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The Trouble at Mission-Part1
[comments:(6), views:(12654), rating:(5.2)]

Author: Richard W Ramos
Homepage: http://
System: AD&D 2nd Edition
Type: Campaign
Category: Fantasy
Requirements: 3-6 First or Second level Pc's. At least 1 Priest or Paladin


This adventure is the start of a campaign that I am developing. It takes place on my own homebrewed world Lenthion. The adventure is meant for 3-6 Pc’s of level 1-2. A priest or Paladin is not required, but very helpful for the plot. The Pc’s are heading to the town of Mission. The priest of the party is making a pilgrimage to the temple outside the town at the behest of his superiors.


The Trouble at Mission- Part 1

Introduction:

This adventure is the start of a campaign that I am developing. It takes place on my own homebrewed world Lenthion. The adventure is meant for 3-6 Pc’s of level 1-2. A priest or Paladin is not required, but very helpful for the plot.

The Pc’s are heading to the town of Mission. The priest of the party is making a pilgrimage to the temple outside the town at the behest of his superiors. As the Pc’s crest the hill to the town read the following:

The road leads to a small town, not unlike many of the other towns in this region. However, after the last 3 days of constant rain and wind, this town and its inn look like heaven to you. The rolling hills surrounding the town are covered in waist deep green grasses that blow gently in the wind of the previous night’s storm. From your vantage point you can see most of the small buildings of the town with the local inn being the largest.

The Pc’s arrive at the town a little past 2 pm. If they want, they may restock their supplies at Kendall’s Commissary the local general store at ¾ prices and ½ qualities as items in PHB. As for weapons there is only 1 blacksmith in the town and he does not make or repair weapons. He has a 30% chance of having weapons and armor that the PC’s can use at ½ quality and 2.5X the PHB price. The local inn is called The Horse and Pony, and is a converted barn house that is slightly below average in quality. The prices are the same as the PHB.

The Horse and Pony is the focus area of the small town. Most of the townsfolk gather here at night to eat, drink, and socialize. It is here that the Pc’s will get information regarding the adventure. Read the following for the PC’s:

The Horse and Pony is a slightly dilapidated building with soot staining the walls and even worse staining the floors. The center of the room is dominated by a large open pit that is currently holding a few embers, the remnants of a once mighty fire. The room smells of cheap ale and smoke and is currently occupied by a large portion of the townsfolk. They are all whispering in hushed tones about some event or another that seems to have them unnerved.

If the Pc’s ask or eavesdrop on the townsfolk’s conversation they can glean the following information:

The previous night there was an ungodly stench blowing from the south side of town during the storm (this is the direction of the temple the Pc’s are traveling to.)

The local priests have not been seen in several days.

There was a loud booming sound that may or may not have been thunder resounding from the south, the night before.

The Pc’s may have the notion of going to the temple before daybreak, but this should be discouraged by the townsfolk as there are several packs of wolves that populate the surrounding hills.

The Broken Temple:

The Pc’s start toward the temple in the morning and have an uneventful trip there. The sky is heavy with storm clouds and it looks as if it may rain again at any time. After walking for about six miles they start to feel something is not right. Read the following:

As you crest the hill, you can see the temple cradled in a copse of oak trees. The once majestic white granite temple is now streaked with black soot. The roof is collapsed in some places and a foul smell corrupts the very air of the surrounding countryside. If you look hard enough, you can barely see something moving in the copse of trees.

If the Pc’s approach the copse they will encounter a group of rotting zombies:

Zombies (4) AC8 HP 12,8,10.9 #ATT 1 DMG 1-8 Treasure: NIL SA: None SD: Turned as 5 HD, Spell immunities THAC0 19 XP65

These zombies are the remnants of the priests that once lived and worked at the temple. The Pc’s automatically gain surprise, as the zombies is concentrating on trying to dismember the sole surviving priest, Sammael. As the Pc’s attack, the priest of the party starts to recognize the undead abominations they are fighting as people that once were friends and brothers to him.

