After dealing with the goblin den, Karl leads you uphill a few hundred yards to a narrow defile running along the side of the mountain. The trail he leads you on runs fairly evenly above the river far below, partly underground, partly through deep ravines, and partly across open hillside. At one of the open spots, he pauses to point down at the waterfall below, with the normal portage route visible on the far side of the river. From the far side of the stream and a higher elevation, you have a great view of the portage route as a whole. From the landing below the waterfall, there is a broad path cut into the rock rising in a series of steps to a ledge that runs around the cut of the falls. In places it has been built up to allow passage from one ledge to another, and other parts have been chiseled out to allow easier passage.
With Karl's warnings in your mind, you quickly locate a waft of smoke rising from a small ravine above the waterfall and the portage. You notice it is located above and behind a serious outcropping of rock that protects it from view from the river or the portage. Your position higher up the mountainside and across the river gives you a chance to study the bandits' camp and ambush position. The camp is well-concealed, built from carefully positioned stones covering a brickwork building beneath. From ground level, it would be almost impossible to spot.
Karl points out that the path you are on continues another mile upriver before returning to the water below. There is a lone sentry lying atop a large boulder looking down on the waterfall and the landing below. They don't appear to be paying any attention to traffic coming from upriver. There are no other people visible. Karl suggests that you might be able to continue on to the river, then cross and come at them unaware. He believes there is an old goat trail on the far side of the river that can take you to a small ledge he points out 30 feet above the bandit camp site.
It is possible to skirt the camp and approach it from upriver, avoiding the lookout and taking the building by surprise from the ledge above it. The party would have to make survival checks to locate the goat path, athletics checks to climb its steep slope, and stealth checks to avoid alerting the bandits in the hideaway. With dusk approaching quickly, they could get into position and wait for an opportune moment after dark to attack in order to surprise the bandits in their sleep. They can roll stealth checks with advantage against the passive perception of the bandits. (Tomorrow I'll need to make up a bandit gang, and get some stats for Karl.)
Monday, January 23, 2017
Sunday, January 22, 2017
Goblin Den
Having met with a dwarf barbarian during an encounter with a swarm of goblins, the party is able to relax and enjoy an uninterrupted long rest with Karl Wyrmkill in his lodging. His lodging turns out to be a series of three caverns loosely connected much further up the ridge from the river than you encountered the goblins. There is a small cave entrance leading to a large cavern deeper into the hillside down a long passage. There are several small passages leading away from this cavern. Karl insists that most lead to dead ends, while some have access to a spring. There is a third cavern a few hundred yards away, well concealed from any approach to the main entrance, that is connected to the larger cavern as well. Karl refers to this bolt hole as his back door.
The night passes uneventfully within the large chamber. In the morning, he will offer to escort you overland around a waterfall that lies three hours upriver. He assures you that it is a gentle enough route to allow you to carry your boat with you, and insists that it is better than taking the usual portage around the waterfall. According to Karl, there is a strong bandit presence in that area of the river, and they have many spies informing them of possible targets. They like to stay out of sight, and wait for travelers to make their ascent over the portage, then ambush them on the way back down to the river where they can take them by surprise from caves on the downslope. They kill and ransack as much as possible, then run anything extra over the waterfall in the boats to smash them on the rocks below.
Karl's been watching them, and working out a way to deal with them, but feels the first thing to address are the goblin spies working for them. He asks for your help in attacking their den. The goblins you met at the river were spies that would have betrayed your presence to the bandits upstream, allowing you to fall victim to them during the portage. He claims they all are part of a den of goblins that live two miles up the gorge from where you left the river. He knows a back way into their hideout, and thinks that together you can overwhelm them and destroy their chief. Without a leader, they will scatter into the hills, giving an opening for dealing with the bandits unawares.
On the map accompanying, the main entrance leads into chamber 1, with secondary exits near chambers 5 and 8. Karl leads you to the entrance leading to chamber 10.
