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Wreck Ashore
<blockquote>Each of you has left your hometown in search of challenge and adventure. With nothing more than what you can carry, your feet have taken you far. You've met many people along the way, and have found friendship with those beside you on the coastal road. As though fated, you all agree to seek adventure together.
 
Thin lines of smoke on the horizon tell of a town in the near distance. Once the town's walls are visible, the smells of cook-fires and sounds of commerce reach out to you with eagerness.</blockquote>
 
== Background ==
 
* Pirates kidnapped the lighthouse keeper and their family
* Pirates have a camp with a fake lighthouse to lure ships in
 
=== Public Background Info ===
Any of the townsfolk can tell the adventurers:
 
* Three expected ships travelling from around the other side of the peninsula haven't arrived
* Lizardfolk attacks have increased recently
* Most people can draw a rough map, but there's not much to it.
 
== Hooks ==
One of these might get them to do the adventure
 
# Rennard Smithson will mention they should go see the Mayor. The Mayor was just discussing sending out a call for help to investigate what's happening. Rennard will see the adventurers entering town (he's on duty).
# The Mayor will tell them there's ships missing and to go investigate.
# While the adventurers are in town, a disoriented crewman will enter the town, brought in by Aeriel the Druid. He won't be much help, but Aeriel will say she found him wandering the peninsula and almost fell in a solution hole with alligators.
 
== People ==
 
* It's likely the Captain of the Guard is the first person they meet.
* Pretty much anyone can tell them of the events taking place (see above)
* If the adventurers seem uninterested in the missing ships, the Mayor will approach and offer a reward
* If they want to cross the peninsula on foot, they can hire a guide of some sort
 
=== Captain of the Guard — Rennard Smithson ===
'''4th Level Human Warrior'''
 
=== Mayor — Dom Pronnegan ===
'''4th Level Human Noble'''
 
If the adventurers are uninterested in the missing ships, Mayor Dom Pronnegan will approach and offer them a 50gp reward each, and they can keep whatever treasure they find.
 
He will mention the lighthouse on the far side of the peninsula and the Kojar family there. Maybe something has gone wrong?
 
=== Local Guide — Kath Pronnegan ===
Kath is a '''1st Level Human Expert''' who Mayor Pronnegan can suggest the adventurers utilise to investigate the swamp.
 
=== Druid — Aeriel ===
She's a '''1st Level Elven Druid''' who patrols and looks after the swamp. The adventurers may find her in the town market selling some goods. Townsfolk are a little wary of her, but they tolerate her presence. Since the lizardfolk attacks have increased, the townsfolk have begun mumbling under their breath about what influence she might have.
 
If the adventurers want, she will guide them through the swamp at the cost of an equal share of any treasure found, same as each adventurer gets.
 
She will mention it is dry season, so the peninsula won't be too difficult for them to cross/investigate.
 
She will also mention the lizardfolk are varied, and there's a few tribes.
 
=== Ranger — Red Smithson ===
'''1st Level Human Ranger (bow)'''
 
She is Rennard Smithson's daughter, and quite skilled at tracking prey through the swamp, which is their hunter job.
 
If the adventurers want, she will guide them through the swamp at the cost of an equal share of any treasure found, same as each adventurer gets.
 
=== Lighthouse — Kojar Family ===
 
* Mirval Kojar — '''4th Level Human Expert'''
* Stenna Kojar — '''5th Level Human Commoner'''
* Mirval Kojar Junior — '''2nd Level Human Commoner'''
* Kolin Kojar — '''2nd Level Human Commoner'''
 
== Travelling Overland ==
If the adventurers travel overland with or without a guide, non-standard Marsh travelling rules take place.
 
Dungeon Masters Guide, page 88.
 
It's dry season so there are occasional solution holes which the alligators dig to hold water. Otherwise there's hummocks everywhere with thick trees.
 
'''20 hours''' to get to the Lighthouse, which is 2.5 days of overland travel (8 hours a day). Movement speed is unaffected due to the presence of plenty of game trails. Everything off the trail is x3/4 movement while overland.
 
Adventurers can Force March extra hours:
 
* Constitution Check of 10 + (2 per extra hour); or
* Suffer 1d6 non-lethal damage
* Non-Lethal damage and become fatigued
** No run or charge
** -2 to strength and dexterity checks
 
Everyone says taking mounts into the peninsula isn't a good idea. They get eaten by the panthers at night.
 
'''Every Hour:'''
 
# If players have a Map: Survival Check DC 6, no map DC 10 (Knowledge(Geography) or Knowledge(Local) gets a +2)
#* If they are now lost:
#*# Randomly choose direction of travel every single hour
#*# Every hour, everyone gets a check to tell they're lost (Survival Check DC 20 -1 per hour of being lost)
#*## If they detect they're lost, Survival Check DC 15 +2 per hour of being lost, to find the right way
#*## If check fails, random direction, but whatever outcome, they're in a straight line now until they get lost again or it becomes obvious
#* ''Find The Path'' spell.
# Every hour of travel the landscape feature is determined
 
=== Random Feature Table ===
{| class="wikitable"
|+
!d%
!Feature
!Details
|-
|31-100
|nothing of note
|roll encounter 8% chance
|-
|1-10
|hummock
|size 200ft + 1d6 100 ft wide, thick trees, roll encounter
|-
|11-30
|solution hole
|15ft + 1d10ft wide, deep, roll encounter
|}
 
=== Random Encounter Table ===
Spotting distance is 6x6d10 feet (36ft - 360ft). Spot check is done for everyone every round. Roll random d8 to determine encounter travelling direction (unless hummock or solution hole). Roll d4 to determine starting position relative (North, East, South, or West). For every standard movement or 1/2 of movement of undergrowth:
 
