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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 [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].
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Runaways is an adventure for four 1st level player characters (PC's).  The adventure is set in the Northern Kingdom of [[Meamnar:Hylar|Hylar]] in the campaign setting of [[Meamnar:Main_Page|Meamnar]].
  
 
==Adventure Background==
 
==Adventure Background==
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===The Caravan===
 
===The Caravan===
  
The caravan was a small one, traveling from [[Meamnar:Dunkirk|Dunkirk]] to [[Meamnar:Threshold|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.
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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.
 
Read or paraphrase the following when the characters reach the caravan.
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===The Caverns===
 
===The Caverns===
 
[[Image:Runaways.JPG|Map of Caverns]]
 
  
 
====Exterior====
 
====Exterior====
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Though the heads of these 6 Shortspears are rusted, they are still usable.
 
Though the heads of these 6 Shortspears are rusted, they are still usable.
  
====3. Mess Hall (EL 1)====
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====3. Mess Hall (EL 0)====
  
 
Read or paraphrase the following when the characters enter the cavern.
 
Read or paraphrase the following when the characters enter the cavern.
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'''''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.'''''
 
'''''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.
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'''Creatures:''' A dire rat has made itself a nest in the northwest corner of the room.  If outnumbered and given the opportunity, it will flee.  Otherwise, it 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
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'''Dire Rat:''' CR 1/3; Small Animal; HD 1d8+1; hp 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
 
''Skills and Feats:'' Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11; Alertness, Weapon Finesse
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'''Pit Trap (20 feet deep):''' CR 1; no attack roll necessary (2d6); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
 
'''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.
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If the party sets off the trap, the goblins in rooms 8 and 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.
 
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.
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====8. Storage Room (EL 1)====
 
====8. Storage Room (EL 1)====
  
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.
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This room contains bedding for two 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 is busy eating some of the pork.
  
'''Creatures:''' Three of the goblins have made their home in this room.
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'''Creatures:''' Two 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
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'''Goblins:''' CR 1/3; Small Humanoid (Goblinoid); HD 1d8+1; hp 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
 
''Skills and Feats:'' Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness
  
====9. Private Chambers (EL 2)====
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====9. Private Chambers (EL 1)====
  
 
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.
 
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.
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'''Creatures:''' Three 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
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'''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
 
''Skills and Feats:'' Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness
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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.
 
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.
 
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.

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