d20 Expeditious Retreat Press 1 on 1 Adventures 03 - The Forbidden Hills.pdf

(2622 KB) Pobierz
1 on 1 Adventures #3
The Forbidden Hills
By Suzi Yee
1 on 1 Adventures #3: The Forbidden Hills
Starvation looms for the people of the Wolf tribe! The elk have all but disappeared and
the risky move of the tribe near the Bear clan territory has proved fruitless. An emergency
council of the elders has declared that a single hearty warrior must make the dangerous
journey deeper into Bear territory to i nd a source of food. The council has chosen you for
this mission of great importance. It is your task to i nd out where the elk have gone and
bring back food for the winter or at least enact Wolf people retribution against the source
of the oncoming famine! Into The Forbidden Hills you must travel, heart full of hope and
anger…
An adventure designed for 1 GM and
1 player (Level 5-7 Barbarian or Ranger)
Requires the use of Dungeons & Dragons, Third Edition Core Books, published by
Wizards of the Coast, Inc.
This module includes 20 adventure-packed pages, complete with detailed maps and descriptions,
forming a ready-made adventure. It has been crafted for one player and one GM so even the
smallest gaming group has adventures suitable to their needs with minimal preparation time. With
some minor scaling, The Forbidden Hills is suitable for use with a traditional four-player party.
WWW.XRPSHOP.CITYMAX.COM
If you enjoy this module, look for future releases in the One on One Adventures line from
Expeditious Retreat Press.
Expeditious Retreat Press
904920338.024.png 904920338.025.png 904920338.026.png 904920338.027.png 904920338.001.png 904920338.002.png 904920338.003.png 904920338.004.png 904920338.005.png 904920338.006.png 904920338.007.png 904920338.008.png 904920338.009.png 904920338.010.png 904920338.011.png 904920338.012.png 904920338.013.png
One on one Adventures #3
The Forbidden Hills
by Suzi yee
An adventure for one barbarian or ranger levels 5-7
Starvation looms for the people of the Wolf tribe! The elk have all but disappeared and the risky move of the tribe near
the Bear clan territory has proved fruitless. An emergency council of the elders has declared that a single hearty warrior
must make the dangerous journey deeper into Bear territory to ind a source of food. The council has chosen you for this
mission of great importance. It is your task to ind out where the elk have gone and bring back food for the winter or at
least enact Wolf people retribution against the source of the oncoming famine!
Into The Forbidden Hills you must travel, heart full of hope and anger…
Credits
Table of Contents
Adventure Synopsis.............................................................page 2
Adventure Background.......................................................page 2
Beginning the Adventure....................................................page 2
Setting the Stage....................................................................page 3
Numbered Encounters..........................................................page 3
New Creature: The Avatar of Famine..............................page 16
Wrapping up the Adventure.............................................page 17
Pre-Generated Character....................................................page 18
Author: Suzi Yee
Cover Artists: David Esbri, Joan Guardiet
Artists: The Forge Studios, V. Shane
Editing and layout: Joseph Browning
This adventure is based on an original storyline and maps
created by Peter Franke.
One on One Adventures are for one player and one GM.
However, they are easily modiied for a traditional party of
four players and one GM.
1
904920338.014.png
Adventure Synopsis
In The Forbidden Hills, the player character must
investigate on behalf of his tribe the lack of elk in this
year’s hunt. In doing so, he will discover the ancient
temple where the gnoll war band have taken residence
and the quasit behind the gnoll warband’s hunt for elk.
While taking care of the gnoll warband and the quasit
rids the area of an evil inluence, it does not solve the
problem of feeding his tribe without any elk to hunt. If
the PC restores the desecrated altar in ancient worship
hall (area 12), he will summon the spirit if the temple,
who will give the PC a boon for his service of clearing
the evil from the fallen temple and give the PC an amulet
to reveal the Tomb of the Ancients, where the PC can
battle the spirit of famine and inally restore the elk in
the area.
temple, an area only Grachal has seen. Ixl-Narwog feeds
and baths in the bloody pool, absorbing the life force of
the slaughtered elk.