* Spot check for everyone against DC of distance remaining:
 
{| class="wikitable"
|+
!Distance
!Spot DC
!Distance
!Spot DC
!Distance
!Spot DC
!Distance
!Spot DC
!Distance
!Spot DC
!Distance
!Spot DC
|-
|360ft
|46
|290ft
|39
|220ft
|32
|150ft
|25
|80ft
|18
|10ft
|11
|-
|350ft
|45
|280ft
|38
|210ft
|31
|140ft
|24
|70ft
|17
|
|
|-
|340ft
|44
|270ft
|37
|200ft
|30
|130ft
|23
|60ft
|16
|
|
|-
|330ft
|43
|260ft
|36
|190ft
|29
|120ft
|22
|50ft
|15
|
|
|-
|320ft
|42
|250ft
|35
|180ft
|28
|110ft
|21
|40ft
|14
|
|
|-
|310ft
|41
|240ft
|34
|170ft
|27
|100ft
|20
|30ft
|13
|
|
|-
|300ft
|40
|230ft
|33
|160ft
|26
|90ft
|19
|20ft
|12
|
|
|}
On the trail is x1 movement. Off the trail is undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it  concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way.
{| class="wikitable"
|+
!d%
!Encounter
!CR
!Details
!Stats Block
|-
|69-72
|Rat
|1/8
|1d4 creatures
|'''HD:''' 1/4 d8, '''Init:''' +2, '''Speed:''' 15ft, climb 15ft, swim 15ft, '''AC:''' 14, '''BAB/Grapple:''' 0/-12, '''Attack:''' bite +4 (1d3-4), low-light vision, scent, '''Fort:''' +2, '''Ref:''' +4, '''Will:''' +2, '''Str:''' 2, '''Dex:''' 15, '''Con:''' 10, '''Int:''' 2, '''Wis:''' 12, '''Cha:''' 2, '''Balance:''' +10, '''Climb:''' +12, '''Hide:''' +16, '''Move Silently:''' +12, '''Swim:''' +10
|-
|73-76
|Tiny viper snake
|1/3
|DC 21 to spot, within 5ft it strikes
|'''HD:''' 1/4 d8, '''Init:''' +7, '''Speed:''' 15ft, climb 15ft, swim 15ft, '''AC:''' 17, touch 15, flat-footed 14, '''BAB/Grapple:''' 0/-11, '''Attack:''' bite +5 (1 plus poison), poison, scent, '''Fort:''' +2, '''Ref:''' +5, '''Will:''' +1, '''Str:''' 4, '''Dex:''' 17, '''Con:''' 11, '''Int:''' 1, '''Wis:''' 12, '''Cha:''' 2, '''Balance:''' +11, '''Climb:''' +11, '''Hide:''' +15, '''Listen:''' +6,  '''Spot:''' +6, '''Swim:''' +5
'''Poison:''' initial and secondary damage 1d6 CON, Fort Save DC 10 both times (1 minute later)
|-
|77-80
|Dire Rat
|1/3
|1 creatures
|'''HD:''' 1d8+1, '''Init:''' +3, '''Speed:''' 40ft, climb 20ft, swim 20ft, '''AC:''' 15, touch 14, flat-footed 12, '''BAB/Grapple:''' 0/-4, '''Attack:''' bite +4 (1d4 plus disease), disease, low-light vision, scent, '''Fort:''' +3, '''Ref:''' +5, '''Will:''' +3, '''Str:''' 10, '''Dex:''' 17, '''Con:''' 12, '''Int:''' 1, '''Wis:''' 12, '''Cha:''' 4, '''Climb:''' +11, '''Hide:''' +8, '''Listen:''' +4, '''Move Silently:''' +4  '''Spot:''' +4, '''Swim:''' +11
'''Disease''': Filth Fever, Fort Save DC 12, incubation 1d3 days, damage 1d3 DEX and 1d3 CON; 2 consecutive saving throws and cured, if Heal Check from someone else is higher, use it (must have been resting the previous 8 hours). Recovery is 1 point per day, even while disease is in progress.
|-
|81-84
|Human warrior skeleton
|1/3
|1 creatures
|'''HD:''' 1d12, '''Init:''' +5, '''Speed:''' 30ft, '''AC:''' 15, touch 11, flat-footed 14, '''BAB/Grapple:''' 0/+1, '''Attack:''' sword +1 (1d6+1/18-20), claw +1 (1d4+1), damage reduction 5/bludgeoning, darkvision 60ft, immunity to cold, undead traits, '''Fort:''' +0, '''Ref:''' +1, '''Will:''' +2, '''Str:''' 13, '''Dex:''' 13, '''Con:''' -, '''Int:''' -, '''Wis:''' 10, '''Cha:''' 1
|-
|85-88
|Small viper snake
|1/2
|1 creature, DC 21 to spot, within 5ft it strikes
|'''HD:''' 1d8, '''Init:''' +7, '''Speed:''' 20ft, climb 20ft, swim 20ft, '''AC:''' 17, touch 14, flat-footed 14, '''BAB/Grapple:''' 0/-6, '''Attack:''' bite +4 (1d2-2 plus poison), poison, scent, '''Fort:''' +2, '''Ref:''' +5, '''Will:''' +1, '''Str:''' 6, '''Dex:''' 17, '''Con:''' 11, '''Int:''' 1, '''Wis:''' 12, '''Cha:''' 2, '''Balance:''' +11, '''Climb:''' +11, '''Hide:''' +11, '''Listen:''' +7,  '''Spot:''' +7, '''Swim:''' +6
'''Poison:''' initial and secondary damage 1d6 CON, Fort Save DC 10 both times (1 minute later)
|-
|89-92
|Tiny animated object
|1/2
|1 creatures
|'''HD:''' 1/2 d10, '''Init:''' +2, '''Speed:''' 40ft, 50ft with legs, '''AC:''' 14, touch 14, flat-footed 12, '''BAB/Grapple:''' 0/-9, '''Attack:''' slam +1 (1d3-1), darkvision 60ft, low-light vision, '''Fort:''' +0, '''Ref:''' +2, '''Will:''' -5, '''Str:''' 8, '''Dex:''' 14 '''Con:''' -, '''Int:''' -, '''Wis:''' 1, '''Cha:''' 1,
Wallet, Tiny Wooden Figure, Shoe
|-
|93-96
|Human commoner zombie
|1/2
|1 creatures
|'''HD:''' 2d12+3, '''Init:''' -1, '''Speed:''' 30ft, can't run, '''AC:''' 11, touch 9, flat-footed 11, '''BAB/Grapple:''' +1/+2, '''Attack:''' slam +2 (1d6+1), club +2 (1d6+1), single actions only, damage reduction 5/slashing, darkvision 60ft, undead traits, '''Fort:''' +0, '''Ref:''' -1, '''Will:''' +3, '''Str:''' 12, '''Dex:''' 8, '''Con:''' -, '''Int:''' -, '''Wis:''' 10, '''Cha:''' 1
|-
|97-100
|Stirge
|1/2
|1 creatures
|'''HD:''' 1d10, '''Init:''' +4, '''Speed:''' 10ft, fly 40ft, '''AC:''' 16, touch 16, flat-footed 12, 12 when attached, '''BAB/Grapple:''' +1/-11 but +1 grapple when attached, '''Attack:''' touch +7 (becomes attached), attach, blood drain, darkvision 60ft, low-light vision, '''Fort:''' +2, '''Ref:''' +6, '''Will:''' +1, '''Str:''' 3, '''Dex:''' 19, '''Con:''' 10, '''Int:''' 1, '''Wis:''' 12, '''Cha:''' 6, '''Hide:''' +14, '''Listen:''' +4, '''Spot:''' +4
<blockquote>This nasty-looking creature seems to be a cross between a bat and a giant mosquito. It has membranous bat wings, a short furry body, eight jointed legs that end in sharp pincers, and a needlelike proboscis.</blockquote>When Attached deals 1d4 CON damage on start of round while attached. After 4 points of damage it flies away to digest.
 
