Browsing articles tagged with " Adventures"

Origins: Grasslands of Merakai – Adventure Seeds V

Apr 24, 2011
Mark
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The conclusion of my Origins series, as detailed previously. -Mark

Barrier Mountains: The Stronghold

Deep in the barrier mountains is a large keep which is extremely well defended and in a very strategic setting. It is the home of a monastery of sorts. The keep is the last stronghold of the followers of an evil god (any CE god will work). The keep is home to a brotherhood of 42 knights which are actually anti-paladins. Each knight holds a rank and the upper level knights are very powerful. The Grandmaster Knight has a +5 Unholy Avenger and +5 Full Plate Armour with +5 shield. Other than him the ranks work slowly downward with magic according to their level. Along with the circle of knights, are 64 clerics of the god in the congregation (similar levels along with ranks). Besides these, there are various magic users, monks, and other followers who base out of the
keep.

The knights are bonded during the knighting ceremony and any loss of life to a single knight will be felt by all the other knights. A group of followers will immediately be sent out to seek out the person who slew the knight and inflict revenge.

I currently have a PC who is playing one of the knights of the circle but other than that, I would have the PC party meet one of the lower level knights along with a mage, a cleric and a monk follower. If the PC’s kill the knight, then you can continually run them into stronger groups from the Keep. This will build into an antagonist thereby forcing the PC’s to try and eliminate the problem when they are higher levels.

Barrier Mountains: Glade Of The Giants

This glade is very large and is located in a valley with mountains on three sides. The glade opens to the south but also has exits to the northeast and northwest. The mountains are very rocky and difficult to climb. The forest is similar to the Englemann Spruce/Sub-Alpine Fir forests of today. Buried in the forest in the sides of the mountains are numerous cave entrances. These caves have been widened to allow access for the large occupants. The glade is home to about 35 mountain giants. (If these giants are converted to 2ed AD&D like the other giants add 4HD to the original listing in Fiend Folio. I believe that makes them 16HD.) This is a very difficult encounter for even high level parties.

The PC’s are traveling through the mountains and a “wandering monster” happens. Two Mountain Giants attack the PC’s. The giants were about 4 miles from the glade hunting when they found the PC party. These giants should be lower hp monsters to lure the PC’s into the glade. An obvious trail leads to the glade. When the PC’s arrive at the glade 1-8 giants will be frolicking in the central region while the remainder of the giants are in or near their cave homes. As the battle heats up, more giants will appear each round (1d4) until it is obvious the PC’s are outnumbered and about to lose terribly. Remember mountain giants do a wonderful 4-40 HP of damage per attack and a 16 HD monster has a THAC0 of 5.

Barrier Mountains/Fedell: The Citadel

North of Fedell at the transition zone between the foothills and the mountains. The citadel sits in a valley between two mountains.

At a distance, the citadel looks like a normal keep set in a mountain valley.Something however appears very strange. The keep appears to be sitting slightly above the normal height of the ground.

In actuality, the keep was once a stronghold for a powerful evil warlord but he has long (stress long) since been defeated. During the battle, the combined strength of the good and neutral mages utilised powerful magical spells to lift the keep from its normal resting place. Needless to say, this disorganised the enemy and drastically lowered the moral of his army. Being lifted from the ground, keep and all, tends to unnerve even the best soldiers. Anyway, as the PC’s approach they should begin to get the feeling that the keep is not quite normal. At > 100 yards, the PC’s will be able to determine that the keep has been lifted from the earth. Many buildings have been toppled and others are leaning at such angles that they could collapse at any time.

The present occupants of the keep are a mage and a cleric both very evil. They are combining their abilities in order to create an army of undead warriors. They are still in the early stages of development. The outlay of keep is just a small keep with two structurally sound towers. One houses the mage and his apprentices and the other is home to the cleric and his acolytes and other associates. The main building of the keep is where the army is being created in what was once the great hall of the king’s dwelling. Various other outbuildings are in use as barracks for the undead or for equipping the army. The mage has three charmed dwarven metalsmiths currently making armour and weapons for the army. The “Generals” have not made any outward attacks on society yet but humans in the area have reported “masses” of undead in the woods heavily armed and directly controlled by some “god”. The undead were in fact in the woods but the cleric was just out practicing control of a small legion. Altogether the number of undead should be designed for the level of your party then add 15% to the strength.