Rm 1-2 goblins, R2-Bugbear chief and 2 bugbears, R3-goblin boss and 4 goblins, R4-3 goblins, R5-8 giant rats, R6-2 goblins, R7-1 bugbear, R8-3 goblins and 1 rat swarm.
Chambers 7 and 9 are separated by a large, murky pool filled by greasy water dripping from the ceiling. There are three pools in chamber 9, cutting this section of the den off from the main part. This is how Karl hopes to defeat the goblins, by sneaking up on them from deep within their own den. The rooms are not unguarded. Room 11 has a swarm of bats, with guano covering the floor (DC17 Survival check to equate the guano with a bat cave). Room 10 has 3 giant spiders. Room 9 is the reason the goblins don't fear any approach from that direction. There is a roper in the chamber, along with three piercers, blending in with the stalactites and stalagmites in the cavern. The party can deal with the bats, spiders and roper without arousing any real interest from the goblins since they expect the monsters in room 9 to deal with intruders on a routine basis. It will amuse the goblins. However, the bugbear in room 7 will notice their presence, and unless dealt with quickly following the defeat of the other monsters, will be able to raise an alarm.
The night passes uneventfully within the large chamber. In the morning, he will offer to escort you overland around a waterfall that lies three hours upriver. He assures you that it is a gentle enough route to allow you to carry your boat with you, and insists that it is better than taking the usual portage around the waterfall. According to Karl, there is a strong bandit presence in that area of the river, and they have many spies informing them of possible targets. They like to stay out of sight, and wait for travelers to make their ascent over the portage, then ambush them on the way back down to the river where they can take them by surprise from caves on the downslope. They kill and ransack as much as possible, then run anything extra over the waterfall in the boats to smash them on the rocks below.
Karl's been watching them, and working out a way to deal with them, but feels the first thing to address are the goblin spies working for them. He asks for your help in attacking their den. The goblins you met at the river were spies that would have betrayed your presence to the bandits upstream, allowing you to fall victim to them during the portage. He claims they all are part of a den of goblins that live two miles up the gorge from where you left the river. He knows a back way into their hideout, and thinks that together you can overwhelm them and destroy their chief. Without a leader, they will scatter into the hills, giving an opening for dealing with the bandits unawares.
On the map accompanying, the main entrance leads into chamber 1, with secondary exits near chambers 5 and 8. Karl leads you to the entrance leading to chamber 10.
Rm 1-2 goblins, R2-Bugbear chief and 2 bugbears, R3-goblin boss and 4 goblins, R4-3 goblins, R5-8 giant rats, R6-2 goblins, R7-1 bugbear, R8-3 goblins and 1 rat swarm.
Chambers 7 and 9 are separated by a large, murky pool filled by greasy water dripping from the ceiling. There are three pools in chamber 9, cutting this section of the den off from the main part. This is how Karl hopes to defeat the goblins, by sneaking up on them from deep within their own den. The rooms are not unguarded. Room 11 has a swarm of bats, with guano covering the floor (DC17 Survival check to equate the guano with a bat cave). Room 10 has 3 giant spiders. Room 9 is the reason the goblins don't fear any approach from that direction. There is a roper in the chamber, along with three piercers, blending in with the stalactites and stalagmites in the cavern. The party can deal with the bats, spiders and roper without arousing any real interest from the goblins since they expect the monsters in room 9 to deal with intruders on a routine basis. It will amuse the goblins. However, the bugbear in room 7 will notice their presence, and unless dealt with quickly following the defeat of the other monsters, will be able to raise an alarm.
Saturday, January 21, 2017
Hope Unheralded
Continuing upstream, the recent snow event spurs you to make better time. For the next day, the travel is quick, though the resistance of the current is growing. The walls of the mountains are also closing in tightly until you find yourself straining to move forward through a narrow canyon. Fortunately, the water is fairly high at this time, and you're able to glide above the rocks. Still, the day is much shorter with the steep walls closing in, and there are few places to put in along this stretch of river. You are able to find a stretch of sand along the western shore, and put in for a rest.