'''Grapple Rules:''' Every attack provokes Attack of Opportunity, Touch Attack (AC of touch), Opposed Grapple Checks (BAB + STR + Size Mod below).
 
Attacking Stirge while attached is a -4 to player. Opposed Grapple Check more likely to succeed. If the player moves, other players get Attack of Opportunity against the attached stirge.
 
Special Size Modifier: The special size modifier for a grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16.
|-
|1-60
|Lizardfolk
|1
|1 creature
|'''HD:''' 2d8+2, '''Init:''' +0, '''Speed:''' 30ft, '''AC:''' 15, touch 10, flat-footed 15, '''BAB/Grapple:''' +1/+2, '''Attack:''' claw +2 (1d4+1), club +2 (1d6), javelin +1 ranged (1d6+1), hold breath, '''Fort:''' +1, '''Ref:''' +3, '''Will:''' +0, '''Str:''' 13, '''Dex:''' 10 '''Con:''' 13, '''Int:''' 9, '''Wis:''' 10, '''Cha:''' 10, '''Balance:''' +4, '''Jump:''' +5, '''Swim:''' +2
'''Treasure:''' 50% coins; 50% goods; 50% items
|-
|61-62
|Medium viper snake
|1
|1 creature, DC 21 to spot, within 5ft it strikes
|'''HD:''' 2d8, '''Init:''' +7, '''Speed:''' 20ft, climb 20ft, swim 20ft, '''AC:''' 16, touch 13, flat-footed 13, '''BAB/Grapple:''' +1/0, '''Attack:''' bite +4 (1d4-1 plus poison), poison, scent, '''Fort:''' +3, '''Ref:''' +6, '''Will:''' +1, '''Str:''' 8, '''Dex:''' 17, '''Con:''' 11, '''Int:''' 1, '''Wis:''' 12, '''Cha:''' 2, '''Balance:''' +11, '''Climb:''' +11, '''Hide:''' +12, '''Listen:''' +5,  '''Spot:''' +5, '''Swim:''' +7
'''Poison:''' initial and secondary damage 1d6 CON, Fort Save DC 11 both times (1 minute later)
|-
|63-64
|Small animated object
|1
|1 creature
|'''HD:''' 1d10+10, '''Init:''' +1, '''Speed:''' 30ft, 40ft with legs, rope climb 15ft, '''AC:''' 14, touch 12, flat-footed 13, '''BAB/Grapple:''' 0/-4, '''Attack:''' slam +1 (1d4), darkvision 60ft, low-light vision, '''Fort:''' +0, '''Ref:''' +1, '''Will:''' -5, '''Str:''' 10, '''Dex:''' 12 '''Con:''' -, '''Int:''' -, '''Wis:''' 1, '''Cha:''' 1,
Step stool, boots, rope
|-
|65-66
|Ghoul
|1
|1 creature
|'''HD:''' 2d12, '''Init:''' +2, '''Speed:''' 30ft, '''AC:''' 14, touch 12, flat-footed 12, '''BAB/Grapple:''' +1/+2, '''Attack:''' bite +2 (1d6+1 plus paralysis) '''Full Attack''': as attack + 2xclaws +0 (1d3 plus paralysis) '''Special attack:''' Ghoul Fever, darkvision 60ft, undead traits, +2 turn resistance, '''Fort:''' +0, '''Ref:''' +2, '''Will:''' +5, '''Str:''' 13, '''Dex:''' 15 '''Con:''' -, '''Int:''' 13, '''Wis:''' 14, '''Cha:''' 12, '''Balance:''' +6, '''Climb:''' +5, '''Hide:''' +6, '''Jump:''' +5, '''Balance:''' +7, '''Climb:''' +9, '''Hide:''' +8, '''Move Silently:''' +6, '''Spot:''' +7
'''Ghoul Fever:''' Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex
'''Paralysis:''' Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.
|-
|67-68
|Homonculus
|1
|1 creature
|'''HD:''' 2d10, '''Init:''' +2, '''Speed:''' 20ft, fly 50ft, '''AC:''' 14, touch 14, flat-footed 12, '''BAB/Grapple:''' +1/-8, '''Attack:''' bite +2 (1d4-1 plus poison)  darkvision 60ft, construct traits, low-light vision, '''Fort:''' +0, '''Ref:''' +4, '''Will:''' +1, '''Str:''' 8, '''Dex:''' 15 '''Con:''' -, '''Int:''' 10, '''Wis:''' 12, '''Cha:''' 7, '''Hide:''' +14, '''Listen:''' +4, '''Spot:''' +4
<blockquote>This creature has a vaguely humanoid form. It stands about 18 inches tall and has wings spanning about 2 feet. Its skin looks rough and warty, and it has a mouth full of needlelike teeth.</blockquote>'''Poison:''' Injury, Fortitude DC 13, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes.
|}
 
