Difference between revisions of "Meamnar:Hidden In Plain Sight"

From RPGnet
Jump to: navigation, search
 
(24 intermediate revisions by 2 users not shown)
Line 1: Line 1:
The Golems is a series of adventures for four 1st level player characters (PC's).  The adventures are set in the Northern Kingdom of Hylar in the campaign setting of [[Meamnar:Main_Page|Meamnar]].
+
Hidden In Plain Sight 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]].  The adventure was included in the tabletop campaign [[Meamnar:Stoned|Stoned]].
  
 
==Adventure Background==
 
==Adventure Background==
  
A band of goblins have escaped from a mining camp, where they were being used as forced laborTraveling 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 northComing to a ridge, they discover a network of caves and decide to make their home there.
+
Northwest of the town of [[Meamnar:Threshold|Threshold]], set into a hillside, are a pair of massive stone doorsEach of the doors is approximately 15' high and 10' wide.  They bear no markings, nor any visible means of opening them.  In fact, no living creature across all of Meamnar knows how, or even if, they do open.
 +
 
 +
All attempts to circumvent the doors have failedNo magic is able to penetrate the hillside, and any attempts to tunnel around them encounter solid, unpenetrable stone several feet from the surface.
  
 
==Adventure Synopsis==
 
==Adventure Synopsis==
  
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.
+
TBD
  
 
==Beginning the Adventure==
 
==Beginning the Adventure==
  
===The Caravan===
+
===The Mines===
 
 
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.
 
 
 
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.
 
 
 
If the party decides to proceed to Dunkirk, and then return to pick up the trail, they should
 
 
 
===The Caverns===
 
 
 
====Exterior====
 
 
 
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====
 
 
 
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.
 
 
 
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====
 
 
 
====3. Mess Hall====
 
 
 
'''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; 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====
 
 
 
====5. Storage Room====
 
 
 
====6. Meeting Hall====
 
 
 
====7. Eastern Passage====
 
 
 
There is a Pit Trap triggered by pressure 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).
 
 
 
====8. Storage Room (EL 1)====
 
 
 
'''Creatures:''' Two of the goblins have made their home in this room.
 
 
 
'''Goblins:''' CR 1; 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
 
 
 
====9. Private Chambers (EL 1)====
 
 
 
'''Creatures:''' Three of the goblins, including their leader, have made their home in this room.
 
 
 
'''Goblins:''' CR 1; 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
 
  
====10. Prison Cells====
+
TBD
  
 
==Concluding the Adventure==
 
==Concluding the Adventure==
  
 +
TBD
  
 
==Notes==
 
==Notes==

Latest revision as of 10:29, 16 October 2006

Hidden In Plain Sight is an adventure for four 1st 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]

Northwest of the town of Threshold, set into a hillside, are a pair of massive stone doors. Each of the doors is approximately 15' high and 10' wide. They bear no markings, nor any visible means of opening them. In fact, no living creature across all of Meamnar knows how, or even if, they do open.

All attempts to circumvent the doors have failed. No magic is able to penetrate the hillside, and any attempts to tunnel around them encounter solid, unpenetrable stone several feet from the surface.

Adventure Synopsis[edit]

TBD

Beginning the Adventure[edit]

The Mines[edit]

TBD

Concluding the Adventure[edit]

TBD

Notes[edit]