Taking advantage of the break to look around, you realize there is a hidden cleft against the cliffside, which stretches back from the river and rises into the hillside. Anyone exploring up the cleft can make a Perception check (DC16) to notice a small cave opening several hundred feet further up the ravine.
Given the approach of night, there is sense in checking out the cave as a potential campsite for the night. It is about 50 feet up the hill from the edge of the river, so it should be safe from any change in water level. The cave is about 20 feet deep and 30 feet wide, with a possible opening in the darkness at the back of the cave. Looking around the outside of the cave entrance shows some signs that a path might have continued up the hillside through the cleft at one time, though it is now overgrown. Survival DC20 can notice the recent passage of a dwarf, that made an effort to cover his tracks.
There are no trees in the area for firewood, but there is a lot of scrub brush around that can be gathered and used for fire. There is not enough to create a roaring blaze, but the party can build a fire in the entrance of the small cave that will give enough heat to drive off the chill of the mountain air in the secluded cleft. Inspection of the back of the cave reveals a narrow passage that seems to weave back into the mountain for 8-10 feet then end. It is very narrow at the back, and appears to go nowhere.
During the night, 4 goblins drop down into the narrow passage from a hole in its roof at the back, and slip out to steal the party's unguarded equipment. Have anyone on watch roll Perception checks against the goblins' Stealth to determine whether they are successful. If the PCs suspect activity from the passage, give them advantage on their Perception roll. The goblins will try to each slip away with a pack, back into the passage.
If the goblins are discovered, one of them will bolt for the passage squealing loudly as the others turn to fight. This will bring six additional goblins on the next turn, with three of them coming down the hill to the cave entrance.
After a few rounds of fighting (have additional goblins enter the battle if the party is killing them too quickly), a terrible howl comes echoing down through the narrow canyon walls. A wild-haired, short figure in hide armor is barreling down the overgrown pathway up past the cave with a large axe held aloft. He will charge into the battle and swing wildly at every goblins within reach. The goblins will shrink back at the sound of his approach, and after he begins attacking must make a morale save to continue fighting. If the raging dwarf kills any of them, they roll the ST with disadvantage.
Once the goblins are driven off, the dwarven barbarian comes out of his rage and introduces himself as Karl Wyrmkill. He invites you to join him further up the hillside in his lodgings, and will offer to guide them overland through the hills past an upcoming waterfall three hours upriver. If they accept his assistance, he will also provide them with a +1 shield that he has found and has no use for.
Chances are, the party will have encounters with mountain creatures while passing overland - bears, mountain lions, etc. Karl will prove a useful companion in dealing with any difficulty for the next few days as they travel by land.
Taking advantage of the break to look around, you realize there is a hidden cleft against the cliffside, which stretches back from the river and rises into the hillside. Anyone exploring up the cleft can make a Perception check (DC16) to notice a small cave opening several hundred feet further up the ravine.
Given the approach of night, there is sense in checking out the cave as a potential campsite for the night. It is about 50 feet up the hill from the edge of the river, so it should be safe from any change in water level. The cave is about 20 feet deep and 30 feet wide, with a possible opening in the darkness at the back of the cave. Looking around the outside of the cave entrance shows some signs that a path might have continued up the hillside through the cleft at one time, though it is now overgrown. Survival DC20 can notice the recent passage of a dwarf, that made an effort to cover his tracks.
There are no trees in the area for firewood, but there is a lot of scrub brush around that can be gathered and used for fire. There is not enough to create a roaring blaze, but the party can build a fire in the entrance of the small cave that will give enough heat to drive off the chill of the mountain air in the secluded cleft. Inspection of the back of the cave reveals a narrow passage that seems to weave back into the mountain for 8-10 feet then end. It is very narrow at the back, and appears to go nowhere.
During the night, 4 goblins drop down into the narrow passage from a hole in its roof at the back, and slip out to steal the party's unguarded equipment. Have anyone on watch roll Perception checks against the goblins' Stealth to determine whether they are successful. If the PCs suspect activity from the passage, give them advantage on their Perception roll. The goblins will try to each slip away with a pack, back into the passage.