== Travelling by Sea ==
The adventurers can take a small coastal ship 'owned' by the town. It doesn't cost any money.
 
Will take them 2 days to sail around the peninsula. Nothing significant happens aboard the boat.
 
== The far side of the Peninsula ==
The lighthouse is about 200 yards away from the lighthouse, or 600ft.
 
The camp and lighthouse are protected from the swamp by sand dunes, creating a natural barrier between the swamp and the ocean.
 
The lighthouse is built on a promontory.
 
=== Arriving from Overland ===
The players won't see the camp or top of the lighthouse until they ascend the sand dunes at the edge of the swamp.
 
=== Arriving from Sea ===
The players can see the pirate camp and lighthouse easy enough, but the ship can't come into shore because of the reef. They can swim (dangerous) or take a small boat around the reef a few miles to either side of the camp & lighthouse, but will need to hike in. The pirates will be aware of them if they come that way.
 
=== Mandatory Encounters ===
Both of the following encounters will happen once the players arrive within 1 day's travel of the lighthouse and pirate camp.
 
==== Pirate Patrols ====
The pirates regularly have 2-person patrols out.
 
Male or female human warrior 1; CR 1/2; Medium humanoid; '''HD''' 1d8+1; hp 5; '''Init''' +2; '''Spd''' 30 ft.; '''AC''' 12, touch 12, flat-footed 10; '''Base Atk''' +1; '''Grp''' +3; '''Atk''' +5 melee (1d6+3/18–20, masterwork cutlass) or +4 ranged (1d8/19–20, masterwork light crossbow); '''Full Atk''' +5 melee (1d6+3/18–20, masterwork cutlass) or +4 ranged (1d8/19–20, masterwork light crossbow); AL LE; SV '''Fort''' +3, '''Ref''' +2, '''Will''' +1; '''Str''' 15, '''Dex''' 14, '''Con''' 13, '''Int''' 10, '''Wis''' 12, '''Cha''' 8.
 
Skills and Feats: '''Intimidate''' +3, '''Profession (sailor)''' +3, '''Swim''' +6; Dodge, Weapon Focus (cutlass).Possessions: Masterwork cutlass (treat as a scimitar), masterwork light crossbow, 20 bolts, potion of cure light wounds, potion of mage armor, potion of jump, potion of endure elements, explorer’s outfit, 38 gp.
{| class="wikitable"
|+
!Potion
!GP
!Effect
|-
|Potion of Cure Light Wounds
|50gp
|Instantaneous, cures 1d8+1 (Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.)
|-
|Potion of Mage Armor
|50gp
|1 hour, +4 AC Bonus
|-
|Potion of Jump
|50gp
|1 min, +10 to jump checks
|-
|Potion of Endure Elements
|50gp
|24 hours, no harm from environment
|}
They take cover on opposite sides and shoot their crossbows. They shoot for 2-3 rounds, or until melee range. Then they run off in opposite directions. They don't like a fair fight, and are generally cowardly. They will surrender if cornered or caught etc.
 
Intimidating the pirates against their 120+1 (wisdom), will have the pirate reveal all information.
 
If the pirates aren't caught they will return to the camp overland at x3/4 speed, so may not beat the players back to camp.
 
==== Local Kobolds ====
A local tribe of Lizardfolk, who are friendly and got along with the lighthouse keeper and family, also keep watch on the happenings. They don't trust the pirates.
 
Encounter table above has stats.
 
She will throw a spear in the sand in front of the lead adventurer and demand they halt. If the players do, they'll demand to know what they're doing in the area (in common). If the players don't engage she will run off and swim away.
 
