Meamnar:The Rock

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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

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Adventure Synopsis

The Crew

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

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

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

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

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)

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

The Curse

Garvyn 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, they get pulled in. Who knows about that?

The Island

A big obsidian rock, jagged, no coral, no vegetation, appeared within the last two months, some say it fell from the sky. It glows faintly at night.

The Journey

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

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

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Notes