The gnolls have been hunting elk with great zeal,
nearly wiping out the population in the area and although
the quasit gains power from the animal’s stolen lifeforce,
his long imprisonment still leaves him weaker than
normal. Grachal has begun his training in druidic magic,
and the hunt continues. But the more elk they slaughter,
the farther they have to travel to ind more elk to kill.
After a few run-ins with the Bear tribe, the last
costing them one of their own, the gnolls have refused to
hunt anymore elk, holing up in the temple until winter
has passed. Nichel, second in command and ill-equipped
for controlling the unruly band, has not told Grachal yet,
hoping he can stir or frighten the remaining gnolls into
hunting before winter sets in.
Adventure Background
A gnoll warband arrived in the area six months ago
when they stumbled upon an abandoned ancient temple.
Leading their band is Grachal, a smart and tough gnoll
who typically rules with an iron ist. The temple is a
long-time prison of a quasit named Ixl-Narwog that has
been trapped for centuries by an ancient ritual. Sensing
opportunity, the quasit offers Grachal druidic training in
exchange for sacriicial elks whose blood will return the
quasit to full power, or so he hopes.
Grachal commanded the gnolls to hunt elk
continuously, enticing the gnolls with access to the inest
pieces of meat and all the elk they can eat, so long as they
drain the blood from the body irst. The gnolls bring elk
blood to Nichel, who in turn brings it to Grachal. Grachal
pours the blood into a pool in the inner sanctum of the
Beginning the Adventure
The player character is the member of the Wolf
people, a small tribe of 40 men and women and their
young. Like many of the people in the area, the Wolf
tribe are nomadic hunter and gatherers. Trained in the
ways of the warrior and the hunter, the player character
is apt for life in the outdoors, with skill points in Hide,
Move Silently, and Survival. This year’s annual autumn
hunt has not faired well; there is an alarming lack of
elk for the Wolf people to hunt and preserve for the
coming winter as they have done in years past. Forced
by necessity, the Wolf people have moved to different
hunting ground, approaching dangerously close to the
Bear tribe’s territory. Much to their dismay, they ind no
elk there either. The Wolf elders are in counsel, and this
is where the adventure begins.
2
904920338.015.png
Survival Checks
This adventure is designed for a hunter and ighter familiar
with outdoor living. The sample PCs in the back of the book
are equipped with a few rations, but also have the skills for
living off the land. DC 10 Survival Check allows the PC to
get along in the wild, up to 1/2 speed while hunting and
foraging (no food or water supplies needed).
Setting the Stage
The mood is tense in amongst the Wolf people.
They have moved late in the season to different winter
quarters, only to ind there is no elk there as well. They
are on the outer fringe of the Bear tribe, and while they
have not had hostilities with the Bear tribe, they have not
spoken in many years.
After many hours of deliberation, the village elders,
a counsel of 5 people including the player character’s
father, who is also the chief of the Wolf people, has come
to a decision. They call the PC into the chief’s tent to hear
their decision.
so long as he doesn’t get too close (within 25 feet). Once
a PC gets within 25 feet of the black bear, it will become
unfriendly and attacks to defend its space. The black
bear will also attack at the irst sign of overt aggression
on the PC’s part.
A PC with wild empathy can improve the black
bear’s attitude with a successful check (D20 + class level
+ Cha modiier). Turning an unfriendly black bear to
indifferent is DC 15, to friendly DC 25, and to helpful
DC 40. Turning an indifferent black bear to friendly is
DC 15 and to helpful is DC 30. Turning a friendly black
bear to helpful is a DC 20. Offering the black bear honey,
berries, or other yummy treats adds +2 to the PC’s roll.
PCs who can communicate with animals can gather
information from the black bear. Indifferent black bears
will tell the PC that there are few to no elk in the area.
A friendly black bear will tell the PC that hyena-headed
men come through these parts, and that they have been
aggressively hunting elk in the past few months. A
helpful black bear will warn the PC about the old rock
temple, and if asked, will lead the PC to the area.
The acrid smoke of the ire and pipes burn your
nostrils as you enter the dim light of the counsel’s
tent. The ive sit around the ire, and conspicuously
there is a spot open among the ring. Your father
motions you to join the circle around the ire.
