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The 'owner' of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva's disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.
 
The 'owner' of the house, a [http://www.d20srd.org/srd/monsters/lycanthrope.htm lycanthrope] named Farregon is responsible for Neva's disappearance, employing a strategy that has worked for him in the past; kidnap one member of the party, then ambush the rest, one by one, while they search for her.
 
[http://www.wizards.com/dnd/images/HoH_MW/03_HeroesHorror_300_ppi_b20w.jpg Shadow House Map (jpg)]
 
  
 
==Beginning the Adventure==
 
==Beginning the Adventure==
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''Note: Profession is not normally a class skill for Warriors.''
 
''Note: Profession is not normally a class skill for Warriors.''
 
'''Neva:''' CR 2; Medium Humanoid (Human); HD 2d6 (Brd2); hp 9; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Full Atk short sword +3 melee (1d6), shortbow +3 ranged (1d6); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 14, Con 11, Int 12, Wis 12, Cha 15
 
 
''Skills and Feats:'' Balance +4, Bluff +5, Concentration +2, Decipher Script +3, Diplomacy +7, Disguise +4, Gather Information +5, Knowledge (Hylar) +4, Listen +3, Move Silently +4, Perform +6, Sense Motive +5, Sleight of Hand +4, Spellcraft +3, Use Magic Device +4; Weapon Finesse, Negotiator
 
 
''Equipment:'' Leather, short sword, shortbow
 
  
 
===Bad Weather===
 
===Bad Weather===
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'''''The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50' downstream from the first.'''''
 
'''''The two halves of the barge fall away from each other, one bouncing off a pair of boulders before crashing into the shore.  The other appears to be headed downriver, before being swept onto the shore as well, about 50' downstream from the first.'''''
  
Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a Swim check (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.
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Roll 1d6 for each character still on the barge.  On a roll of 1-3, they were on the left-side barge piece, and sustained 1d6 points of damage among the rocks.  On a roll of 4-6, they were on the right-side piece, and managed to reach the shore unscathed.  Those thrown overboard sustain 1d6 points of damage as well, but have a chance for a second Reflex save (DC15) as they are swept into a maze of low-hanging branches just downstream of the rocks.  A successful roll means that they are clinging to the branches and will need assistance to be rescued.  A failed roll means that they are swept away by the current, their fate at the discretion of the DM.
  
 
===The Manor===
 
===The Manor===
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====2. Ornate Fountain====
 
====2. Ornate Fountain====
 
Once the party is positioned near this fountain, expect the wolves from the Dining Hall (13) to attack.  During the melee, Neva will fall toward the back of the formation, perhaps even up to the Barbican (26), to use her bow on the wolves.  At that point, Farregon will try to subdue her and take her to the Garderobe (19).
 
 
Alternatively, if the group tries to weather the storm outside, Farregon could kidnap Neva from their encampment, and then bring her back to the manor.
 
 
'''[http://www.d20srd.org/srd/monsters/lycanthrope.htm#werewolf Farregon, Human Form]:''' CR 4; Medium Humanoid (Human, Shapechanger); HD 4d8+8; hp 29; Init +4; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk heavy mace +5 melee (1d8+2); Full Atk heavy mace +5 melee (1d8+2); Space/Reach 5 ft./5 ft.; SQ Alternate Form, Wolf Empathy, Low-Light Vision, Scent; AL CE; SV Fort +5, Ref +1, Will +3; Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
 
 
''Skills and Feats:'' Climb +1, Hide +2, Intimidate +3, Jump +1, Listen +2, Move Silently +2, Ride +1, Spot +2, Swim +1; Improved Initiative, Iron Will, Weapon Focus (heavy mace), Weapon Focus (bite)
 
 
'''[http://www.d20srd.org/srd/monsters/lycanthrope.htm#werewolf Farregon, Hybrid Form]:''' CR 4; Medium Humanoid (Human, Shapechanger); HD 4d8+8; hp 29; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk heavy mace +5 melee (1d8+2) or claw +4 melee (1d4+2); Full Atk heavy mace +5 melee (1d8+2) or 2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1); Space/Reach 5 ft./5 ft.; SA Curse of Lycanthropy; SQ Alternate Form, Wolf Empathy, Damage Reduction 10/silver, Low-Light Vision, Scent; AL CE; SV Fort +7, Ref +3, Will +3; Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
 
 
''Skills and Feats:'' Climb +1, Hide +7, Intimidate +3, Jump +1, Listen +2, Move Silently +6, Ride +1, Spot +2, Swim +1; Improved Initiative, Iron Will, Weapon Focus (heavy mace), Weapon Focus (bite)
 