If the goblins are discovered, one of them will bolt for the passage squealing loudly as the others turn to fight. This will bring six additional goblins on the next turn, with three of them coming down the hill to the cave entrance.
After a few rounds of fighting (have additional goblins enter the battle if the party is killing them too quickly), a terrible howl comes echoing down through the narrow canyon walls. A wild-haired, short figure in hide armor is barreling down the overgrown pathway up past the cave with a large axe held aloft. He will charge into the battle and swing wildly at every goblins within reach. The goblins will shrink back at the sound of his approach, and after he begins attacking must make a morale save to continue fighting. If the raging dwarf kills any of them, they roll the ST with disadvantage.
Once the goblins are driven off, the dwarven barbarian comes out of his rage and introduces himself as Karl Wyrmkill. He invites you to join him further up the hillside in his lodgings, and will offer to guide them overland through the hills past an upcoming waterfall three hours upriver. If they accept his assistance, he will also provide them with a +1 shield that he has found and has no use for.
Chances are, the party will have encounters with mountain creatures while passing overland - bears, mountain lions, etc. Karl will prove a useful companion in dealing with any difficulty for the next few days as they travel by land.
Friday, January 20, 2017
Inspiration
Sometimes, you can find inspiration in the ordinary. I glanced at a wall calendar today, and was struck by the image. It is a picture of the Travertine Terraces in Pamalukke, Turkey. They are formed by the minerals in the hot springs.
This is gold! I just look at it and see potential for encounters. Seeing them in the midst of writing this adventure is perfect. With my story set in the far north around thermal springs... it is a natural fit.
They can work beautifully as stepped frozen terrain, or hot springs. The PCs arrive at the base of the terraced pools with an adversary at a cave entrance near the top or above them. They need to cross the field of pools under duress. They'd have to balance on the edges, or wade through the pools. Water and cold could make the footing more challenging. Some of the pools could be brackish or outright poisoned based on the particular minerals in them.
Another point that could be fun would be to have the minerals fed from underground as well flowing from above. That would mean underground passages, and open the encounter to a number of variables. Aquatic monsters, fragile mineral walls, deep and shallow pools, etc.
This is definitely something I'll develop into part of this adventure, but I'm not sure where to put it yet.
This is gold! I just look at it and see potential for encounters. Seeing them in the midst of writing this adventure is perfect. With my story set in the far north around thermal springs... it is a natural fit.
They can work beautifully as stepped frozen terrain, or hot springs. The PCs arrive at the base of the terraced pools with an adversary at a cave entrance near the top or above them. They need to cross the field of pools under duress. They'd have to balance on the edges, or wade through the pools. Water and cold could make the footing more challenging. Some of the pools could be brackish or outright poisoned based on the particular minerals in them.
Another point that could be fun would be to have the minerals fed from underground as well flowing from above. That would mean underground passages, and open the encounter to a number of variables. Aquatic monsters, fragile mineral walls, deep and shallow pools, etc.
This is definitely something I'll develop into part of this adventure, but I'm not sure where to put it yet.
Thursday, January 19, 2017
Stuck in the Snow
The storm raged through most of the night, wind howling as the snow piled up outside the cabin. After the incident with the ice mephits, the party is able to hunker down safely in the building for the remainder of the night. While there isn't a lot of wood, you are able to scrounge enough to keep the fire going until morning.
Stepping outside in the aftermath of the storm, you can see that over a foot of snow has blanketed the world. The river is showing signs of ice forming along the banks, though the force of the current has kept the stream open. Your boat is still tied to the dock, but riding low with all the snow in it, and threatened by the encroaching ice near the shore.
Should anyone decide to look around the building, or make an excursion up the hillside for more firewood, they will find many tracks coming down the mountain and circling around the edge of the cleared land next to the building. Survival DC15 to recognize the tracks as belonging to a pack of wolves, at least 6, with one noticeably larger than the others. It appears they lead back up the hill toward a line of trees higher on the ridge overlooking the way station. No one can recall hearing any howls during the night, but the wind from the storm covered any other noises. Perception DC20 to notice two sets of tracks leading upriver 100 feet back from the shore.
