Meamnar:Wolf Den

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Wolf Den is an adventure for five 3rd 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

While floating on a barge down the Running River, the party is beset by a horrendous thunderstorm. The captain of the barge quickly determines that his best course of action is to bring it ashore, but he and his crew are unable to prevail against the strong winds. Instead of safely reaching the western shore, the barge crashes on the rocks of the eastern one, where the group must quickly find shelter from the storm. A seemingly abandoned manor house is nearby...

Adventure Synopsis

The party is traveling with an NPC, a rogue named Neva. Once in the courtyard of the manor, she elects to explore the area. As soon as she is separated from the rest of the group, a scream is heard.

The 'owner' of the house, a 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.

Shadow House Map (jpg)

Beginning the Adventure

The Crew

The barge, is a flat rectangular vessel approximately 20' wide by 40' long, and manned by a crew of 3.

Captain John: CR 1; Medium Humanoid (Human); HD 2d8 (War2); hp 12; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +3 melee (1d4); Full Atk dagger +3 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10

Skills and Feats: Climb +2, Handle Animal +1, Intimidate +2, Jump +1, Profession (Sailor) +4, Ride +2, Swim +3; Weapon Focus (dagger)

Equipment: Leather, dagger

Sully and Cort: CR 1/2 (each); Medium Humanoid (Human); HD 1d8 (War1); hp 7, 6; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk dagger +2 melee (1d4); Full Atk dagger +2 melee (1d4); Space/Reach 5 ft./5 ft.; AL NG; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10

Skills and Feats: Climb +2, Handle Animal +1, Intimidate +1, Jump +1, Profession (Sailor) +3, Ride +1, Swim +3; Weapon Focus (dagger)

Equipment: Leather, dagger

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

When the barge leaves Ardeon, the weather is hot and humid, but with no sign of a storm approaching. Read or paraphrase the following:

After only a few miles, the weather begins to change drastically. A wind from the west picks up, and stormclouds can be seen forming on the northwest horizon. The captain's reaction is to continue on course and hope that they pass to the north, and at first they appear to do just that. Within half an hour, though, the wind shifts, the sky darkens, and thunder rumbles through the valley.

A few minutes later, the clouds are overhead and rain begins to fall. The crew is no longer guiding the barge downstream, but is instead attempting to run it aground on the western bank, looking for a place to wait out the storm. The winds have picked up quickly and drastically, though, and the current of the river keeps the barge from reaching the shore. "Strap yourselves down," the captain calls out to you, gesturing toward several ropes on the deck.

As the conditions worsen, the captain calls out to his men, pointing to the dark forbidding forest of the eastern shore. Reluctantly, they steer toward it, still looking for a safe harbor. The storm's intensity continues to grow, though, and as the barge approaches a relatively smooth stretch of shoreline, a gust of wind throws it off course.

The rocks almost seem to appear out of nowhere. An unmistakable crack is heard, as the barge splits almost instantly upon impact.

At this point, all characters (both PC and NPC) need to make a Reflex save (DC15). If they fail, they are thrown into the river, where they are swept downstream into a network of tree branches that overhang down into the water.

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 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

1. Gate

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.

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)

Equipment: Heavy Mace +1

3. Stone Well

4. Smithy

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.

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

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.

Rolling Rock Trap: CR 1; Attack +10 melee (2d6, rock); Search DC 20; Disable Device DC 22

8. Parlor

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).

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

11. Garderobe

12. Storage

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.

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

15. Master Bedroom

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

18. Secret Workroom

19. Garderobe

Farregon keeps prisoners bound and gagged in here. The door is locked (DC20).

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.

21. Ruined Bedroom

22. Storage Closet

23. Bedroom

24. Collapsed Bedroom

25. Causeway

26. Barbican

27. Tower

Concluding the Adventure

Should the party manage to clear the manor, they are welcome to use it as a base of operations. The eastern side of the Running River is within the borders of Hylar, but is generally considered unclaimed territory. Quite simply, there are too many orcs, goblins, and other foul creatures to bother.

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.