When the Pc’s rescue Sammael he nearly collapses from the wounds he has suffered. He politely declines any offers of healing as he is in atonement. Read the following:

Thank you brother! I was desperately praying that some help would come. I have contacted the high temple in Cloudseeker Peak. Unfortunately there was not any more that I could have done to prevent this horrible calamity. Last night during the storm, I was awoken by a horrible rending sound, followed by a loud explosion. It was all I could do to escape my quarters before the roof collapsed. As I reached the main sanctuary there was another loud explosion and the world was shrouded in darkness.
When I woke, I found that all of my brothers had been killed. I searched the compound far and wide, but could find no other living soul.
However off in the distance I saw a small group of riders riding off to the East. The only thing that I could make out was their standard, a black rose and a red skull on a white field.
But alas, one of the riders is know to me. He is a half-orc mongrel named Grint. I saw him searching the wreckage after the other riders left.
After he left, I searched the rest of the grounds. I found several more items bearing that same insignia, such as this gauntlet and this scabbard. Unfortunately I also found what was left of my brothers. They had been turned in to the evil undead! The poor soul that you released there for example is brother Methel. He died several days ago of a blood condition. The evil bastards raised him up to do their wicked bidding. This place is I fear cursed. The bodies from the graveyard have been reanimating. I believe that I can cleanse this temple, but require your assistance. I will need you to retrieve several item I found missing after the raid. They are holy relics:

THE BLOOD OF THE DAY: A small silver vial said to hold the blood of an avatar of our god. It is said to have magical powers pertaining to the realm of healing.

THE CHAIN OF SIRUD KAI: A golden chain with an iron ball attached. It is a Holy weapon of the greatest of our order. It is said to have tremendous power concerning the undead. It is said to contain a small essence of Sirud Kai’s lifeforce.

THE MEDALLION OF TRUTH: A platinum chain holding a stone disk. It is the first holy symbol ever created by our order. Its power was vested by the god himself! It has powers pertaining to the realm of protection. It is one of the holiest of artifacts.

If we are to ever consecrate this temple again we must recover these items. I may not leave due to the fact that I am waiting on the High Templar to arrive from Cloudseeker Peak. Also I must atone for my lack of diligence in the defense of the temple. Please hurry as time is of the essence. You must be alert as the infidels will probably be on alert and expecting retribution from the authorities.


SIDE NOTE: The only resistance to be met will be from the Half-orc fighter Grint and a small group of goblin flunkies. The rest of the riders have long since left the area. Grint does however have the CHAIN OF SIRUD KAI in his possession.


The Search for Grint:

If the Pc’s opt to stay at the temple that night they are haunted by horrible dreams of death and decay. If they ask Sammael about them he will say that it is a result of the desecration of the holy ground.

SIDE NOTE: Priest spells will not be gained from praying on the grounds. Priest spells cast on the grounds are also cast as 3 levels lower.

If the Pc’s stay in Mission, the night will go by uneventfully. They may purchase mounts in town at ½ quality and 2.5X PHB prices.

The Pc’s will have to head east to find Grint. The trip will take 2 days on horseback (due to rough terrain) or 3 days on foot. The terrain they will be heading through will be plains for the first day, forest for the next 2 days. Grint’s hideout is in an old abandoned vertical mineshaft deep in the forest.

THE FIRST DAY: The Pc’s will be heading through the plains on this day. There will be no dangerous encounters, but there is a chance to gain an NPC to help them along.

As you are riding / walking through the plains you come across the remains of a campsite. It appears to be scattered as if someone left in a great hurry. Just then you are alarmed as an arrow sticks in the ground next to your foot. You search in vain for the shooter but can not seem to find him or her. As you begin to move back someone hails you.

Stop where you are and let me see your hands. Who are you, and what business do you have here?

Just then a female half-elf stands from the grass about 25 feet from your position. She is holding a short bow with an arrow cocked, and aiming it in your direction. She is wearing brown and green stained leather armor. She has brown hair and a muscular build. Her hair is tousled and it looks as though she has been out here in the wilderness awhile.

If the Pc’s do not attack and they speak to her of their mission, she will agree to help them for a share of the spoils. Read the following: `

Yeah I know who you’re looking for. I had an encounter with Grint and his band yesterday. I was able to take care of a few, but they threatened to overrun me and I was forced to hide. I know the general area where Grint’s band stays, as they are a constant pain in the side around here. What you tell me is truly disturbing, because Grint is a lowly bandit and small time menace. To be involved in the destruction of the temple means that he has sided with some very powerful forces. He must be stopped. I will join your group as a guide and help as I may for a share of the spoils.

If the Pc’s accept her offer, she introduces herself as Lindalla Oakshadow. She has a very good knowledge of the surrounding areas. Her tracking skill will become very useful when the Pc’s get near Grint’s lair, as the entrance is very well hidden.