“The council has chosen you for a mission of
great importance. It is your task to ind out where
the elk have gone and bring back food for the winter.
There is another place where there may be elk, but
it is too far and too dangerous to relocate the entire
tribe. In the northern stretches lie the forbidden hills.
There may be some elk that roam there still. In your
hunt, you may encounter the Bear tribe. We have not
spoken with the Bear tribe in many years, but if you
should encounter them, you bear our tribe’s emblem
of peace.”
The pipe reaches you, and you inhale its sweet,
moist smoke, pledging your service to your tribe.
Items: The PC gains the Wolf people tribal peace
emblem.
Black Bear: Medium Animal; CR 2; Hit Dice: 3d8+6 (19
hp); Initiative: +1; Speed: 40 ft. (8 squares); Armor Class:
13 (+1 Dex, +2 natural), touch 11, lat-footed 12; Base
Attack/Grapple: +1/+3; Attack: Claw +6 melee (1d4+4);
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee
(1d6+2); Space/Reach: 5ft/5ft; SQ: Low-light vision,
scent; Saves: Fort +5, Ref +4, Will +2; Abilities: Str 19,
Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills and Feats: Climb +4, Listen +4, Spot +4, Swim
+8; Endurance, Run
Skills: A black bear has a +4 racial bonus on Swim
checks.
Numbered Encounters
1. Wandering Black Bear
The wilderness opens in front of you with the crisp air of
autumn on your breast. You head toward the forbidden
hills on the farthest edge of the Bear tribe’s territory when
you hear a rustling in the trees ahead.
This is a not-so random loating encounter that you
can insert at any point of wandering the wilderness to
emphasize why the people of this area are called the
Bear tribe. The black bear begins indifferent to the PC
3
904920338.016.png 904920338.017.png 904920338.018.png 904920338.019.png
2. Ruined Camp
+2/+5; Attack or Full Attack: Slam +5 melee (1d6+3);
Space/Reach: 5 ft./5ft.; SQ: Darkvision 60 ft., single
actions only; Saves: Fort +1, Ref +0, Will +4; Abilities: Str
17, Dex 8, Con —, Int —, Wis 10, Cha 1; AL NE
Feats: Toughness
Single Actions Only (Ex): Zombies have poor relexes
and can perform only a single move action or attack
action each round. A zombie can move up to its speed and
attack in the same round, but only if it attempts a charge.
In a clearing off the path lays the remains of a makeshift
camp. The ire has long been dead, and the tents are
trashed beyond repair. The four human corpses bear deep
gashes, but you can make out the Bear tribe emblem on
their clothing and lesh. Among the human corpses lies a
gnoll corpse.
This is the remains of a Bear tribe scouting expedition,
raided by the gnoll band living in the temple. They have
striped the bodies of all their food, armor, weapons, and
valuables, including their fallen gnoll companion. If the
PC comes within 5 feet of the gnoll corpse, it will reveal
its true nature as a zombie and attack. There are clear
gnoll footprints, some which lead back to the temple
environs (area 4) with a Track Survival Check of DC 15.
If the PC fails their Track Survival check, they go to area
3 before inding obivous tracks leading to area 4.
3. Cave of Migratory Stirges
The cave is dark and cool. The small ire pit and refuse tell
of recent visitors. The cave extends further into another
room beyond your vision.
This cave is a temporary campsite for the gnolls when
they are hunting or conducting raids. The cave is gnoll-
free at the moment, and a migratory lock of stirges are
staying in the room deeper in the cave. In the initial
room, there is a hidden stash within the refuse, no doubt
left by a gnoll some time ago. If the PC goes deeper
into the cave, allow a Listen or Spot (if there is a light
source) check DC 10 to detect the stirges hanging from
the ceiling. If the PC has an animal companion with the
scent ability, it will be aware of the stirges within 30 feet.
The stirges attack when the PC or animal companion
enters 10 feet into the room.
Gnoll Zombie: Medium Undead; CR 1; Hit Dice: 4d12+3
(29 hp); Initiative: +0; Speed: 30 ft (6 squares); