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Hunt for Supremacy
[comments:(7), views:(7834), rating:(5.6)]

Author: Darren White
Homepage: http://
System: D&D Forgotten Realms
Type: Scenario
Category: Fantasy
Requirements: 5-7 characters of levels 4-7


“Hunt for Supremacy”, is an AD&D 2nd edition Forgotten Realms module for 5-7 characters of levels 4-7. This adventure can easily be converted to 3rd edition rules as well as any familiar plane or location. It is set in the swamplands in Glaun Bog, located in between Deepingdale and Tasseldale. This module turns the table on the Player Characters (PCs) making them ‘the hunted’ and not the hunters.

Hunt for Supremacy

Hunt for Supremacy

By Darren White

 

“Hunt for Supremacy”, is an AD&D 2nd edition Forgotten Realms module for 5-7 characters of levels 4-7. This adventure can easily be converted to 3rd edition rules as well as any familiar plane or location. It is set in the swamplands in Glaun Bog, located in between Deepingdale and Tasseldale. This module turns the table on the Player Characters (PCs) making them ‘the hunted’ and not the hunters.

 

Background Information:

In the area known as Glaun Bog resides a tribe of lizard men that do not take kindly to unexpected visitors. Two days prior, the tribe’s chieftain Kazakar died from apparent old age. Kazakar had no heir to his throne after his death, so the tribe’s shaman Grzbiac purposed a hunt to determine the new leader. This tribe’s community is based upon one’s hunting skills so naturally the proposal was well accepted.

Six different candidates were selected by Grzbiac and told to select nine warriors to hunt with them. Thus making six groups of ten lizard men hunting for the same prize. All they lack is something worthy to hunt, for now. The shaman, Grzbiac, sends out a message through telepathy saying he is a gnome merchant lost in the forbidden marsh. Grzbiac pleads with his god Jzelligizlad to deliver the message to worthy prey so his tribe will be ruled by a mighty warrior and not a lucky one. Either by faith, or by chance, the message reaches the unsuspecting PCs.

 

Cry for Help:

Whether the PCs are traveling by or around the lower Dales, each PC experiences the following:

It is mid-afternoon on a cloudless day with the sun beating down upon you relentlessly. It is the warmest day this month and there seems to be no sign of it cooling off. As you halt your travels to sip some water and wipe the flowing sweat from your brow, a strange sense enters your mind.

You see a vision of someone or something running through a marsh as if it was being chased. The vision is cloudy but you make out that the figure running is that of a small humanoid. It is frantically stumbling through the murky waters when it trips over a rotten log that has long been broken away from the stump. The figure becomes clearer now and resembles a gnome, whom quickly climbs into the decaying log.

Just then several hissing noises patterned as if it were a spoken language are heard in the background. The figure speaks and says, “Please, if anyone can hear me…. I am being hunted in Glaun Bog because of a treasure that I have found. Come to Glaun Bog and rescue me and I will help you claim this hefty fortune. They are on to me so time is running…..”. The vision fades as you hear hissing noises and a bone-chilling scream.

The lizard men’s shaman, Grzbiac, manufactured that vision after much preparation. There is no gnome in distress and no great fortune to be had. It is up to the PCs whether they want to accept this distress message or keep going on their way. If the PCs chose not to take the bait, then the DM could stage an ambush of Lizard men in large numbers to take the PCs forcibly to the marsh. The vision itself is of great quality and it is nearly impossible to determine that it was manufactured.

 

The Bait:

After a brief and uneventful journey into Glaun Bog, the PCs do not need to go far to have their presence known. Lizard men stationed around the marsh to watch for intruders have seen the PCs approach for the last few miles. The bait is set and the game is about to begin:

Glaun Bog is a little known marsh nestled in between Deepingdale and Tasseldale. It is hard to travel though the misty, overgrown bog so most tend to travel around it. Of those whom have ventured into it only a select few have returned. It is rumored that the marsh has many unfriendly inhabitants such as lizard men and black dragons.

The thickness of the bog at times makes it nearly impossible for any creature to move hastily about. The overgrown swamp weeds and thickets, mixed with the quantity of mosquitoes makes the trip unenjoyable and unbearable at times. Deep black pits of dark water littered among the small hillocks give many undesirables great places to hide. Walking though this swamp has proven most annoying at best. The sun is beginning to set with a beautiful reddish pink hue left in the sky.

