Meamnar:Runaways

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Runaways is an adventure for four 2nd level player characters (PC's). The adventure is set in the Northern Kingdom of Hylar in the campaign setting of Meamnar. The adventure was included in the tabletop campaign Stoned.

Adventure Background[edit]

A band of goblins have escaped from a mining camp, where they were being used as forced labor. Traveling west, the goblins hope to reach their home in the Serpent's Spine. In the dense Hylarean forest, however, they stumble across a caravan headed for Threshold. With the aid of a stolen Wand of Magic Missiles, they are able to overcome the caravan's guards and flee north. Coming to a ridge, they discover a network of caves and decide to make their home there.

Adventure Synopsis[edit]

Finding the caravan should be easy, as the goblins simply left after looting the corpses and rummaging through the carts. The party should then be able to follow the goblins' trail northward to the caves, and engage them there. Meanwhile, the slavers who let the goblins escape will reach the caves as well.

Beginning the Adventure[edit]

The Caravan[edit]

The caravan was a small one, traveling from Dunkirk to Threshold. It consisted of only two wagons, each with a driver (Com1), and four guards (War1). The party will discover the caravan about 15 miles from Threshold, in the heart of the Hylarean forest. How they arrive on the scene is up to the DM. Note that it is another 9 miles to Dunkirk from the site of the battle. The entire journey generally takes 3 days by wagon.

Read or paraphrase the following when the characters reach the caravan.

Rounding a bend in the forest, you come upon a grisly scene. Two wagons are parked in the middle of the trail, their dead horses still harnessed to them. The driver of the lead wain is slumped over in his seat, the back of his shirt soaked in blood. Several other bodies, of both men and horses, are strewn throughout the clearing.

The carts were hauling grain and salted pork from the fields surrounding Dunkirk. Some of the crates carrying the grain have been pulled from the carts and smashed open, while most of the barrels containing the pork have received such treatment. A few of the barrels are missing, though this is not readily apparent.

The party should be able to determine that two of the guards died from multiple wounds from bludgeoning weapons, one of the drivers died from a spear wound, and the other three have scorch marks on their bodies. A Spellcraft check (DC 10) will yield that the scorch marks are from Magic Missile spells. A Search (DC 10) of the area surrounding the site will turn up the body of a goblin with three arrows protruding from it. The Search check may also reveal (DC 15) that the body was dragged to its current location, presumably in order to hide it.

Tracking the goblins is fairly easy (DC 10). Since the party may be obligated to continue on to Dunkirk, they may still pick up a slightly colder trail (DC 15) on their immediate return. Any other delay in searching for the goblins should result in more difficult tracking. The trail will wander fairly northward through the forest for about 2 miles.

The Caverns[edit]

Map of Caverns

Exterior[edit]

The forest is of medium density here. Travel is slow, but not difficult - movement is halved. Visibility is limited (spot checks start at 2d8x10 feet away).

The entrance to the cavern is along a low ridge that extends from east to west for about ten miles. At the point of the entrance, the ridge is at its highest point, about 40' high. The face of the ridge is a mixture of stone, earth, and plantlife that clings to the side. It is climbable (DC 10), and the terrain beyond is much like that in front of the ridge.

1. Entrance Chamber (EL 1)[edit]

Read or paraphrase the following when the characters enter the cavern.

Standing at the entrance to this cavern, you notice that it is about 10' wide and about 8' tall. It is obvious that this passageway was carved from the rock, and not a natural occurrence. The walls are rough stone, but straight and even, as are the floor and ceiling.

A Craft (Stonework) check (DC 10) will reveal that this passage slopes slightly downward toward the Meeting Hall (room 6). There is an Arrow Trap triggered by a stone in the floor just past the right-hand passage. The goblins have reset this trap.

Arrow Trap: CR 1; +10 ranged (1d6/x3 crit); Search (DC 20); Disable Device (DC 20). Note: 200 ft. max range, target determined randomly from those in its path.

2. Guard Room[edit]

Read or paraphrase the following when the characters enter the cavern.

This small room is nearly empty, with only a half dozen spears stacked in one far corner.

Though the heads of these 6 Shortspears are rusted, they are still usable.

3. Mess Hall (EL 1)[edit]

Read or paraphrase the following when the characters enter the cavern.

This room appears to have once been the kitchen or mess hall. Remnants of a couple fire pits are recognizable, and a few iron pots are scattered across the floor. There is a solid oak table against the south wall and a pile of trash in the northwest corner.

Creatures: A pair of dire rats have made themselves a nest in the northwest corner of the room. If outnumbered and given the opportunity, they will flee. Otherwise, they will attack the nearest party member.

Dire Rat: CR 1/3; Small Animal; HD 1d8+1; hp 5, 5; Init +3; Spd 40 ft., climb 20 ft.; AC 15, touch 14, flat-footed 12; Base Atk bite +4 melee (1d4 + disease); Full Atk bite +4 melee (1d4 + disease); Space/Reach 5 ft./5 ft.; SA Disease; SQ Low-light Vision, Scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4

Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11; Alertness, Weapon Finesse

4. Sleeping Chamber[edit]

Read or paraphrase the following when the characters enter the cavern.

What appear to be the remnants of several makeshift beds line the walls of this musty room. The straw and blankets are rotted and decomposed to the point of only being barely recognizable.

A Search (DC 20) of the room will reveal a secret door in the far wall. Pressing two stones in the wall simultaneously will trigger a mechanism that swings the door open.

5. Storage Room[edit]

Read or paraphrase the following when the characters enter the cavern.

Swords, spears, helmets, shields, and a myriad of other weapons and armour are strewn about the floor in this room. A few crates and barrels are present as well, some open and others completely smashed. At first glance, none of the contents appear to be in very good condition.

The items in the room, by and large, are rusted, rotted, and unusable. Hidden among them, though, are 10 +1 Arrows (Search DC 10), still in perfect condition due to their enchantment. Detect Magic will reveal these easily.

6. Meeting Hall[edit]

Read or paraphrase the following when the characters enter the cavern.

This large room appears to be a meeting hall or worship chamber of some sort. Several stone arches support a vaulted ceiling. A raised dais is centered on the far wall, and passages lead off from both sides of the room.

Due to the small remnant of magical energy in this room, all healing spells cast here have their effects doubled. Any significant noise in this room may (Listen DC 15) alert the awake goblin in room 8 to the party's presence.

7. Eastern Passage (EL 1)[edit]

There is a Pit Trap triggered by pressure on either of two stones in the floor above it.

Pit Trap (20 feet deep): CR 1; no attack roll necessary (2d6); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).

If the party sets off the trap, the goblins in room 9 will be alerted. They will take up a defensive position and proceed to attack the party with javelins and the wand until both are depleted, and ignoring those who have fallen into the pit.

Once any party members not in the pit have either fallen or fled, they will continuously guard the pit, striking at any who attack or attempt to climb out. Only after all remaining party members are disabled or dead will the goblins attempt to enter the pit or bring anyone out of it.

If the party does not set off the trap, a Listen check (DC 10) will alert them to the goblins in room 9.

8. Storage Room (EL 1)[edit]

This room contains bedding for three of the goblins and a small barrel in one corner. The barrel is about half-full of salted pork. If the goblins were not alerted to the party's presence, one will be sleeping while the other two are busy eating some of the pork.

Creatures: Three of the goblins have made their home in this room.

Goblins: CR 1/3; Small Humanoid (Goblinoid); HD 1d8+1; hp 6, 5, 5; Init +1; Spd 30 ft.; AC 15, touch 12, flat-footed 14; Base Atk morningstar +2 melee (1d6) or javelin +3 ranged (1d4); Full Atk morningstar +2 melee (1d6) or javelin +3 ranged (1d4); Space/Reach 5 ft./5 ft.; SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness

9. Private Chambers (EL 2)[edit]

The solid oak door to this room is closed, but not locked. In addition to the filthy bedding used by the goblins, this room contains a pair of small barrels, each about half-full of salted pork. If the goblins were not alerted to the party's presence, they will be busy playing a game of some sort involving some small unidentifiable bones.

Creatures: Six of the goblins, including their leader, have made their home in this room.

Goblins: CR 1/3; Small Humanoid (Goblinoid); HD 1d8+1; hp 7, 6, 6, 5, 5, 4; Init +1; Spd 30 ft.; AC 15, touch 12, flat-footed 14; Base Atk morningstar +2 melee (1d6) or javelin +3 ranged (1d4); Full Atk morningstar +2 melee (1d6) or javelin +3 ranged (1d4); Space/Reach 5 ft./5 ft.; SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness

The lead goblin carries a Wand of Magic Missiles. He will not hesitate to use it on the most threatening party member. Through weeks of trial and error (and a bit of luck; the command word is identical to a slur in the goblin language), his Use Magic Device check (against DC 20) for just this wand has a +12 modifier.

Wand of Magic Missiles: Range 110'; ST none; Damage 1d4+1; 28 charges.

Searching the bedding (DC 10) will reveal a small pouch with 20gp, 30 sp, 25cp, and two azurites (9gp and 11gp).

10. Prison Cells[edit]

Along this hall are several iron doors set into the stone. Three are closed, two hang open on rusted hinges, and a third is nothing but an empty frame.

10a. Cell 1[edit]

The door to this cell is closed and locked (Disable Device, DC 15). A Strength check (DC 20) could open the door by force. Inside the cell is the skeleton of a dwarf, sitting on floor opposite the door and wearing the tattered remains of leather armour.

10b. Cell 2[edit]

The door to this cell is open. There is nothing of interest inside the room.

10c. Cell 3[edit]

The door to this cell is missing. There is nothing of interest inside the room.

10d. Cell 4 (EL 0)[edit]

The door to this cell is closed and locked (Disable Device, DC 15). A Strength check (DC 20) could open the door by force.

Creatures: A human warrior skeleton will immediately attack the first person through the door.

Human Warrior Skeleton: CR 1/3; Medium Undead; HD 1d12; hp 6; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d4+1); Full Atk scimitar +1 melee (1d6+1/18-20) or 2 claws +1 melee (1d4+1); Space/Reach 5 ft./5 ft.; SQ Damage Reduction 5/bludgeoning, Darkvision 60', Immunity to Cold, Undead Traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con 0, Int 0, Wis 10, Cha 1

Skills and Feats: Improved Initiative

Each round of combat with the skeleton may (Listen DC 20) alert the awake goblin in room 8 to the party's presence.

10e. Cell 5[edit]

The door to this cell is closed and locked (Disable Device, DC 15). A Strength check (DC 20) could open the door by force. Inside the room is a single gold coin in the middle of the floor.

10f. Cell 6[edit]

The door to this cell is open. There is nothing of interest inside the room.

Concluding the Adventure[edit]

Once the party has dispatched the goblins, two of the slavers will arrive from the east, along the ridge. The party should be far enough away from the entrance to not be noticed, but close enough to observe the slavers enter the cavern. They will leave about 10 minutes later, heading in the direction from which they came. A Spot check (DC 15) will reveal that Rindorn carries a sack containing something roughly spherical, about 8' in diameter. This is actually the severed head of the goblin who stole the wand and convinced the others to flee with him. They are returning to their mine with the head as a warning to the other slaves.

Ennis: CR ?; Medium Humanoid (human); HD 4d8+4; hp 22; Init +1; Spd 30 ft.; AC 14, touch 11, flat-footed 13; Base Atk scimitar +7 melee (1d6+2), shortbow +5 range (1d6); Full Atk scimitar +7 melee (1d6+2), shortbow +5 range (1d6); Space/Reach 5 ft./5 ft.; AL NE; SV Fort +5, Ref +2, Will +1; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10

Skills and Feats: Climb +3, Intimidate +4, Jump +3, Listen +1, Ride +2, Spot +2, Swim +1; Dodge, Weapon Focus (scimitar)

Rindorn: CR ?; Medium Humanoid (duergar); HD 5d10+10; hp 50; Init +1; Spd 20 ft.; AC 18, touch 11, flat-footed 17; Base Atk battleaxe +10 melee (1d8+3), light crossbow +6 range (1d8); Full Atk battleaxe +10 melee (1d8+3), light crossbow +6 range (1d8); Space/Reach 5 ft./5 ft.; AL LE; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 12, Wis 12, Cha 8

Skills and Feats: Climb +5, Intimidate +7, Jump +5, Knowledge (architecture) +3, Knowledge (dungeoneering) +3, Spot +2; Power Attack, Cleave, Dodge, Weapon Focus (battleaxe), Weapon Specialization (battleaxe). Rindorn carries a Battleaxe +1.

Hidden in the forest, the party should not be spotted by the slavers. If they follow within visual range, though, they risk being noticed on a Spot check (DC 15) by either slaver once an hour. When they first realize they're being followed, the slavers will simply speed up (Force March), and then make efforts to cover their tracks once they are out of sight.

If the Force March does not appear to be working, the slavers will set an ambush at the first opportunity and attack the party. Otherwise, the slavers will follow the ridge eastward for several miles, and then turn northward, heading directly for their mine. Barring a Force March, this 32-mile journey will take them two days.

If the party waits until the slavers are out of visual range, they may easily Track them (DC 10). If they were noticed, this becomes more difficult (DC 20), as the slavers cover their tracks.

Notes[edit]

The slavers were guided to the cavern by information provided by their employer, a wizard named Janek. Janek had previously dispatched his raven familiar to follow the goblins. Therefore, they did not need to physically track the goblins.