The PC’s can be assigned the keep as a mission or they can just run into it while out adventuring in the mountains. My PC’s flee anything that looks like a tough adventure so I let them inside the keep and then had them get blocked off by a band of undead. They immediately fled deeper into the keep and did right well barring two small PC deaths. Rumours of the keep are flying about Fedell but haven’t really penetrated to Dresan yet but they keep moving and getting exaggerated.


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Origins: Grasslands of Merakai – Adventure Seeds IV

Apr 23, 2011
Mark
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Continuation of my Origins series, as detailed previously. -Mark

Dadta: Night Wagon

The adventure takes place on what used to be a major road between Arfeld and Dadta; this is now just an overgrown trail.

History

About 125 years ago, a wandering mage came across a group of young human clerics camped along the road midway to Dadta from Arfeld. Here joined them at there campsite and entertained them with minor magical acts. The next morning, the mage left. Then a young girl stepped forward and claimed the mage had forced himself on her. This was not true but rather the mage refused the young girls advances. Well to make it short, the clerics brought this news to the knights of the area who immediately searched the mage out and hung him.

After his death, the mage became a ghost and all of the women who caused his untimely downfall have also become constrained to him in death. Now each night, the ghost comes along in his cart with the banshees (Groaning Spirits) singing their deadly song.

The Details

This encounter can take place along any road (preferably an old one). This is a very strong encounter and can easily decimate lower level groups. Thoroughly read the description of ghosts and banshees before attempting this scenario. The song of the women can/will cause death at a distance and the creatures will viciously attack all living creatures.

Since the banshees are singing, the PC’s will not be totally surprised at the approach of the cart but they may be surprised at the sight of the occupants. Once the PC’s can clearly hear they may all make their saves vs. the song of the banshees.

The Great Cliff: The Cave

Along with the ideas for wyvern and the minotaurs, here is another Great Cliff lair.

Almost clear to the top of the cliff is a very small cave entrance. It is about 4′ tall and has small footprints leading into it. The occupant of the cave is a halfling who has a slightly insane streak in his personality. The halfling is a Mu/Th of medium levels but has retired to this cave due to his dislike of most people. He is relatively wealthy but almost everything of value is some heavy art object. Bigley (the halfling) got these objects into his cave using a winch with 600′ of silk rope attached to it. This rope is cached under a pile of rock debris near the entrance to the cave.

Bigley uses the winch for other purposes also. If PC’s drop ropes from the top of the cliff, Bigley attaches the rope to the winch and begins to tighten it. Due to the leverage the winch adds, Bigley can break almost any rope this way. Roll percent dice to determine where the rope breaks. His next action will be to determine where the PC’s are coming from. If there is more than one rope descending from the cliff top, He will cast a Grease spell to cover as many ropes as possible. If the PC’s are climbing up the cliff, he will grease the ledges and cliff face thereby making it difficult to climb. After that, he will retrieve several flasks of oil from the cave and attempt to drop them on the PC’s as they climb up. Treat PC’s as unarmoured for this because he is just trying to coat them. Also, any Dexterity bonus is negated due to the circumstances. If oiled PC’s are still climbing, Bigley will cast burning hands on one of them in order to light them on fire.

The cave has three rooms: a bedroom with a locked and trapped chest which has coinage in it, a study with a desk that has spellbooks and several scrolls in it, and a cooking/living area. The art objects are scattered throughout all three rooms. If Bigley did not use the winch to break ropes, it will still be hidden in the alcove behind the debris. Most of the Art Objects are to heavy or to bulky for the PC’s to even think about carrying down. The bedroom has the chest with some coinage (not much, Bigley spends all his wealth on Art).

Remember the insane streak: Bigley used a Fireball spell when the PC’s reached the cave mouth. It expanded within the cave, frying two PC’s, himself and 2/3 of the art.

The Great Cliff: Gnomes

To the far eastern edge of the Great Cliff there was once a clan of gnomes who lived mid-way in the cliff in a large number of inter- connected caves. Here is their tale of woe and the scenario.