Lindalla Oakshadow
2nd Level Ranger
ST 15 DX 18 CO 16 IN 14 WI 15 CR 13
AC4 HP 18 #ATT 2/1 or 1 DMG 1-6 or 1-8
SA as per Ranger SD as per ranger

The rest of the first day goes on uneventfully. The Pc’s will reach the Spidersilk forest shortly before dusk. Lindalla suggests that they camp here for the night.

7 hours after the Pc’s set up camp they will be attacked.

Large Spiders (5) AC8 HP 6, 8,4,6,9 #ATT 1 DMG 1-2 + Poison Treasure: Nil SA Poison SD Nil THAC0 20 XP125

These are the garden variety spider found in the Spidersilk Forest. Their poison is relatively weak (+2 to saves 1-2 dmg over 1 turn). Either they or their evidence (i.e. Webs) will be found everywhere on, near, or around the forest.
The rest of the night will be uneventful.

THE SECOND DAY: On this day the Pc’s will enter in to the Spidersilk forest. The DM should try and make this place seem as eerie and alien as possible. This place is what children’s nightmares are made of. Everything should be crawling or covered in webs. This should make movement at the very least uncomfortable. Read the following:

The forest floor is covered in silvery white. The sounds of scuttling surround you from all directions. You can see the spiders crawling in, out, and all over everything. Spiders of every shape, size, and color are everywhere. The spiders seem to view you as a curiosity with their multi faceted eyes. As you move across the forest floor disturbing the webs the spiders start to repair their webs right behind you with amazing speeds. The mere thought of spending any amount of time besides what is absolutely necessary chills the very fiber of your being. Unlike the gossamer threads of normal spider webs, these are so thick that they seem like clumps instead of individual threads. You entertain the thought of striking your flint and steel just to set this place ablaze and rid the world of this horrible place, but something inside you helps you refrain from doing this.

The Pc’s will be inconvenienced by all of this, but no serious harm will come of it. The DM should include brief glimpses of spiders that dwarf horses scuttling in and out of the trees at a distance. As I said before this place should create an overly tense mood.

That night read the following:

You awake with the sound of scuttling through the trees above. As you sit up several cocoons drop from the trees. Within these cocoons are several goblin bodies and bodies of larger forest animals such as wolves. Above you see three extremely large spiders descending

Huge Spiders (3) AC6 HP: 15,11,10 #ATT 1 DMG 1-6+ Poison Treasure: read below
SA Poison SD Nil THAC017 XP270

These spiders are the not the staple, but are none the less common in this area. Their poison is still not extremely deadly (+1 on save 1-4 dmg over 1 turn). The cocoons if cut apart will yield 4 goblin corpses and 2 wolf corpses. On the goblins, if searched the Pc’s will find a total of 12 Gp, 23 Sp, a silver ring with a dull gray stone (45GP) and a potion of healing in a clay vial with a lead stopper.

THE THIRD DAY: The third day is the day that the Pc’s will (hopefully) find Grint’s lair. They will wake to find that they’re legs are partially wrapped in silk as they were being cocooned as they slept. When they get up and around, they will have to begin to search the area. If they have Lindalla with them they will find the hideout immediately. If not they can search the area (roll ½ Int every 3 hrs) or if one has the tracking proficiency (1/2 Int every 1 ½ hrs). If the Pc’s make too much noise (as determined by DM) they may alert Grint’s band of goblins. If the goblins are alerted they will send out a scouting party to pepper the Pc’s with darts and arrows, as the main group prepares to attack.


(1) Entrance to Grint’s Lair: The entrance to Grint’s lair lies beneath a fallen tree that is obviously covered in an immense amount of webs as is everything else in this forest. It is easily navigated by anyone climbing down. The shaft slopes at a 30 degree angle, but there are hand and footholds carved in to the rock. The shaft leads down about 30’ down before coming to rest on the floor of a shaft. The passage leads south, east, and west.

(2) West passage: This passage leads to the west. This passage is 10’ wide, and 12’ tall. It ends 50’ away at an iron bound oak door. The smell of filth and unwashed bodies permeates everything.

This room is home to:

Goblins (5) AC8 HP 3,5,4,7,2 #ATT 1 Dmg 1-6+ Poison Treasure: see below SA Nil
SD Nil THAC020 XP45

These goblins are what are left of the Bloody Eye clan. They flocked to Grint’s banner after they’re own people were wiped out. They have coated their weapons with the venom of large spiders, so they do additional 1-2 damage over 1 turn. They have 26 Gp, 17 Sp, and a bejeweled short sword (250 Gp) that they have hidden from Grint.

