Difference between revisions of "Meamnar:The Rock"

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(Beginning the Adventure)
(The Crew)
 
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''Equipment:'' Short Sword +1
 
''Equipment:'' Short Sword +1
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Brummett is a handsome, charismatic man in his late 30's.  His blond hair is bleached by the sun and is beginning to show a hint of grey.  He has deep green eyes that sparkle out of his tanned face.  Unlike most sailors, he is clean-shaven.  He is strong and agile from years of shipboard service, and he sprints lightly along the decks with the grace of a dancer.
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The first mate is an eternal optimist.  His positive outlook is responsible for keeping the crew in good spirits.  Brummett is friendly and likeable.
  
 
'''Ralfeo, Second Mate:''' CR 4; Medium Humanoid (Human); HD 5d6 ([[Meamnar:Andrean_Sailor|Slr]]5); hp 17; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk light mace +7 melee (1d6+1); Full Atk light mace +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10
 
'''Ralfeo, Second Mate:''' CR 4; Medium Humanoid (Human); HD 5d6 ([[Meamnar:Andrean_Sailor|Slr]]5); hp 17; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk light mace +7 melee (1d6+1); Full Atk light mace +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10
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''Equipment:'' Light Mace +1
 
''Equipment:'' Light Mace +1
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 +
The second mate is dark-skinned, with black hair, brown eyes, and a short, dark beard.  He is handsome and likeable, but quiet and reserved.  During the impromptu parties that develop on board ship, Ralfeo sits among the men, drinking and laughing, but rarely joining in the joking and storytelling.  While in command of the ship during the captain and first mate's off-times, he is a capable, respected leader.
  
 
'''Koresh, Master Gunner:''' CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +9 melee (1d6+1); Full Atk short sword +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10
 
'''Koresh, Master Gunner:''' CR 6; Medium Humanoid (Human); HD 7d6 ([[Meamnar:Andrean_Sailor|Slr]]7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +9 melee (1d6+1); Full Atk short sword +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10
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''Equipment:'' Short Sword +1
 
''Equipment:'' Short Sword +1
 +
 +
Koresh has seen many battles in his lifetime.  His body is testimony to his busy life, as it bears numerous scars.  Koresh is in his late 20's, and is weathered-looking and ordinary except for his long, red hair.  He is master of the catapults and ballistae.  A favorite pastime on the ship is challenging Koresh to tests of skill with his short sword.
  
 
'''Peregrine, Master Navigator:''' CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4);; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10
 
'''Peregrine, Master Navigator:''' CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4);; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10
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''Equipment:'' Dagger +1
 
''Equipment:'' Dagger +1
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 +
Peregrine is intelligent and scholarly.  He has excellent eyesight and is always the first to sight land if he is on deck.  He also has an uncanny sense of knowing when the ship is off-course.  Peregrine is thin but devastatingly handsome.  He has brown eyes and hair.  Peregrine laughs easily and thinks almost all jokes are funny, no matter how dumb they may be.  While he is working, however, he is serious and attentive, checking all his calculations several times.
  
 
'''Thorvid, Master Carpenter:''' CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10
 
'''Thorvid, Master Carpenter:''' CR 2; Medium Humanoid (Human); HD 3d6 ([[Meamnar:Andrean_Sailor|Slr]]3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10
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''Skills and Feats:'' Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)
 
''Skills and Feats:'' Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)
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Thorvid is as stocky and solid as an oak beam.  He has a gravelly voice and his face is weathered like tree bark.  He generally prefers woodworking and repairs to socializing, but he often tips a mug with his fellow crewmen.
  
 
'''Seadogs (8):''' CR 3; Medium Humanoid (Human); HD 4d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10
 
'''Seadogs (8):''' CR 3; Medium Humanoid (Human); HD 4d6 ([[Meamnar:Andrean_Sailor|Slr]]4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10

Latest revision as of 12:59, 7 August 2007

The Rock is an adventure for five 3rd level player characters (PC's). The adventure is set aboard a ship in the Andrean Sea in the campaign setting of Meamnar. The adventure was included in the tabletop campaign Stoned.

Adventure Background[edit]

The Island[edit]

About a month ago, a massive tear opened in the sky. From the fire and brimstone visible within the tear, an enormous obsidian rock emerged, falling toward the ocean. While one end of the rock is now buried in the seabed, the other extends about 50 feet above the surface. This new 'island' is sharp, jagged, and black as midnight. It glows faintly at night, a yellowish-green glow visible from up to a mile away.

The Curse[edit]

Garvyn, captain of the ship, was hired by a wizard in Poznan to get a 'sample' from the island, which he did on his way to Hylar City. Now on the return trip, the ship passes close enough for the rock to get revenge. Until Garvyn and the sample are both delivered to the rock, it will proceed to possess members of the crew and, using them, steer the ship toward itself, at a speed that will most assuredly mean the destruction of the ship.

Adventure Synopsis[edit]

The Crew[edit]

Captain Garvyn: CR 6; Medium Humanoid (Human); HD 7d6 (Slr7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk rapier +9 melee (1d6+1); Full Atk rapier +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10

Skills and Feats: Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (rapier)

Equipment: Rapier +1

Brummett, First Mate: CR 5; Medium Humanoid (Human); HD 6d6 (Slr6); hp 20; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +8 melee (1d6+1); Full Atk short sword +8 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10

Skills and Feats: Balance +3, Climb +3, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)

Equipment: Short Sword +1

Brummett is a handsome, charismatic man in his late 30's. His blond hair is bleached by the sun and is beginning to show a hint of grey. He has deep green eyes that sparkle out of his tanned face. Unlike most sailors, he is clean-shaven. He is strong and agile from years of shipboard service, and he sprints lightly along the decks with the grace of a dancer.