If the engage:
 
* The lighthouse keeper and his family haven't been seen for six weeks
* She can provide a general layout map of the pirate camp
 
They can try diplomacy to get help from the kobold to help
{| class="wikitable"
|+
!Initial Attitude
!DC to make Hostile
!DC to make Unfriendly
!DC to make Indifferent
!DC to make Friendly
!DC to make Helpful
|-
|Hostile (they players did combat)
|Less than 20
|20
|25
|35
|50
|-
|Unfriendly (the players captured but didn't harm)
|Less than 5
|5
|15
|25
|40
|-
|Indifferent (players didn't fight but have been rude or indifferent themselves)
| -
|Less than 1
|1
|15
|30
|-
|Friendly (if the players have been polite and helpful)
| -
| -
|Less than 1
|1
|20
|-
|Helpful isn't not possible
| -
| -
| -
|Less than 1
|1
|}
If they get her to "Helpful" she will help them fight the pirates
 
If they get her to "Friendly" she will guide them etc
 
If the players tell her they've already met the pirates and some escaped, she can contact the rest of the tribe and they will stop the pirates from getting back to the camp.
 
== Lighthouse ==
There's nothing here. All the stuff is smashed and everything of value has been taken.
 
== Pirate Camp ==
The pirate camp may be alerted if:
 
* The pirates from the mandatory encounter got away and:
** The players arrived by the sea (so the patrol was close to the pirate camp)
** It will take the pirates until nightfall to return to camp
 
An alerted camp has extra guards out instead of them mucking about (extra spot/listen checks). After 1 day, the pirate captain will set out with four men to find the players.
 
The Pirate Camp is too dangerous and will probably result in player death. They have options:
{| class="wikitable"
|+
!Option
!Description
|-
|Get Help from Seawell
|The PCs can go back to Seawell, explain that pirates are camped on the beach, and recruit some help. They should be able to get enough militia people together to help them defeat the pirates, especially if they have watched long enough to know their enemies’ true strength. If the PCs were spotted, however, the pirates are ready for trouble.
|-
|Divide and Conquer
|The characters may choose to wear down the pirates by taking out small groups of them and then retreating to rest. The party has ample opportunity to make such attacks as the pirates go about their daily business. But if they allow any pirate they have attacked to escape, the pirates will be on their guard.
|-
|Get Help from the Lizardfolk
|To make this option work, the characters must already have befriended the lizardfolk scout. In that case, they can raise a large enough force to help them defeat the pirates, as noted above.
|}
 
 
[[Category:Kids]]
[[Category:Kids]]

Latest revision as of 23:56, 30 December 2025

Each of you has left your hometown in search of challenge and adventure. With nothing more than what you can carry, your feet have taken you far. You've met many people along the way, and have found friendship with those beside you on the coastal road. As though fated, you all agree to seek adventure together. Thin lines of smoke on the horizon tell of a town in the near distance. Once the town's walls are visible, the smells of cook-fires and sounds of commerce reach out to you with eagerness.

Background

  • Pirates kidnapped the lighthouse keeper and their family
  • Pirates have a camp with a fake lighthouse to lure ships in

Public Background Info

Any of the townsfolk can tell the adventurers:

  • Three expected ships travelling from around the other side of the peninsula haven't arrived
  • Lizardfolk attacks have increased recently
  • Most people can draw a rough map, but there's not much to it.

Hooks

One of these might get them to do the adventure

  1. Rennard Smithson will mention they should go see the Mayor. The Mayor was just discussing sending out a call for help to investigate what's happening. Rennard will see the adventurers entering town (he's on duty).
  2. The Mayor will tell them there's ships missing and to go investigate.
  3. While the adventurers are in town, a disoriented crewman will enter the town, brought in by Aeriel the Druid. He won't be much help, but Aeriel will say she found him wandering the peninsula and almost fell in a solution hole with alligators.

People

  • It's likely the Captain of the Guard is the first person they meet.
  • Pretty much anyone can tell them of the events taking place (see above)
  • If the adventurers seem uninterested in the missing ships, the Mayor will approach and offer a reward
  • If they want to cross the peninsula on foot, they can hire a guide of some sort

Captain of the Guard — Rennard Smithson

4th Level Human Warrior

Mayor — Dom Pronnegan

4th Level Human Noble

If the adventurers are uninterested in the missing ships, Mayor Dom Pronnegan will approach and offer them a 50gp reward each, and they can keep whatever treasure they find.

He will mention the lighthouse on the far side of the peninsula and the Kojar family there. Maybe something has gone wrong?

Local Guide — Kath Pronnegan

Kath is a 1st Level Human Expert who Mayor Pronnegan can suggest the adventurers utilise to investigate the swamp.

Druid — Aeriel

She's a 1st Level Elven Druid who patrols and looks after the swamp. The adventurers may find her in the town market selling some goods. Townsfolk are a little wary of her, but they tolerate her presence. Since the lizardfolk attacks have increased, the townsfolk have begun mumbling under their breath about what influence she might have.

If the adventurers want, she will guide them through the swamp at the cost of an equal share of any treasure found, same as each adventurer gets.

She will mention it is dry season, so the peninsula won't be too difficult for them to cross/investigate.

She will also mention the lizardfolk are varied, and there's a few tribes.

Ranger — Red Smithson

1st Level Human Ranger (bow)

She is Rennard Smithson's daughter, and quite skilled at tracking prey through the swamp, which is their hunter job.

If the adventurers want, she will guide them through the swamp at the cost of an equal share of any treasure found, same as each adventurer gets.

