03-21-2014, 03:51 AM
The Lost Mission
Background:
Church Elders want you to investigate a mission that's gone silent for over year and find out what happened to the clerics previously sent to investigate. The group is given 4xP (xP=number in the party) gold for expenses.
Objectives:
1 - Retrieve the relic kept at the mission: the Kidney Stone of Undile the Un-pained.
2 - Determine what happened to the mission.
3 - If necessary, uphold the honor of the church.
The Journey:
The road to the mission goes through a wooded mountain pass.
Encounter 1 – The Goatherder
The group encounters a goatherder taking his goats (xP) to market. Being a lazy man, he's willing to sell the goats for 5 gold a head or 3 gold a head for the entire herd.
Encounter 2 - Bandits (Ranged Combat)
Two bandits stand in the road, demanding money. In the trees are ranged support with short bows and short swords spot one for each PoS on S6, S3 to spot attacker if hit. (If only three people are playing, have only one bandit in the road. For one or two players, have one archer in the trees making demands and another on the other side of the road, keeping quiet.)
Bandits x2: Sd4, Wd8/d1, Ad6/d1, H20, D2+d3
Archers xP-2: Sd4, Wd6/d1, Ad8/d1, H20, D2+d3
Encounter 3 - Troll Bridge
The road leads to a well-built, stone, and gated bridge crossing a deep gorge. 100 feet away from this bridge is a very large tree that has been felled to span the chasm. The cost to cross the bridge is 5 gold per person on foot, 7 gold per horse/goat/large animal, and 10 gold per wagon. If deciding to use the tree, the bridge's troll will climb up from underneath to demand payment of 10 gold, or 1 goat, per person. The troll will grapple and toss anyone refusing to pay.
Troll x1: Sd4, Wd16/d3, Ad8, H250, D4+d6
Fall: A16/d2+1/2
Climbing the gorge: A12/d1+1/2
Crossing/surviving the rapids below: A8/d1+1/1
Time to cross: 20 Turns
The Mission:
No windows, Door locked and stuck (A8 to unlock, W6 to open, W12 if still locked). There is a hole in the floor where the altar would be in the apse. Searching the wreckage underneath reveals the relic is missing.
Trap 1 – Unless care is taken when walking inside the mission, the floor will collapse when the party enters. A8/d3.
Climbing down: A6/d3
Beneath the Mission:
The hole underneath the mission reveals a natural tunnel system.
Encounter 4 – Skeletons
Uh oh. Skeletons with short swords.
Skeleton x2P: Sd2, Wd6/d1, Ad2, H10, D2 (8 vs missiles)
Trap 2 – Leeches
The tunnel dips down into still water. It takes 20 Adventure points to cross, roll dA to each turn until the total exceeds 20. For each turn a character spends crossing, d12 leeches attach. A character can remove dA leeches per turn and loses d6 Health each turn until a Warrior Resist is made with a target number of 1 for each part of 10 leaches attached or a Cure spell is cast with the same target number. The Resist or spell cannot be made until all leeches have been removed. If a careful search of the water is made during or after the crossing, a Long Sword +1 is discovered on A3.
Leeches: Sd2, Wd6, Ad2, H1, D0
Trap 3 - Howlers
The tunnel widens and there's evidence of a recent cave-in. A Resist A12 is required to safely cross. Failure means someone stepped on a Howler, setting off the lot. No spells can be cast while the howling continues. When all Howlers are dead, or when the party tries to leave, the roof caves in and a Resist on Adventure with a target number of 2x the number of turns of the encounter, minimum 10. Resist A(E)/d2+1/2
Encounter 5 - Viscous Blob
If the Blob is defeated, searching through the carcass will turn up the silver and gold reliquary with the kidney stone still inside. Further investigation on A4 for a Sling Bullet +1 for each PoS.
Viscous Blob x1: Sd12, Wd8/d1, Ad4, H50, D1/d4, Surprise d30, Paralyzation: Resist W on PoS
The Road Home
After the Viscous Blob, the tunnel exits on the side of the mountain, further down from the mission.
Encounter 7 – Betrayal
When the group nears the bridge across the gorge, the church elder is waiting with a party of armed men to take possession of the relic and to kill the group. “So sorry. It's for the honor of the church. It can't be known that we can't keep what's ours.” Their first move is chain-casting Elemental Blast (or Lightning Bolt if party is 1 or 2).
Elder: Sd16, Wd8/d2, Ad10, H40, D3/d8, Spells: Magic Dart, Shield, Elemental Blast (LB), Sleep, Fly
Guard xP: Sd12, Wd16/d3, Ad10, H40, D3/d6, Spells: Heal, Magic Dart, Elemental Blast (or LB)
Background:
Church Elders want you to investigate a mission that's gone silent for over year and find out what happened to the clerics previously sent to investigate. The group is given 4xP (xP=number in the party) gold for expenses.
