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Display a Printer Friendly Version

Intruders in Darken Wood
[comments:(2), views:(4398), rating:(5.5)]

Author: Jerry Jensen
Homepage: http://
System: AD&D 2nd Edition
Type: Scenario
Category: Fantasy
Requirements: at least 1 druid PC (7th level)


This adventure was intended for 1 druid PC (7th level) that lives in Darken Wood. Druid motivations are obviously quite different than most other character class motivations so you will need to modify the beginning of this adventure so that your PC's have a 'vested interest' in seeking out the intruders. Adventure set in 5th month of the year 351 A.C. (a few months before the beginning of the Chronicles Trilogy).

PLAYER'S OPTION: SKILLS & POWERS and COMBAT & TACTICS are used in this adventure.

This adventure was intended for 1 druid PC (7th level) that lives in Darken Wood.

Druid motivations are obviously quite different than most other character class motivations so you will need to modify the beginning of this adventure so that your PC's have a 'vested interest' in seeking out the intruders.

Adventure set in 5th month of the year 351 A.C. (a few months before the beginning of the Chronicles Trilogy).

[Disturbance in the forest]

It is early moring (about 9am) and the local forest animals don't seem their usual selves. For one thing, very few animals are actally visible (strange for this time of year). Birds aren't flying or singing, squirrels aren't playing around, and no one is feeding like they usually do at this time of the day. It doesn't take long for the druid to recognize that something is wrong.

Encourage the druid to communicate with one of the critters. A particularly agitated member of the forest commnity will be running in circles around the character or doing something to get itself noticed.

If the druid casts SPEAK WITH ANIMALS the animal will excitedly tell him that some humanoids have been attacking animals. The animal knows that the attacks occured early that morning and will be able to lead the druid to the actual area if he asks.

If the druid does not communicate with the excited animal the animal will attempt to get the druid to follow it. The animal will lead the druid to the area where the humanoids attacked the animals.

[Discovering the carnage]

The area where the attacks occured is near the eastern edge of Darken Wood, south of Prayer's Eye Peak.

The bodies of 3 large stags (2 male 1 female) are scattered in a very small clearing.

The antlers of the stags have been removed but no meat or skin was taken. The animals have a number of large wounds scattered over their bodies (more than it would take to kill the average animal). There are also a number of other wounds: the eyes have been gouged out, the jaws have been ripped off, and the genitals have been mutilated.

It will be obvious to the PC that the animals have been abandoned because no attempt has been made to preserve the meat.

The attackers made no attempt to conceal their trail when they left. Anyone attempting to use the TRACKING proficiency recieves a +3 bonus (Ranger's Hanbook tracking modifers used).

The trail that they left through the dense forest is obvious enough that characters without the TRACKING proficiency will have a 50% chance to successfully follow the trail for a mile. The trail is about 3 miles long and a new percentile role will be needed for each mile.

If the trail is lost roll a Wisdom/Intuition check (or just Wisdom if Skills & Powers isn't being used) to see if the trail can be found after an hour of searching. If the check is made the trail can be followed for another mile. If the check fails the PC will need the help of some observant forest creatures or a bit of luck to find the humanoid intruders.

[Hunt the hunters]

The humanoid hunters are actually a small band of scouts from the Red Dragonarmy. They are part of an elite intelligence unit responsible for discovering the strengths and weaknesses of any opposing forces. These particular fellows have had the unfortunate assignment of investigating Darken Wood. They have completed their short mission which was to explore the eastern part of the forest, but more importantly to them they have managed to survive. The attack on the stags was just for 'fun' and they are currently camped out about 2 miles from the eastern border.

Their camp is in thick woods with hills bordering to the north. There are 3 scouts in this group: 2 human fighters named Tolick and Rendal, and their half-elf fighter/thief leader named Leran Blackmire.

When their camp is found Tolick will be sitting on a log near a small fire cooking a rabbit. Rendal is about 20 feet away cleaning his weapons. Leran is quietly doing a bit of hunting about 50 yards away from the camp.

All of these Dragonarmy soldiers will attack upon sight. Tolcik and Rendal will let loose a loud battle cry to purposfully alert Leran to the combat. It will take Leran 2 rounds to arrive at the campsite and he will attempt to backstab.

Tolick will fight to the death. Leran and Rendal will surrender if they are the only one left.

LERAN BLACKMIRE [NE] (leader)
HP-30
half-elf(Kagonesti) male AC 4
Fighter/Thief (4/5) -black leather armor
STR-16 -black buckler
>stamina-14
muscle-18/39 THAC0:
DEX-15 14 +1 steel long sword (spec) (1d8+6)
aim-13 16 short sword (1d6+3)
balance-17
CON-14 -infravision 60'
health-13 -30% resist sleep/charm
fitness-13 -+1 w/ long sword
INT-12 -+1 save vs heat/fire based attack
reason-13 -weapon specalization
knowledge-11 -backstab [+ 4 to hit(damage x3)]
WIS-14 -detect noise 50%
intuition-13 -hide in shadows 50%
willpower-15 -move silently 60%
CHR-13 -open locks 30%
leadership-15 -escape bonds 20%
appearance-11 -climb walls 70%
find/remove traps 20%
bribe 20%
thieves picks
map to rendevous w/ draconians
XP-800