Lighthouse — Kojar Family

  • Mirval Kojar — 4th Level Human Expert
  • Stenna Kojar — 5th Level Human Commoner
  • Mirval Kojar Junior — 2nd Level Human Commoner
  • Kolin Kojar — 2nd Level Human Commoner

Travelling Overland

If the adventurers travel overland with or without a guide, non-standard Marsh travelling rules take place.

Dungeon Masters Guide, page 88.

It's dry season so there are occasional solution holes which the alligators dig to hold water. Otherwise there's hummocks everywhere with thick trees.

20 hours to get to the Lighthouse, which is 2.5 days of overland travel (8 hours a day). Movement speed is unaffected due to the presence of plenty of game trails. Everything off the trail is x3/4 movement while overland.

Adventurers can Force March extra hours:

  • Constitution Check of 10 + (2 per extra hour); or
  • Suffer 1d6 non-lethal damage
  • Non-Lethal damage and become fatigued
    • No run or charge
    • -2 to strength and dexterity checks

Everyone says taking mounts into the peninsula isn't a good idea. They get eaten by the panthers at night.

Every Hour:

  1. If players have a Map: Survival Check DC 6, no map DC 10 (Knowledge(Geography) or Knowledge(Local) gets a +2)
    • If they are now lost:
      1. Randomly choose direction of travel every single hour
      2. Every hour, everyone gets a check to tell they're lost (Survival Check DC 20 -1 per hour of being lost)
        1. If they detect they're lost, Survival Check DC 15 +2 per hour of being lost, to find the right way
        2. If check fails, random direction, but whatever outcome, they're in a straight line now until they get lost again or it becomes obvious
    • Find The Path spell.
  2. Every hour of travel the landscape feature is determined

Random Feature Table

d% Feature Details
31-100 nothing of note roll encounter 8% chance
1-10 hummock size 200ft + 1d6 100 ft wide, thick trees, roll encounter
11-30 solution hole 15ft + 1d10ft wide, deep, roll encounter

Random Encounter Table

Spotting distance is 6x6d10 feet (36ft - 360ft). Spot check is done for everyone every round. Roll random d8 to determine encounter travelling direction (unless hummock or solution hole). Roll d4 to determine starting position relative (North, East, South, or West). For every standard movement or 1/2 of movement of undergrowth:

  • Spot check for everyone against DC of distance remaining:
Distance Spot DC Distance Spot DC Distance Spot DC Distance Spot DC Distance Spot DC Distance Spot DC
360ft 46 290ft 39 220ft 32 150ft 25 80ft 18 10ft 11
350ft 45 280ft 38 210ft 31 140ft 24 70ft 17
340ft 44 270ft 37 200ft 30 130ft 23 60ft 16
330ft 43 260ft 36 190ft 29 120ft 22 50ft 15
320ft 42 250ft 35 180ft 28 110ft 21 40ft 14
310ft 41 240ft 34 170ft 27 100ft 20 30ft 13
300ft 40 230ft 33 160ft 26 90ft 19 20ft 12

On the trail is x1 movement. Off the trail is undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way.

d% Encounter CR Details Stats Block
69-72 Rat 1/8 1d4 creatures HD: 1/4 d8, Init: +2, Speed: 15ft, climb 15ft, swim 15ft, AC: 14, BAB/Grapple: 0/-12, Attack: bite +4 (1d3-4), low-light vision, scent, Fort: +2, Ref: +4, Will: +2, Str: 2, Dex: 15, Con: 10, Int: 2, Wis: 12, Cha: 2, Balance: +10, Climb: +12, Hide: +16, Move Silently: +12, Swim: +10
73-76 Tiny viper snake 1/3 DC 21 to spot, within 5ft it strikes HD: 1/4 d8, Init: +7, Speed: 15ft, climb 15ft, swim 15ft, AC: 17, touch 15, flat-footed 14, BAB/Grapple: 0/-11, Attack: bite +5 (1 plus poison), poison, scent, Fort: +2, Ref: +5, Will: +1, Str: 4, Dex: 17, Con: 11, Int: 1, Wis: 12, Cha: 2, Balance: +11, Climb: +11, Hide: +15, Listen: +6, Spot: +6, Swim: +5

Poison: initial and secondary damage 1d6 CON, Fort Save DC 10 both times (1 minute later)

77-80 Dire Rat 1/3 1 creatures HD: 1d8+1, Init: +3, Speed: 40ft, climb 20ft, swim 20ft, AC: 15, touch 14, flat-footed 12, BAB/Grapple: 0/-4, Attack: bite +4 (1d4 plus disease), disease, low-light vision, scent, Fort: +3, Ref: +5, Will: +3, Str: 10, Dex: 17, Con: 12, Int: 1, Wis: 12, Cha: 4, Climb: +11, Hide: +8, Listen: +4, Move Silently: +4 Spot: +4, Swim: +11

Disease: Filth Fever, Fort Save DC 12, incubation 1d3 days, damage 1d3 DEX and 1d3 CON; 2 consecutive saving throws and cured, if Heal Check from someone else is higher, use it (must have been resting the previous 8 hours). Recovery is 1 point per day, even while disease is in progress.