The PC’s should be traveling along the top of the cliff looking at the edge for some excitement. Well, they see what appears to be some kind of wooden structure which hangs over the side of the cliff. As they get closer, they discover a wooden platform which supports a huge iron pot. A rope (very thick) is attached to the handle of this great pot and then it goes through a pulley and is finally tied off on a handle attached to the pots side. This is actually a lift and the only access to the gnome’s lair. Each gnome has a personal mini-winch which attaches to the pots handle and is used to lower or raise the pot.
Unfortunately, the PC’s don’t have a winch. A PC can successfully use the pot for transportation if his strength is high enough for him to be able to lift his weight, his equipment’s weight, and the 400 pound pot. The rope attached to pot is long enough for the PC to lower it to the gnomes platform 150′ below just by moving hand over hand on the rope. If a PC who is not strong enough to do this unties the rope from the handle, the pot will plummet downward. There is a 50% chance that the gnomes “safety mechanism” will catch the PC & pot. This is a net which has not been perfected yet.

Anyway, there is a similar platform 150′ down the cliff which sits at the opening of a cave. Upon landing here, the PC’s will immediately smell sickness, decay and death. Inside the cave are 23 gnome’s in various chambers all of them appear very sick. All of them have been stricken by the plague. There is a 10% chance the PC’s will contract the disease per round cumulative up to 80%. The gnomes are wealthy as they have a mine which is deep in the cliff (electrum mine). If the PC’s have a cleric who can heal the disease, the gnomes will give each party member two -10 pound bars of electrum. If the party cannot heal the gnomes, they just ask the PC’s to stay long enough to bury the dead. If the PC’s agree, the last gnome alive will reveal the hidden cache of 56–10 pound electrum bars. If the PC’s kill any gnomes or do not agree the gnomes will not tell anything even under torture. The disease causes a delirious state which gets worse if pain is inflicted.

The electrum is actually deep in the gnome’s lair. It is hidden behind a series of 3 secret shifting walls. It is not in chests but just rests in stacks in a large room behind the consecutive hidden walls.


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Origins: Grasslands of Merakai – Adventure Seeds III

Apr 22, 2011
Mark
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Continuation of my Origins series, as detailed previously. -Mark

Marple: Burrowing Owls

One well-to-do farmer has had a few problems lately. He has been discovering places in his fields where something has been burrowing. This is really cutting into his profit margin so he is hiring adventurers to solve the problem. His explanation to the people is that burrowing owls have invaded his farm. Burrowing owls are, in fact, in one field but are a minor problem. The major problem is that the farmer has started farming over the field of an ancient battle. The 100th anniversary of the battle is drawing close and the undead are restless literally. The type of undead should be decided according to the party level but make it a strong encounter with a mixture of at least three types of undead. I used ghouls, ghasts, and some 4HD zombies. If you would like to get really nasty, try throwing in an evil cleric who has coated the zombies claws with poison (not deadly, but damage causing w/ or w/o a save.

Korton: Werebears

This encounter is placed in a small forest called the Korton Forest just south of a large grassland (The grasslands of Merakai). It is one of several encounters which can occur in the woods. Place this encounter on one side of the woods as there is are other encounters.

As the PC’s are strolling through some fairly uncivilised woods, they come across a small cabin in a nice open glade. The glade has obviously been expanded by the work of some humanoid. Along with the cabin stands a small barn with an attached corral. On one side of the cabin is a stack of logs.

The corral holds two draft horses which are feeding on some hay. An extra supply of feed for the horses is stacked along the outside of the corral. In the barn is a wagon which the “lumber jack” uses to haul his logs to a small town north of the woods. A barely visible wagon track leads out of the glade in a north-westerly direction (a ranger or other tracking-type PC would immediately notice it but it is otherwise undetectable to the untrained eye).

From behind the cabin, the PC’s hear the distinct sound of someone chopping wood. This is about 100 yards into the forest directly behind the cabin. It’s source is the “lumberjack”. He is splitting firewood for his own use. If the PC’s approach in a friendly manner, he will greet them and offer to let them camp that night within his glade which he assures the PC’s is absolutely safe. He also feeds the PC’s a hearty stew for supper of lamb, carrots and potatoes.