RENDAL [NE] HP-20
human male AC 5
Fighter (4) -black chain mail
STR-16
stamina-15 THAC0
muscle-17 15 two handed spear (spec) (1d6+4)
DEX-11 15 short sword (spec) (1d6+3)
aim-11
balance-11 -multiple specalization
CON-13 -movement 15
health-11
fitness-15
INT-10
reason-10
knowledge-10
WIS-10
intuition-9
willpower-11
CHR-10
leadership-10
appearance-10
XP-150

TOLICK [LE] HP-25
human male AC 0
Fighter (4) -black chain mail
STR-14 -+1 black iron body shield
stamina-12
muscle-16 THAC0
DEX-14 16 broad sword (spec) (2d4+3)
aim-12 16 short sword (spec) (1d6+3)
balance-13
CON-13 -multiple specalization
health-12 -+1 sav vs spell
fitness-14
INT-12
reason-12
knowledge-12
WIS-12
intuition-10
willpower-14
CHR-12
leadership-13
appearance-11
XP-150

[Information gathering]

The scouts plan on traveling that night to meet their contacts in Windy Vale. Windy Vale is a small vale near the road between Solace and Gateway. Leran Blackmire carries a map to the rendevous location.

All of the scouts know that they are going to the rendevous but only Leran knows that the contacts are bozak draconians (he will only give this information if it means saving his life).

Any captive scouts must save vs Wisdom/Willpower each time they are forced to give information.

All of them also know that they are meeting their contacts to give a report of their exploration in Darken Wood. [Meeting the contacts]

Windy Vale is about 3 miles from the scout's camp.

The meeting is scheduled for just after dusk.

The draconians are having a religious ceremony conducted by their leader in honor of Takhisis. They are worshiping a crude idol in the shape of a dragon made of stones and small trees lashed together with vines. The idol is 4 feet tall and is centered in a circle of scorched vegitation. A circle of charred bones surrounds the shrine (heavy DL monsterous compendium references).

The bozaks are knelt down with their heads to the ground and their arms extended out. The leader is standing upright with his arms toward the sky and he his making a series of melodic grunts and moans. (All -2 to surprise)

If possible the Bozaks attacks first with spells and missle weapons.

A favorite tactic of the bozak is to charge on all fours, flapping their wings and hissing while clutching their weapons in their teeth.

The bozaks will be very upset that their religious ceremony was disturbed and gain a +3 to their morale.

These draconians will flee if they fail a morale check but they will not surrender. If they are pursued when they flee they will resume the fight.

The draconians are also members of the Red Dragonarmy intelligence unit (hence the back uniforms).

BOZAK DRACONIAN (6) [LE]
Intelligence-Highly (13-14) THAC0 17
Movement 6 Size-Medium (6' tall)
15 (running on all fours flapping wings)
18 glide
6 fly (E)
Morale-Elite (13+3=16)
Special Defenses: +2 bonus to saves
Magic Resistance: 20%
Number of Attacks: 2 (2 1d4 claw attacks or 1 claw and 1 1d4 bite)
OR
1 (by weapon)
Spells: (as 4th level wizards)
Each can cast: AC 2
3 1st level: -black breastplates
burning hands -black leather arm/leg bands
magic missle
shocking grasp
2 2nd level:
levitate
stinking cloud
HP:
[1] 13 short sword (1d6) dagger (1d4)
[2] 18 short sword (1d6) long bow (1d8)
[3] 20 short sword (1d6) long bow (1d8)
[4] 23 dagger (1d4) long bow (1d8)
[5] 24 dagger (1d4) dagger (1d4)
[6] 25 (leader) short sword (1d6) long bow (1d8)
leader also carries:
24 stl
6 gems:
emerald [brilliant green] (5000 stl)
topaz [golden yellow] (500 stl)
2 zircon [clear pale aqua] (50 stl each)
eye agate [gray,white,brown,blue,and green circles] (10 stl)
jet [deep black] (100 stl)
scroll of protection from paralyzation
Upon reaching 0 HP a Bozak does the following:
1 round of flesh shriveling leaving only bones and dust
next round the bones explode causing 1d6 to everyone
within 10' (no save)
XP-1400 each

MISC COMBAT & TACTICS INFORMATION:

HEAVY FOREST BATTLEFIELD INFO:
encounter range: 2d6 squares (10-60 feet)
lines of fire: severely impaired
cover: hard cover within 1d3 squares
concealment within 1d3-1 squares
footing: heavy undergrowth and close-set trees reduce all movement by 1/3
obstacles: trees and thickets

KNOCKDOWNS:
broad sword: d8 -short sword: d6
dagger: d6 -two handed spear: d8 * feel free to modify this adventure to suit your campaign but make sure to give credit where credit is due * * do not publish this adventure w/out my permission * (hehe..had to say it) * contact me at THORVIC@JUNO.COM *

Somequick notes to help you make your own maps for this adventure:

1-Windy Vale is on the SE side of the road between Solace and Gateway about 2 miles or so from Gateway.

2-The draconians can be any where in Windy Wale. (which is about 1 square mile in size)

3-The stags are about 3 miles due west of the scout's camp.

4-The scout's camp is about 3 miles from the road.

5-The druids home can be anywhere in Darken Wood.



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