81-84 Human warrior skeleton 1/3 1 creatures HD: 1d12, Init: +5, Speed: 30ft, AC: 15, touch 11, flat-footed 14, BAB/Grapple: 0/+1, Attack: sword +1 (1d6+1/18-20), claw +1 (1d4+1), damage reduction 5/bludgeoning, darkvision 60ft, immunity to cold, undead traits, Fort: +0, Ref: +1, Will: +2, Str: 13, Dex: 13, Con: -, Int: -, Wis: 10, Cha: 1
85-88 Small viper snake 1/2 1 creature, DC 21 to spot, within 5ft it strikes HD: 1d8, Init: +7, Speed: 20ft, climb 20ft, swim 20ft, AC: 17, touch 14, flat-footed 14, BAB/Grapple: 0/-6, Attack: bite +4 (1d2-2 plus poison), poison, scent, Fort: +2, Ref: +5, Will: +1, Str: 6, Dex: 17, Con: 11, Int: 1, Wis: 12, Cha: 2, Balance: +11, Climb: +11, Hide: +11, Listen: +7, Spot: +7, Swim: +6

Poison: initial and secondary damage 1d6 CON, Fort Save DC 10 both times (1 minute later)

89-92 Tiny animated object 1/2 1 creatures HD: 1/2 d10, Init: +2, Speed: 40ft, 50ft with legs, AC: 14, touch 14, flat-footed 12, BAB/Grapple: 0/-9, Attack: slam +1 (1d3-1), darkvision 60ft, low-light vision, Fort: +0, Ref: +2, Will: -5, Str: 8, Dex: 14 Con: -, Int: -, Wis: 1, Cha: 1,

Wallet, Tiny Wooden Figure, Shoe

93-96 Human commoner zombie 1/2 1 creatures HD: 2d12+3, Init: -1, Speed: 30ft, can't run, AC: 11, touch 9, flat-footed 11, BAB/Grapple: +1/+2, Attack: slam +2 (1d6+1), club +2 (1d6+1), single actions only, damage reduction 5/slashing, darkvision 60ft, undead traits, Fort: +0, Ref: -1, Will: +3, Str: 12, Dex: 8, Con: -, Int: -, Wis: 10, Cha: 1
97-100 Stirge 1/2 1 creatures HD: 1d10, Init: +4, Speed: 10ft, fly 40ft, AC: 16, touch 16, flat-footed 12, 12 when attached, BAB/Grapple: +1/-11 but +1 grapple when attached, Attack: touch +7 (becomes attached), attach, blood drain, darkvision 60ft, low-light vision, Fort: +2, Ref: +6, Will: +1, Str: 3, Dex: 19, Con: 10, Int: 1, Wis: 12, Cha: 6, Hide: +14, Listen: +4, Spot: +4

This nasty-looking creature seems to be a cross between a bat and a giant mosquito. It has membranous bat wings, a short furry body, eight jointed legs that end in sharp pincers, and a needlelike proboscis.

When Attached deals 1d4 CON damage on start of round while attached. After 4 points of damage it flies away to digest.

Grapple Rules: Every attack provokes Attack of Opportunity, Touch Attack (AC of touch), Opposed Grapple Checks (BAB + STR + Size Mod below).

Attacking Stirge while attached is a -4 to player. Opposed Grapple Check more likely to succeed. If the player moves, other players get Attack of Opportunity against the attached stirge.

Special Size Modifier: The special size modifier for a grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16.

1-60 Lizardfolk 1 1 creature HD: 2d8+2, Init: +0, Speed: 30ft, AC: 15, touch 10, flat-footed 15, BAB/Grapple: +1/+2, Attack: claw +2 (1d4+1), club +2 (1d6), javelin +1 ranged (1d6+1), hold breath, Fort: +1, Ref: +3, Will: +0, Str: 13, Dex: 10 Con: 13, Int: 9, Wis: 10, Cha: 10, Balance: +4, Jump: +5, Swim: +2

Treasure: 50% coins; 50% goods; 50% items

61-62 Medium viper snake 1 1 creature, DC 21 to spot, within 5ft it strikes HD: 2d8, Init: +7, Speed: 20ft, climb 20ft, swim 20ft, AC: 16, touch 13, flat-footed 13, BAB/Grapple: +1/0, Attack: bite +4 (1d4-1 plus poison), poison, scent, Fort: +3, Ref: +6, Will: +1, Str: 8, Dex: 17, Con: 11, Int: 1, Wis: 12, Cha: 2, Balance: +11, Climb: +11, Hide: +12, Listen: +5, Spot: +5, Swim: +7

Poison: initial and secondary damage 1d6 CON, Fort Save DC 11 both times (1 minute later)

63-64 Small animated object 1 1 creature HD: 1d10+10, Init: +1, Speed: 30ft, 40ft with legs, rope climb 15ft, AC: 14, touch 12, flat-footed 13, BAB/Grapple: 0/-4, Attack: slam +1 (1d4), darkvision 60ft, low-light vision, Fort: +0, Ref: +1, Will: -5, Str: 10, Dex: 12 Con: -, Int: -, Wis: 1, Cha: 1,

Step stool, boots, rope

65-66 Ghoul 1 1 creature HD: 2d12, Init: +2, Speed: 30ft, AC: 14, touch 12, flat-footed 12, BAB/Grapple: +1/+2, Attack: bite +2 (1d6+1 plus paralysis) Full Attack: as attack + 2xclaws +0 (1d3 plus paralysis) Special attack: Ghoul Fever, darkvision 60ft, undead traits, +2 turn resistance, Fort: +0, Ref: +2, Will: +5, Str: 13, Dex: 15 Con: -, Int: 13, Wis: 14, Cha: 12, Balance: +6, Climb: +5, Hide: +6, Jump: +5, Balance: +7, Climb: +9, Hide: +8, Move Silently: +6, Spot: +7

Ghoul Fever: Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex Paralysis: Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.