The “lumberjack” is not openly hostile but will be extremely offended if the PC’s do not eat his meal or if they post a watch at night. Any slight opposition to his hospitality will offend the “lumberjack” and he will attack the PC’s at night in his werebear form. Otherwise, he will just leave his cabin for his nightly hunt (check to see if any of the PC’s notice) in his werebear form.

The lumberjack is actually a werebear taken from the 2ed Monster Compendium. If a stronger encounter is desired, add a wife for the lumberjack or possibly a second lumberjack. Werebears are Chaotic Good (I believe) and will cooperate. This one is just easily offended.

Inside the cabin are rustic, yet comfortable living materials. The table is massive with four huge legs. Each leg is hollow, and detachable. Any treasure the werebear has acquired is hidden in one of these four legs. In a nicely crafted china closet, are two potions next to some dishes. They are obscured from view by a large bronze platter. Partly buried in a corner of the cabin is a large cask of Dwarven ale. An empty mug sits on top of the cask.

Korton: Seriphilia

This is another encounter/scenario which occurs in Korton Forest. Korton Forest lies south of a large grassland (Grasslands of Merakai). The small village, Korton, is on the northern forest-plains transition zone. The PC’s should travel into this small town of about 50-60 buildings. Most common items are readily available at 150% of the normal cost.

The most interesting aspect of this village is the common rumour of a middle-aged lady and her beautiful daughter who live in the western part of Korton Forest. The lady, Seriphilia, makes potions of healing and sells them to adventurers at low prices. Her husband, a mage, was killed by a group of marauding orcs a few years ago but his magic saved his wife and daughter.

The small hut where the lady lives is very old and in disrepair. Her daughter is not at home–she travelled to the capital of the Grasslands of Merakai for supplies.

The lady, however, is here and is very comely. She is in fact an annis and uses her polymorph/change self ability to appear as a half-elf/human woman. She is very beautiful and offers the PC’s healing potions for a small price. If anyone in the party is injured, she will give that person a potion–it causes sleep not healing. The potion will make the person fall into a coma for 1-10 days if a save vs. poison is failed.** If successful, the imbiber is still led to believe it was a healing potion but no effect occurs.

After the lady sells potions to the PC’s (hoping they will drink them and fall asleep) she offers any PC’s remaining awake a meal or drink as they prefer. She explains that the healing potions have a sedative effect and that is why the sleeping PC’s fell asleep. Any food or beverage she provides is laced with the same sleeping poison. All saves vs. the sleep poison are at a -2.

Seriphilia will wait until the odds are in her favour and will then attack the remaining PC’s. Her strength and HP make her a very tough opponent. Treasure should be given on an equal level to the monster.

At this point, Seriphilia is looking for halfling toes, hairs from a dwarven beard (preferably female), and the ears of a gnome to complete a potion she is working on.

All information on the annis is taken from the 2ed Monster Compendium. Selection of the particular type is annis is left up to the DM according to the party strength. In order to increase the difficulty of the encounter, allow Seriphilia’s daughter to be present also. In my campaign, the daughter was actually human and did not know of her mother’s true heritage. The Daughter is a mage (5-6th level) and will hire assassins to track down her mother’s killers. The hut contains various furniture 2d8+6 potions of sleep, 2d4 other potions, 1d3 miscellaneous magic items and various coinage.

Korton: Goblins and Orcs

The PC’s should be bumbling along looking for something to do when they hear a large commotion up ahead. Acting as most PC’s do, they will sneak up and see what’s going on. When they get close, they will see two groups of humanoids in a major battle. This encounter works best at night when PC’s cannot determine what race they are.

Anyway, the groups are one of goblins and one of orcs (or it could be hobgoblins and bugbears). They are scouting/hunting parties which ran across each other in the woods. As soon as the PC’s get within sight of the battle at least one member of each group will spot them. At that point, both groups decide to attack the PC party since they hate humans, dwarves, etc. much more than they hate each other.

In order to complicate this a little, the DM should allow the PC’s time to decide if they want to fight on either side, leave, or just watch the fight. If they choose to leave or to watch, have them get spotted immediately. If they jump in the fight on either side, continue the battle for a couple of rounds before both groups center their efforts on the PC party.

For a variation on theme and a more difficult encounter use owlbears and trolls, ogres and trolls, or other high level monsters. Of course, a third group of some humanoid monster arriving in the midst of combat really leaves the PC’s in a bind.


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