The first mate is an eternal optimist. His positive outlook is responsible for keeping the crew in good spirits. Brummett is friendly and likeable.

Ralfeo, Second Mate: CR 4; Medium Humanoid (Human); HD 5d6 (Slr5); hp 17; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk light mace +7 melee (1d6+1); Full Atk light mace +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10

Skills and Feats: Balance +3, Climb +2, Intimidate +3, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +3; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (light mace)

Equipment: Light Mace +1

The second mate is dark-skinned, with black hair, brown eyes, and a short, dark beard. He is handsome and likeable, but quiet and reserved. During the impromptu parties that develop on board ship, Ralfeo sits among the men, drinking and laughing, but rarely joining in the joking and storytelling. While in command of the ship during the captain and first mate's off-times, he is a capable, respected leader.

Koresh, Master Gunner: CR 6; Medium Humanoid (Human); HD 7d6 (Slr7); hp 23; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk short sword +9 melee (1d6+1); Full Atk short sword +9 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +6, Will +2; Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10

Skills and Feats: Balance +4, Climb +3, Intimidate +4, Jump +2, Profession (Sailor) +6, Swim +3, Use Rope +3; Leadership, Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (short sword)

Equipment: Short Sword +1

Koresh has seen many battles in his lifetime. His body is testimony to his busy life, as it bears numerous scars. Koresh is in his late 20's, and is weathered-looking and ordinary except for his long, red hair. He is master of the catapults and ballistae. A favorite pastime on the ship is challenging Koresh to tests of skill with his short sword.

Peregrine, Master Navigator: CR 2; Medium Humanoid (Human); HD 3d6 (Slr3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4);; Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10

Skills and Feats: Balance +2, Climb +2, Intimidate +2, Jump +2, Knowledge (Geography) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Knowledge, Geography), Weapon Focus (dagger)

Equipment: Dagger +1

Peregrine is intelligent and scholarly. He has excellent eyesight and is always the first to sight land if he is on deck. He also has an uncanny sense of knowing when the ship is off-course. Peregrine is thin but devastatingly handsome. He has brown eyes and hair. Peregrine laughs easily and thinks almost all jokes are funny, no matter how dumb they may be. While he is working, however, he is serious and attentive, checking all his calculations several times.

Thorvid, Master Carpenter: CR 2; Medium Humanoid (Human); HD 3d6 (Slr3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Full Atk dagger +5 melee (1d4+1), +6 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10

Equipment: Dagger +1

Skills and Feats: Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Carpenter) +3, Profession (Sailor) +2, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Carpenter), Weapon Focus (dagger)

Thorvid is as stocky and solid as an oak beam. He has a gravelly voice and his face is weathered like tree bark. He generally prefers woodworking and repairs to socializing, but he often tips a mug with his fellow crewmen.

Seadogs (8): CR 3; Medium Humanoid (Human); HD 4d6 (Slr4); hp 14; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Full Atk dagger +6 melee (1d4+1), +7 ranged (1d4+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +5, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10

Skills and Feats: Balance +3, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +6, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)

Equipment: Dagger +1

Sailors (12): CR 2; Medium Humanoid (Human); HD 3d6 (Slr3); hp 10; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +4 melee (1d4), +5 ranged (1d4); Full Atk dagger +4 melee (1d4), +5 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +1, Ref +4, Will +1; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10

Skills and Feats: Balance +2, Climb +2, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +2, Use Rope +2; Quick Draw, Skill Focus (Profession, Sailor), Weapon Focus (dagger)

Equipment: dagger

Sailors (20): CR 1; Medium Humanoid (Human); HD 2d6 (Slr2); hp 7; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +3 melee (1d4), +4 ranged (1d4); Full Atk dagger +3 melee (1d4), +4 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +4, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10

Skills and Feats: Balance +2, Climb +1, Intimidate +2, Jump +2, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)

Equipment: dagger

Sailors (40): CR 1/2; Medium Humanoid (Human); HD 1d6 (Slr1); hp 3; Init +1; Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base Atk dagger +2 melee (1d4), +3 ranged (1d4); Full Atk dagger +2 melee (1d4), +3 ranged (1d4); Space/Reach 5 ft./5 ft.; AL N; SV Fort +0, Ref +3, Will +0; Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10

Skills and Feats: Balance +2, Climb +1, Intimidate +1, Jump +1, Profession (Sailor) +5, Swim +1, Use Rope +2; Skill Focus (Profession, Sailor), Weapon Focus (dagger)

Equipment: dagger

Beginning the Adventure[edit]

The Journey[edit]

Some sailors, some of the more superstitious ones, will escape in the rafts toward the coastline. The ship will turn toward the island, on a collision course, pulled toward it.

Possession[edit]

The entity will periodically try to possess a character. When doing so, the character is given a DC 15 Will Save. If he fails, he is Fascinated for one turn, after which he is then possessed. If the Fascination effect is broken, the character is then Exhausted.

Concluding the Adventure[edit]

tbd

Notes[edit]