Meamnar:Hidden In Plain Sight

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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.

Adventure Background

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

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

The Caravan

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

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

Concluding the Adventure

Notes