Ahead towards the south, a distant cry for help can be heard. Stopping to listen, you hear another cry for help that comes to a sudden halt about a hundred yards in front of you. Upon closer examination, a glow of touch light can be seen. When the general area is approached, a small humanoid body is seen slumped over on top of a rotted log. 5 torches are lit around the log in a half circle formation.

 

This is a trap set by the Lizard men to lure the PCs deeper into the Bog. The body on the log is the corpse of an old decaying gnome whom got lost in the marsh weeks ago. The gnome was nobody of importance but was the figure used by Grzbiac in the message of distress he sent out. The body has nothing of value on it as the lizard men have already stripped it of everything.

 

The body is a long dead corpse of a gnome whom looks to have been dead for weeks, possibly even a couple months. It is the same figure seen in the telepathic message that was received to bring you here. The torches have been just recently lit and the area has several unusual tracks around it. The tracks resemble a human-sized foot with claws at the end of the toes.

Just as the tracks are noticed, from the surrounding thickets, noises of hissing and crackling-type sounds begin to close in on your location from all directions. (PCs that can speak Lizard Man recognize the dialect immediately, noting that it is a warrior’s chant about slaying the “Man-Folk”.) From the bog emerges nearly a hundred (87 in total) lizard men armed with clubs, spears and other miscellaneous rusted weapons. One is dressed with several charms of human bones and dried cartilage (ears mostly) draped around its neck and odd tattoo’s on it’s chest, steps to the front with a staff in hand.

 

Any PC that speaks Lizard Man or knows anything about their culture recognizes that the lizard with the staff and charms is a shaman. They realize that the shaman is counting down to a hunt (15 rounds to be exact). The shaman will not converse with the PCs regardless of their ability to do so. Each versus is a one round head start for the PCs to flee deeper into Glaun Bog.

 

The strangely clad Lizard begins what appears to be a chant of some sort with its staff raised in the air. As soon as the staff is lifted into the air, a group of lizard men step to the side to allow you to pass deeper into Glaun Bog. The entire group begins repeating after the lizard with the staff. Each round, the creature lowers it’s staff a small amount closer to the ground and the chant grows louder. While the flames on the torches begin to fade.

 

 

The Hunt:

If the PCs have not realized what is going on after the first 3 rounds, the PC with the highest intelligence score finally realizes (somewhat) what is going on. The PCs must flee into the marsh or basically be slaughtered right where they stand. Once the PCs run into the marsh, the lizard men finish their chant and send their chosen in to hunt. Lizard men are not skilled trackers so the shaman has determined areas in which the groups are to hunt in. Beforehand, the groups were allowed to place snares and traps in their areas as well. The group to end up with the most numerically slain and the most powerful will be deemed the champions and the leader from that group as the new Chieftain.

The PCs must try to find their ways out of Glaun Bog and the directions they chose will determine which lizard men they face. For normal PCs, travel in the Bog is at half the normal rate because of the tough terrain. However, this being there home environment, the lizard men move at nearly twice the normal rate while traveling through the swamp.

 

Area 1: Fleeing Area & Sinkhole Trap

Here, a large 20’x 20’ sinkhole has been created and the arrival of the lizard men is just a mere 3 rounds behind the PCs. Any PC that falls into the sinkhole will give the trailing creatures enough time to close in on them.

 

As you are fleeing into the marsh you hear the countdown finish and the screams of excitement from the lizard men in the close distance. The bog is nearly 2’ deep in most areas with large basins of water and mud spread throughout. You must decide which direction you are to go quickly. To the north, appears to be a marshy plains-type area with a few rolling mounds of earth here and there. To the east is blacken forest with most of the trees dead and rotting, while to the west is more of the same along with great thickets of thorn weeds. Of course to the south is where you just were fleeing from.

 

As the PCs decide where to flee and what to do, they are about to run into the great sinkhole (20’ x 20’). A combination check of both Constitution and Dexterity will determine if any of the PCs fall into the sinkhole which opens up out of nowhere right in front of them. Failing one will result in the PC becoming stuck in the sinkhole for 2 rounds, while failing both will leave the PC stuck in the muck from their waist down. PCs stuck in the sinkhole will be such for 7 rounds or until rescued by a comrade. It is the DM discretion whether any PC whom is wearing heavy armor or is of a larger weight themselves to be trapped larger or deeper.

A group of lizard men arrive in the area within 3 rounds. Any PCs remaining in the region are attacked immediately. Continue at Area 2, 3, or 4 depending on the direction the PCs choose.