There are 5 wolves and a winter wolf that were shadowing the party during the night. They have sent two of the wolves upriver while the others withdrew. They will wait for the party to busy themselves with clearing their boat, then ambush them. When they do, the five will surround the party and close on them while the winter wolf holds back. They will try to attack when someone is isolated or separated from the others, and target them. The winter wolf will try to use its breath weapon on as many as it can at one time.
Stepping outside in the aftermath of the storm, you can see that over a foot of snow has blanketed the world. The river is showing signs of ice forming along the banks, though the force of the current has kept the stream open. Your boat is still tied to the dock, but riding low with all the snow in it, and threatened by the encroaching ice near the shore.
Should anyone decide to look around the building, or make an excursion up the hillside for more firewood, they will find many tracks coming down the mountain and circling around the edge of the cleared land next to the building. Survival DC15 to recognize the tracks as belonging to a pack of wolves, at least 6, with one noticeably larger than the others. It appears they lead back up the hill toward a line of trees higher on the ridge overlooking the way station. No one can recall hearing any howls during the night, but the wind from the storm covered any other noises. Perception DC20 to notice two sets of tracks leading upriver 100 feet back from the shore.
There are 5 wolves and a winter wolf that were shadowing the party during the night. They have sent two of the wolves upriver while the others withdrew. They will wait for the party to busy themselves with clearing their boat, then ambush them. When they do, the five will surround the party and close on them while the winter wolf holds back. They will try to attack when someone is isolated or separated from the others, and target them. The winter wolf will try to use its breath weapon on as many as it can at one time.
Wednesday, January 18, 2017
Stormy Weather
Harried by bandits for the first hundred miles upstream, the party sees relief with the river turning to run from the north. The trade off is a more difficult river to navigate. The walls have closed in on either side of the river, pinching it to a narrow channel running fast and deep. Starting north, the trees thin as the ground becomes rockier and less fertile. The steep mountainsides tower over the water. It is still possible to travel upstream by boat, but this is as far as any larger river boats can travel. The currents and waterfalls of the upper stream require travel by smaller craft that can be portaged around the worst areas. You are slightly surprised to notice a sizable dock jutting out of the eastern bank with a good sized, low wooden structure built next to it, but a successful History DC16 check let you understand this is the turning point for bigger boats, and a spot for offloading into small boats.
There is no sign of smoke or movement to indicate anyone is at the dock. Pulling in, there are no boats present, and it doesn't look like any have been in some time. Given the onset of winter, this isn't very surprising. It does look like there might be some supplies around.
If the party decides to rummage for supplies, they can find enough dry rations for three days journey. There are also 3 lengths of rope, 10 feet of chain, a block and tackle, 10 pitons, and 2 hooded lanterns with 5 flasks of oil. Perception DC20 will let someone find a wooden box tucked behind a loose board in the wall. The box is 12 inches long, 6 inches wide and 6 inches deep. Inside it there is a fishing net and a spyglass. Arcana DC15 will perceive a magical aura to the box [the box is a folding boat, with 3 command words - one to open the boat, one to open a larger ship, and one to close it back into the box].
While the party is looking through the cabin for supplies, the weather begins to deteriorate. The sky is rapidly blackening and the wind begins to howl. There is a small lodging attached to the main building where they could hold up for the storm if they wish to. The two rooms share a fireplace, although the woodpile next to the building is almost exhausted. There are about two hours before the storm opens in full force. There is time to scavenge wood from further up the hillside.
During the height of the storm, a DC12 Perception roll will notice the chattering cackle of voices on the wind. Looking outside, the players will notice 5 imp-like creatures about 100 feet upriver and inland from the cabin. They are white, and appear to be made of the snow they are cavorting in. They seem very excited, and are actively enjoying the wildness of the storm. They are ice mephits.
