO: 19<br />
Attacks: 1<br />
Damage: 1d4<br />
Xp: 35<br />
<br />
<span style="color: #009900;">Tactics:</span> These bats randomly attack the wagon train in the dead of night. When a bat successfully strikes an opponent it lands upon them and keeps viciously biting - otherwise they keep flying around. Bats reduced to half their hit points fly off.<br />
<br />
<br />
<strong>Conclusion.</strong><br />
<br />
At the end of the journey the PCs are paid 6 gold pieces each for their trouble. Captain Barbarossa (or a merchant) explains that usually larger wagon trains (6-10 wagons) make the trip through the swamp. This expedition was organised to supply urgently needed firewood. The next trip will most assuredly be larger and with more guards - after they return from the west. The PCs also receive 200xp each for completing the adventure.<br />
<br />
Note: The DM should try to get a handle on the Orc encounter before running the battle. The DM might invent names for the 3 merchants making the journey. The attacks on this caravan were exceptional and such dangers are not usually encountered.<br />
<br />
<strong>Ideas for an expanded campaign.</strong><br />
There are secrets at White Rock. Carved into the headland are hidden catacombs and burial crypts. Some areas underground are sealed off. Why they were sealed off is up to the DM to determine. Alrik Gunnarsen is also more than just a Chieftain, he is one of the great heroes of the North but was exiled due to a 'political falling out' with the reigning King of the Northlands. Other individuals at White Rock are ex-Adventurer types, incognito, allied with Chieftain Gunnarsen.SpookyOnehttp://www.blogger.com/profile/04247845234734644470noreply@blogger.com0