Objectives:
1 - Retrieve the relic kept at the mission: the Kidney Stone of Undile the Un-pained.
2 - Determine what happened to the mission.
3 - If necessary, uphold the honor of the church.
The Journey:
The road to the mission goes through a wooded mountain pass.
Encounter 1 – The Goatherder
The group encounters a goatherder taking his goats (xP) to market. Being a lazy man, he's willing to sell the goats for 5 gold a head or 3 gold a head for the entire herd.
Encounter 2 - Bandits (Ranged Combat)
Two bandits stand in the road, demanding money. In the trees are ranged support with short bows and short swords spot one for each PoS on S6, S3 to spot attacker if hit. (If only three people are playing, have only one bandit in the road. For one or two players, have one archer in the trees making demands and another on the other side of the road, keeping quiet.)
Bandits x2: Sd4, Wd8/d1, Ad6/d1, H20, D2+d3
Archers xP-2: Sd4, Wd6/d1, Ad8/d1, H20, D2+d3
Encounter 3 - Troll Bridge
The road leads to a well-built, stone, and gated bridge crossing a deep gorge. 100 feet away from this bridge is a very large tree that has been felled to span the chasm. The cost to cross the bridge is 5 gold per person on foot, 7 gold per horse/goat/large animal, and 10 gold per wagon. If deciding to use the tree, the bridge's troll will climb up from underneath to demand payment of 10 gold, or 1 goat, per person. The troll will grapple and toss anyone refusing to pay.
Troll x1: Sd4, Wd16/d3, Ad8, H250, D4+d6
Fall: A16/d2+1/2
Climbing the gorge: A12/d1+1/2
Crossing/surviving the rapids below: A8/d1+1/1
Time to cross: 20 Turns
The Mission:
No windows, Door locked and stuck (A8 to unlock, W6 to open, W12 if still locked). There is a hole in the floor where the altar would be in the apse. Searching the wreckage underneath reveals the relic is missing.
Trap 1 – Unless care is taken when walking inside the mission, the floor will collapse when the party enters. A8/d3.
Climbing down: A6/d3
Beneath the Mission:
The hole underneath the mission reveals a natural tunnel system.
Encounter 4 – Skeletons
Uh oh. Skeletons with short swords.
Skeleton x2P: Sd2, Wd6/d1, Ad2, H10, D2 (8 vs missiles)
Trap 2 – Leeches
The tunnel dips down into still water. It takes 20 Adventure points to cross, roll dA to each turn until the total exceeds 20. For each turn a character spends crossing, d12 leeches attach. A character can remove dA leeches per turn and loses d6 Health each turn until a Warrior Resist is made with a target number of 1 for each part of 10 leaches attached or a Cure spell is cast with the same target number. The Resist or spell cannot be made until all leeches have been removed. If a careful search of the water is made during or after the crossing, a Long Sword +1 is discovered on A3.
Leeches: Sd2, Wd6, Ad2, H1, D0
Trap 3 - Howlers
The tunnel widens and there's evidence of a recent cave-in. A Resist A12 is required to safely cross. Failure means someone stepped on a Howler, setting off the lot. No spells can be cast while the howling continues. When all Howlers are dead, or when the party tries to leave, the roof caves in and a Resist on Adventure with a target number of 2x the number of turns of the encounter, minimum 10. Resist A(E)/d2+1/2
Encounter 5 - Viscous Blob
If the Blob is defeated, searching through the carcass will turn up the silver and gold reliquary with the kidney stone still inside. Further investigation on A4 for a Sling Bullet +1 for each PoS.
Viscous Blob x1: Sd12, Wd8/d1, Ad4, H50, D1/d4, Surprise d30, Paralyzation: Resist W on PoS
The Road Home
After the Viscous Blob, the tunnel exits on the side of the mountain, further down from the mission.
Encounter 7 – Betrayal
When the group nears the bridge across the gorge, the church elder is waiting with a party of armed men to take possession of the relic and to kill the group. “So sorry. It's for the honor of the church. It can't be known that we can't keep what's ours.” Their first move is chain-casting Elemental Blast (or Lightning Bolt if party is 1 or 2).
Elder: Sd16, Wd8/d2, Ad10, H40, D3/d8, Spells: Magic Dart, Shield, Elemental Blast (LB), Sleep, Fly
Guard xP: Sd12, Wd16/d3, Ad10, H40, D3/d6, Spells: Heal, Magic Dart, Elemental Blast (or LB)
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