Roll contesting perception checks to see whether they notice the PCs. Once they do, they will swoop forward to attack.
There is no sign of smoke or movement to indicate anyone is at the dock. Pulling in, there are no boats present, and it doesn't look like any have been in some time. Given the onset of winter, this isn't very surprising. It does look like there might be some supplies around.
If the party decides to rummage for supplies, they can find enough dry rations for three days journey. There are also 3 lengths of rope, 10 feet of chain, a block and tackle, 10 pitons, and 2 hooded lanterns with 5 flasks of oil. Perception DC20 will let someone find a wooden box tucked behind a loose board in the wall. The box is 12 inches long, 6 inches wide and 6 inches deep. Inside it there is a fishing net and a spyglass. Arcana DC15 will perceive a magical aura to the box [the box is a folding boat, with 3 command words - one to open the boat, one to open a larger ship, and one to close it back into the box].
While the party is looking through the cabin for supplies, the weather begins to deteriorate. The sky is rapidly blackening and the wind begins to howl. There is a small lodging attached to the main building where they could hold up for the storm if they wish to. The two rooms share a fireplace, although the woodpile next to the building is almost exhausted. There are about two hours before the storm opens in full force. There is time to scavenge wood from further up the hillside.
During the height of the storm, a DC12 Perception roll will notice the chattering cackle of voices on the wind. Looking outside, the players will notice 5 imp-like creatures about 100 feet upriver and inland from the cabin. They are white, and appear to be made of the snow they are cavorting in. They seem very excited, and are actively enjoying the wildness of the storm. They are ice mephits.
Roll contesting perception checks to see whether they notice the PCs. Once they do, they will swoop forward to attack.
Tuesday, January 17, 2017
Follow the Smoke
Yesterday I left off considering how to diversify an adventure path. Honestly, I think that once you have the encounter set up, finding a way to incorporate it is easy enough. If you're ready to play something, play it. The key is setting something up to play. Or, more importantly, setting something up to play that fits into the adventure. That is the part that can be tricky. There are many reasons for the party to leave the river and work up into the hills surrounding them, as long as you know what they'll find there.
For this adventure, the assumption was that the party started at first level. By now, they've encountered two bands of kobolds, and several small groups of bandits. They are sure to be level two by now, likely close to level three or just past it. I think they can handle some decent monsters in limited numbers - bears, orcs, goblins, bugbears, hobgoblins, maybe an owlbear or an ogre. There is reason to keep the difficulty manageable, using different options for variety. Until they hit fourth level, there is still a real tipping point for success or failure within any encounter. I like keeping the big opponents available for "boss fights."
As far as moving the party away from the river, the best option is probably the weather. It doesn't matter which season it is - the river will flood in spring, a blizzard in winter or hurricane in summer or fall would drive them to seek shelter in the caves on the hillside.
The other benefit of weather related issues is that it can draw out monsters to fit the moment. The giants might come out in the storms, lizard men might come out for the flooding, wolves will love the snow, and anyone else caught in the weather will be looking to take advantage of the same cave for shelter.
For this adventure, the assumption was that the party started at first level. By now, they've encountered two bands of kobolds, and several small groups of bandits. They are sure to be level two by now, likely close to level three or just past it. I think they can handle some decent monsters in limited numbers - bears, orcs, goblins, bugbears, hobgoblins, maybe an owlbear or an ogre. There is reason to keep the difficulty manageable, using different options for variety. Until they hit fourth level, there is still a real tipping point for success or failure within any encounter. I like keeping the big opponents available for "boss fights."
As far as moving the party away from the river, the best option is probably the weather. It doesn't matter which season it is - the river will flood in spring, a blizzard in winter or hurricane in summer or fall would drive them to seek shelter in the caves on the hillside.
The other benefit of weather related issues is that it can draw out monsters to fit the moment. The giants might come out in the storms, lizard men might come out for the flooding, wolves will love the snow, and anyone else caught in the weather will be looking to take advantage of the same cave for shelter.
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