 
'''[http://www.d20srd.org/srd/monsters/lycanthrope.htm#werewolf Farregon, Wolf Form]:''' CR 4; Medium Humanoid (Human, Shapechanger); HD 4d8+8; hp 29; Init +6; Spd 50 ft.; AC 16, touch 12, flat-footed 14; Base Atk bite +5 melee (1d6+3); Full Atk bite +5 melee (1d6+3); Space/Reach 5 ft./5 ft.; SA Curse of Lycanthropy, Trip; SQ Alternate Form, Wolf Empathy, Damage Reduction 10/silver, Low-Light Vision, Scent; AL CE; SV Fort +7, Ref +3, Will +3; Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
 
 
''Skills and Feats:'' Climb +1, Hide +7, Intimidate +3, Jump +1, Listen +2, Move Silently +6, Ride +1, Spot +2, Swim +1; Improved Initiative, Iron Will, Weapon Focus (heavy mace), Weapon Focus (bite)
 
 
''Equipment:'' Heavy Mace +1
 
  
 
====3. Stone Well====
 
====3. Stone Well====
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====5. Stablehouse====
 
====5. Stablehouse====
 
This is now the lair of a monstrous spider.  It will be suspended above the doorway, waiting for the first creature to enter.
 
 
'''[http://www.d20srd.org/srd/monsters/monstrousSpider.htm Monstrous Spider, Large]:''' CR 1; Large Vermin; HD 4d8+4; hp 22; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 12, flat-footed 11; Base Atk bite +4 melee (1d8+3, poison); Full Atk bite +4 melee (1d8+3, poison); Space/Reach 5 ft./5 ft.; SA Poison, Web; SQ Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +5, Ref +4, Will +0; Str 15, Dex 17, Con 12, Int 0, Wis 10, Cha 2
 
 
''Skills and Feats:'' Climb +11, Hide +3*, Jump +0*, Spot +4*
 
 
''Equipment:'' None
 
  
 
====6. Tower====
 
====6. Tower====
  
 
====7. Main Hall====
 
====7. Main Hall====
 
About two-thirds of the way up the spiral stairs is a trap set by Farregon.  When triggered, rocks are released down the stairs, targeting anyone along the entire staircase.
 
 
'''[http://www.d20srd.org/srd/traps.htm#cr1RollingRockTrap Rolling Rock Trap]:''' CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22
 
  
 
====8. Parlor====
 
====8. Parlor====
  
 
====9. Smoking Room====
 
====9. Smoking Room====
 
Farregon encountered a couple of ghouls when he first arrived, and managed to lure them into this room.  The door is locked (DC10).
 
 
'''[http://www.d20srd.org/srd/monsters/ghoul.htm Ghouls] (2):''' CR 1; Medium Undead; HD 2d12; hp 13 each; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +2 melee (1d6+1, paralysis); Full Atk bite +2 melee (1d6+1, paralysis) and 2 claws +0 melee (1d3, paralysis); Space/Reach 5 ft./5 ft.; SA Ghoul Fever, Paralysis; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con 0, Int 13, Wis 14, Cha 12
 
 
''Skills and Feats:'' Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack
 
 
''Equipment:'' None
 
  
 
====10. Kitchen====
 
====10. Kitchen====
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====13. Dining Hall====
 
====13. Dining Hall====
  
A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If Neva hasn't disappeared by this point, it is likely that Farregon will take the opportunity to capture her during the melee.
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A pack of 7 wolves have made this ruined hall their den.  They are likely to emerge through the rubble of the northwest corner out into the courtyard and engage the party.  If X hasn't disappeared by this point, it is likely that Y will take the opportunity to capture her.
 
 
'''[http://www.d20srd.org/srd/monsters/wolf.htm Wolves] (7):''' CR 1; Medium Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk bite +3 melee (1d6+1); Full Atk bite +3 melee (1d6+1); Space/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
 
 
 
''Skills and Feats:'' Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)
 
 
 
''Equipment:'' None
 
  
 
====14. Upstairs Hallway====
 
====14. Upstairs Hallway====
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====16. Library====
 
====16. Library====
 
Most of the few remaining books and scrolls are ruined beyond recognition.  The survivors are:
 
 
* A scroll of Acid Arrow
 
* A book entitled 'Efreeti Ecology'
 
* A book entitled 'The Mostly Complete History of Keeltown'
 
* A scroll of Shatter
 
* A scroll identifying itself as the deed to this manor.
 
  
 
====17. Study====
 
====17. Study====
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====20. Bedroom====
 
====20. Bedroom====
  
Farregon uses this room as his personal bedroom.  In a drawer of the desk is a 10"x6"x2" sandalwood box containing two red spinel gems (90gp, 120gp), two gold bars (50gp each), and a small leather bag with 137gp, 119sp, and 261cp.
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Farregon uses this room as his personal bedroom.
  
 
====21. Ruined Bedroom====
 
====21. Ruined Bedroom====
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Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.
 
Getting back on course is a matter of either constructing a way back across the river, waiting for another barge to pass (and hoping they will stop), or traveling the east bank of the river on foot.  The last option should generate several random encounters along the way.
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==Notes==
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TBD

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