Lizard men (10) AC 5; HP 13(x5), 10(x2), 8, 7(x2); INT low-mid; MV 12; SV F2; THAC0 19; AT spear (1d6); XP 65- The lizard men will fight to the death unless they have no other allies fighting with them.

 

Area 2: Northbound

As you continue northward, around the large sinkhole, the marsh continues to be hard to travel through. The only dry spots you encounter are the brief hilly knolls you trample over to continue your escape. This open flatland is nearly a mile long with no real end in sight. Sounds of hissing creatures in your pursuit keeps your legs churning. A group of lizard men can be seen behind with swords drawn.

PCs that do not have running as a proficiency will need to make Constitution checks occasionally. Failure results in a brief stop and a group of lizard men attacking the halted PCs. Continue to Area 5, after this section is complete.

Lizard men (10) AC 5; HP 14, 12(x2), 10(x2), 9(x2), 7(x3); INT low-mid; MV 12; SV F2; THAC0 19; AT short sword (1d6); XP 65- The lizard men will fight to the death unless they have no other allies fighting with them.

Area 3: Eastbound

 

The decision to enter the rotted woodlands to the east has been made wisely, as you see a group of sword toting lizard men running to the North as you lay low in the tree cover. They move with amazing grace through the marsh in thick or thin spots. The beasts examine the land closely as they run to make sure they don’t pass anything hiding.

The trees smell of watery rot as most are submerged a few feet under the water. The trees twist together thickly above the trunks in search of sunlight that is not there. A few miles in the distance appears to be a tower that rises above the twisted wood. As you push forward you come face to face with some lizard men whom must have slipped in the woods before you. They attack immediately from all directions as the area you entered is perfect for an ambush.

The lizard men have been waiting for the best opportunity to strike for several rounds and have basically surrounded the PCs. The lizard men gain +2 to their iniative roll. Continue to Area 6, after this section is complete.

Lizard men (10) AC 5; HP 13, 11(x5), 8, 7(x3); INT low-mid; MV 12; SV F2; THAC0 19; AT club (1d4); XP 65- The lizard men will fight to the death unless they have no other allies fighting with them.

Area 4: Westbound

 

The choice to head west, into the rotted woodland and thorn-filled thickets seems to have been a wise choice. A group of ten lizard men go running by towards the north with rusted short swords in their hands. You lay low in the cover that the thicket gives you to see them pass with ease over the marshland. The beasts examine the land closely as they run to make sure they don’t pass anything hiding.

The thicket is filled with sharpened thorns mixed in with the occasional rotted tree trunk that has fallen over from years of decay. It gives the perfect cover to those looking to hide, but it also makes travel through the terrain very difficult. The smell of wood decaying fills the air. Besides the thickets, partially submerged oak and maple trees are scattered about with little growth but a patch of moss here and there.

The cover was perfect for you to avoid the group of lizard men that went north. However, it has been equally perfect for a pair a large alligators that have made their home here. They lurch out of the brush and attack, each looking to be at least 12 feet long.

The alligators live here in harmony with the lizard men and recognize outsiders and attack each opportunity they get. The alligators attack is a loud one that includes them purposely splashing around and making as much noise as they possibly can. Within 4 rounds a group of lizard men come to the area after hearing the commotion. Continue to Area 7, after this section is completed.

Alligators (2) AC 6; HP 15 each; INT low; MV 10; SV F3; THAC0 18; AT bite or tail whip; DMG 1d8 or 1d4, special: bite- death roll (with successful bite the gator goes into its death roll which involves it spinning trying to twist off the body part it has in its jaws. 1d6 per round, 3 rounds limb is severed); XP 175- The alligators will fight to the death and will only attack non-lizard men.

Lizard men (10) AC 5; HP 10, 9(x5), 8, 6(x3); INT low-mid; MV 12; SV F2; THAC0 19; AT spear and/or short sword (1d6); XP 65- The lizard men will fight to the death unless they have no other allies fighting with them.

 

Area 5: Island Trap (Northbound Continued)

 

The sounds of something pursuing you still comes from not far behind and is closing in at an increasing pace. The land itself has begun to dry out some, which helps your flight. When suddenly, a large pond or lake is right in front of you with no way around it for at least a mile on either side. Your pursuers will be on top of you before a mile is up.

The pond itself looks fairly clear and has a small island in the middle of it. The island is only approximately 25’ x 25’ and appears to have three large chests on it. Besides the chests, the island has nothing else there and is barren of vegetation. You hear your pursuers closing in.