All other exits in this room have collapsed.

(3) East Passage: This passage leads to the east. This passage is 10’ wide and 12’ tall. It ends 50’ away at an iron bound oak door. The smell of congealed blood is rampant here.

This room is inhabited by:

Goblins (3) AC8 HP 3,5,4 #ATT 1 Dmg 1-6+ Poison Treasure: see below SA Nil
SD Nil THAC020 XP45

These goblins are what are left of the Bloody Eye clan. They flocked to Grint’s banner after they’re own people were wiped out. They have coated their weapons with the venom of large spiders, so they do additional 1-2 damage over 1 turn. They have 15 Gp, 22 Sp, and a potion of delusion.


(4) South Passage: This passage leads south 30’ and branches SE and SW.

(5) South East Passage: This passage heads south east for 30’ then it turns south.

(6) South Passage (A): This passage leads south for 30 feet then turns east 20’ to an iron bound oak door. It also leads south another 40’ to an iron bound oak door.

(7)East Door: This passage leads to the east. This passage is 10’ wide and 12’ tall. It ends 20’ away at an iron bound oak door. The smell of mildew is heavy here.

This room is home to:

Huge Spiders (4) AC6 HP: 15,11,10,12 #ATT 1 DMG 1-6+ Poison Treasure: Nil
SA Poison SD Nil THAC017 XP270

Their poison is still not extremely deadly (+1 on save 1-4 dmg over 1 turn).


(8)South Door (B): This passage leads to the east. This passage is 10’ wide and 12’ tall. It ends 40’ away at an iron bound oak door. The smell of dust and decay is heavy here.

This room is home to:

Large Spiders (5) AC8 HP 6, 8,4,6,9 #ATT 1 DMG 1-2 + Poison Treasure: Nil SA Poison SD Nil THAC0 20 XP125

Their poison is relatively weak (+2 to saves 1-2 dmg over 1 turn).


(9)South West Passage: This passage heads south west for 40’ then it turns south to an iron bound door.

This room contains:

Poisoned caltrops: Save vs. Dex at ½ or take 1-2 dmg from caltrops and 1-2 dmg from poison over 1 turn.

(10)West Door: This room has an iron bound oak door. It is locked. Inside is Grint and 2 of his most loyal guards.

Goblins (2) AC7 HP 8,9 #ATT 1 Dmg 1-6+ Poison Treasure: see below SA Nil
SD Nil THAC020 XP45

They have coated their weapons with the venom of large spiders, so they do additional 1-2 damage over 1 turn. These goblins use Short bows and poisoned flight arrows.



Grint
3rd Level Half-Orc fighter
St 15 DX 16 CO 16 IN 14 WI 11 CR 9
AC 3 HP 27 #ATT 3/2 Dmg 1-6+2
SA Nil SD Nil XP 450

Grint is an overly intelligent specimen of his mongrel race. He is a small time bandit and hi-way man. He has gained the allegiance of the Bloody Eye clan of goblins through his innate ability to not get caught in his crimes. He was lucky enough (Or unlucky enough as the case may be) to align himself with a raiding party led by a very powerful being in destroying a local temple.

Grint’s treasure consists of 254 GP, 2 Gems worth 50 GP a piece, a potion of treasure finding, a hand keg of fine Elvin wine (25 Gp), a lb of fine spices in a sealed bag (125 Gp), a map to the town of Red Nuth (with the Symbol of the rose and the skull) and THE CHAIN OF SIRUD KAI.

Chain of Sirud Kai: This weapon functions as a morning star +2 of Disruption. It may only be handled by persons of good alignment. Any others touching it will take 1d6 electrical damage.

After the Pc’s retrieve the weapon they should immediately take it back to Sammael. The trip home should be uneventful (except maybe a random spider encounter in the forest).When they arrive he will ask them to place it on the altar, as he still sees himself unfit to touch a holy artifact. He will then tell them to try and retrieve the other artifacts, after they rest. The temple is still in shambles, and the High Templar has still not arrived yet if the Pc’s ask.


Total XP for Monsters: 4400 Xp
If Pc’s pick up Lindalla as NPC: 250Xp
If Pc’s role-play this adventure well, Story award: 350 Xp



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