67-68 Homonculus 1 1 creature HD: 2d10, Init: +2, Speed: 20ft, fly 50ft, AC: 14, touch 14, flat-footed 12, BAB/Grapple: +1/-8, Attack: bite +2 (1d4-1 plus poison) darkvision 60ft, construct traits, low-light vision, Fort: +0, Ref: +4, Will: +1, Str: 8, Dex: 15 Con: -, Int: 10, Wis: 12, Cha: 7, Hide: +14, Listen: +4, Spot: +4

This creature has a vaguely humanoid form. It stands about 18 inches tall and has wings spanning about 2 feet. Its skin looks rough and warty, and it has a mouth full of needlelike teeth.

Poison: Injury, Fortitude DC 13, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes.

Travelling by Sea

The adventurers can take a small coastal ship 'owned' by the town. It doesn't cost any money.

Will take them 2 days to sail around the peninsula. Nothing significant happens aboard the boat.

The far side of the Peninsula

The lighthouse is about 200 yards away from the lighthouse, or 600ft.

The camp and lighthouse are protected from the swamp by sand dunes, creating a natural barrier between the swamp and the ocean.

The lighthouse is built on a promontory.

Arriving from Overland

The players won't see the camp or top of the lighthouse until they ascend the sand dunes at the edge of the swamp.

Arriving from Sea

The players can see the pirate camp and lighthouse easy enough, but the ship can't come into shore because of the reef. They can swim (dangerous) or take a small boat around the reef a few miles to either side of the camp & lighthouse, but will need to hike in. The pirates will be aware of them if they come that way.

Mandatory Encounters

Both of the following encounters will happen once the players arrive within 1 day's travel of the lighthouse and pirate camp.

Pirate Patrols

The pirates regularly have 2-person patrols out.

Male or female human warrior 1; CR 1/2; Medium humanoid; HD 1d8+1; hp 5; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +1; Grp +3; Atk +5 melee (1d6+3/18–20, masterwork cutlass) or +4 ranged (1d8/19–20, masterwork light crossbow); Full Atk +5 melee (1d6+3/18–20, masterwork cutlass) or +4 ranged (1d8/19–20, masterwork light crossbow); AL LE; SV Fort +3, Ref +2, Will +1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8.

Skills and Feats: Intimidate +3, Profession (sailor) +3, Swim +6; Dodge, Weapon Focus (cutlass).Possessions: Masterwork cutlass (treat as a scimitar), masterwork light crossbow, 20 bolts, potion of cure light wounds, potion of mage armor, potion of jump, potion of endure elements, explorer’s outfit, 38 gp.

Potion GP Effect
Potion of Cure Light Wounds 50gp Instantaneous, cures 1d8+1 (Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.)
Potion of Mage Armor 50gp 1 hour, +4 AC Bonus
Potion of Jump 50gp 1 min, +10 to jump checks
Potion of Endure Elements 50gp 24 hours, no harm from environment

They take cover on opposite sides and shoot their crossbows. They shoot for 2-3 rounds, or until melee range. Then they run off in opposite directions. They don't like a fair fight, and are generally cowardly. They will surrender if cornered or caught etc.

Intimidating the pirates against their 120+1 (wisdom), will have the pirate reveal all information.

If the pirates aren't caught they will return to the camp overland at x3/4 speed, so may not beat the players back to camp.

Local Kobolds

A local tribe of Lizardfolk, who are friendly and got along with the lighthouse keeper and family, also keep watch on the happenings. They don't trust the pirates.

Encounter table above has stats.

She will throw a spear in the sand in front of the lead adventurer and demand they halt. If the players do, they'll demand to know what they're doing in the area (in common). If the players don't engage she will run off and swim away.

If the engage:

  • The lighthouse keeper and his family haven't been seen for six weeks
  • She can provide a general layout map of the pirate camp

They can try diplomacy to get help from the kobold to help

Initial Attitude DC to make Hostile DC to make Unfriendly DC to make Indifferent DC to make Friendly DC to make Helpful
Hostile (they players did combat) Less than 20 20 25 35 50
Unfriendly (the players captured but didn't harm) Less than 5 5 15 25 40
Indifferent (players didn't fight but have been rude or indifferent themselves) - Less than 1 1 15 30
Friendly (if the players have been polite and helpful) - - Less than 1 1 20
Helpful isn't not possible - - - Less than 1 1

If they get her to "Helpful" she will help them fight the pirates

If they get her to "Friendly" she will guide them etc

If the players tell her they've already met the pirates and some escaped, she can contact the rest of the tribe and they will stop the pirates from getting back to the camp.

Lighthouse

There's nothing here. All the stuff is smashed and everything of value has been taken.

Pirate Camp

The pirate camp may be alerted if:

  • The pirates from the mandatory encounter got away and:
    • The players arrived by the sea (so the patrol was close to the pirate camp)
    • It will take the pirates until nightfall to return to camp

An alerted camp has extra guards out instead of them mucking about (extra spot/listen checks). After 1 day, the pirate captain will set out with four men to find the players.

The Pirate Camp is too dangerous and will probably result in player death. They have options:

Option Description
Get Help from Seawell The PCs can go back to Seawell, explain that pirates are camped on the beach, and recruit some help. They should be able to get enough militia people together to help them defeat the pirates, especially if they have watched long enough to know their enemies’ true strength. If the PCs were spotted, however, the pirates are ready for trouble.
Divide and Conquer The characters may choose to wear down the pirates by taking out small groups of them and then retreating to rest. The party has ample opportunity to make such attacks as the pirates go about their daily business. But if they allow any pirate they have attacked to escape, the pirates will be on their guard.
Get Help from the Lizardfolk To make this option work, the characters must already have befriended the lizardfolk scout. In that case, they can raise a large enough force to help them defeat the pirates, as noted above.