The lizard men in pursuit will be there within 5 rounds, which is close to what it will take to swim to the island. Any PC with heavy armor must take it off to successfully swim the distance or drown. The chests on the island have the following in them: CHEST #1- ruby (worth 50gp), several old rusted swords that are basically of no use, a small sack with some maggot-filled bread and biscuits, and 23 cp. CHEST #2- 3 vials of a dark watery substance (actually nothing more than muddy water), more rusted swords that are worthless, dagger with an emerald and gold handle (worth 125gp), and three small humanoid skulls. CHEST #3- suit of dwarven chain mail (little rust on it), 2 rusted helmets, 13cp, broken crossbow with 18 molded (but useable) crossbow bolts, and a half drawn map of Glaun Bog.

If the PCs chose to swim to the Island before fighting the incoming lizard men the following happens:

The water is warmer than any of the swamp water that you have been in and much more clearer as well. As you get to the island shore, you see 10 lizard men run up to the bank waving their spears. They begin hissing loudly and slapping their spears into the water. From under the water near them two alligators protrude their heads from the water as if they were listening to the lizard men. They then turn towards the island and quickly begin to swim in that direction. The lizard men then jump in the water behind the alligators as well.

The island is no more than a trap that puts the lizard men in their best environment to fight in. The alligators are actually henchmen of the lizard men and follow directions in hope for a long over due snack. The chest in the lizard men eyes, has nothing of value in them and are there just as bait.

Alligators (2) AC 6; HP 15 each; INT low; MV 10; SV F3; THAC0 18; AT bite or tail whip; DMG 1d8 or 1d4, special: bite- death roll (with successful bite the gator goes into its death roll which involves it spinning trying to twist off the body part it has in its jaws. 1d6 per round, 3 rounds limb is severed); XP 175- The alligators will fight to the death and will only attack non-lizard men.

Lizard men (10) AC 5; HP 10, 8(x5), 7, 6(x3); INT low-mid; MV 12; SV F2; THAC0 19; AT spear and/or short sword (1d6); XP 65- The lizard men will fight to the death unless they have no other allies fighting with them.

If the PCs chose to face the lizard men before swimming out to the island then they just face the 10 lizard men and not the alligators whom are summoned later. Continue at the Conclusion section if this part is successful by the PCs. From the island the PCs have a clear view of a tower in the distance eastbound. If they wish to continue to the tower continue at Area 6.

 

 

 

 

Area 6: Tower of Despair (Eastbound Continued)

 

The twisting trek through the rotted forest grows more and more tiresome. You are hoping that that the tower that you are headed to is friendly and can offer you assistance. The presence of your pursuers is growing ever so much closer, to points where you swear they where right behind you. Just as hope was fading away the wood comes to a brief halt and the tower stands before you.

The tower is made of old fieldstone that stands roughly 55’ tall and is about 40’ in diameter at the base. The tower is an old guard post, probably from the Time of Troubles era and look to be abandoned for decades. The door sways wide open and there are clear claw marks along the door and surrounding base. Oddly, there are chains attached to the base of the foundation and large timbers lying on the side.

Just then, does a group of hissing lizard men burst out of the marshy wood. They wield a combination of spears and short swords and close in for the attack.

The PCs have the immediate option to stay out and fight or retreat into the confines of the Tower. If the PCs fight the lizard men and win, then the Tower is free to be examined and no more lizard men will come after them, unless they chose to stay the night. If the PCs retreat into the Tower, read the following:

 

As you enter the tower and bar the entrance, the lizard men seem to begin celebrating outside. One picks up a large bell and begins ringing it loudly. The lizard men stand around the tower waiting for you to make a move.

The lizard man rang for the rest of the tribe to come to the area so it could claim victory as chieftain and direct his tribe to slay the PCs. Within an hour, the remaining lizard men (87 minus the number slain) show up at the tower. They celebrate for the remainder of the night, although having the tower closely guarded. At dawn the lizard men will make their final attack, giving the PCs plenty of time to make a plan up for themselves.

Lizard men (10) AC 5; HP 10, 9(x5), 8, 6(x3); INT low-mid; MV 12; SV F2; THAC0 19; AT spear and/or short sword (1d6); XP 65- The lizard men will fight to the death unless they have no other allies fighting with them.

 

Tower of Despair Information

 

The tower was an old guard post during the Times of Troubles that could alert the Dales if a major force was on the way from its southern borders. It was quickly abandoned when the Times became more peaceful again due to the soldiers hatred for the area. Lizard men would often attack their patrols and steal their horses for food. Since then, it has been used by no one permanently but occasionally by passing adventurers.

 

1.      Great Hall- The door to the tower has remained ajar for several years now so much debris and probably creatures as well have been in and out of it. This room has nothing of real importance in it, only a sturdy oak table and chairs. There is two doors to the east within along with a spiraling staircase that goes upward.

2.      Kitchen- A fire pit resides in the far corner with a small black caldron laying in it. The smell of rot is strong in the room as old barrels of rice and barley are broken open and spilt out onto the floor. There are pantry shelves in the corner that contain nothing more than some broken dishes and empty bottles of drink. From within the barrel of rice scurries several common rats looking for an escape. Within the kitchen along the middle wall is a secret door that opens to a staircase, the secret door is well hidden and can only be found from skill, spell, or the map of the tower in the Captain’s Chamber.

Rats (6) AC 7; HP 2; INT low; MV 15; SV F1; AT bite (1hp- 5% chance of disease); THAC0 20; XP 7

3.      Secret Staircase- This staircase leads to an underground passageway that leads about a quarter of a mile east out of the tower. No one knows about this exit, not even the lizard men.

4.      Stockade- This room appears to be the remnants of a stockade. There are three cells along the middle wall with a small table a chair in the corner of the room. The bones of a humanoid lay in the corner of the first cell while the other two remain empty. The keys to the cells hang on a spike above the table in the corner.

5.      Hall- The spiral staircase leads you to the 2nd level of the tower which opens into a basic hall. A broken rounded table and chairs rest on the floor with marks of a fire being started on them. One 2’x 4’ window resides on the northern wall in this room. The staircase continues to the 3rd level here as well.

6.      Barracks- Several cots a strewn about this large room, the smell of musty linens is abundant here. A large shield rests on the wall along with two long swords, all which are in working condition. Two 2’x 4’ windows are in this room, one on the western wall and one on the southern wall.

7.      Captain’s Chamber- The staircase opens up into a large room that is lavishly decorated, even with the musty conditions of everything. A painting of a knight in plate mail hangs on the wall with a golden plate at the bottom that reads, “Captain Glaser the Brave”. Along with a fine oak table and chairs is a finely crafted bookshelf that has been knocked over. Many romantic novels reside on the floor, along with some moldy scrolls that nearly crumble to the touch. They include a map of the Tower itself, a partial map of Glaun Bog, a scroll of cure disease, and a scroll of chain lightning. The staircase continues upward.

8.      The rooftop- The staircase ends at a large wooden door that opens up to revel the towers roof. Nothing of value is up here, however, you can see for miles in all directions.

 

Area 7: Dead End (Westbound Continued)

 

This route gave you the best cover from would be assailants and its constant water level makes tracking very difficult. You have weaved through these decaying woodlands, since your previous encounter with the lizard men, with surprising ease. The ever-thickening wood and lack of daylight has made your journey westward less convincing.

However, occasionally you can hear something behind you in the distance coming closer and closer. You come out to a clearing with a pond or small lake right at your feet. There is no way around the pond for at least a mile in either direction. Your pursuers will be on top of you before a mile is up.

The pond itself looks fairly clear and has a small island in the middle of it. The island is only approximately 25’ x 25’ and appears to have three large chests on it. Besides the chests, the island has nothing else there and is barren of vegetation. You hear your pursuers closing in.

The thickness of the thickets and trees routed the PCs somewhat northwest instead of just west. This ties the Northern route and the Western route together. Refer to Area 5 for the remainder of this section and continue with the Conclusion if the PCs are successful here.

 

Conclusion:

The PCs finally have evaded or slain enough lizard men to escape Glaun Bog. The lizard men will not venture past the pond as they like to stick to their given habitat. Any PC that survives the Hunt receives a story award bonus of experience points of 500 (island path) or 750xp (tower path) or 1000xp if both the island route along with the tower section were completed.

This adventure could also lead into several other modules. Perhaps an encounter with a Black Dragon or a hunted mass grave of old that is lost in the Bog. If the DM really wants to punish the PCs, he could have Grzbiac the shaman (along with the remaining lizard men) lead an unexpecting final assault on the resting PCs.

 

Grzbiac the shaman (lizard man Cleric 6)- AC 5; HP 26; INT mid; MV 12; SV C6; THAC0 17; AT staff and/or spell (1d4); spells- cause light wounds, curse, read magic, darkness, cause disease, ESP, blindness, cause serious wounds; XP150- Grzbiac could end up being a reoccurring villain if the DM decides that revenge will motivate him enough to want to see the end of the PCs.



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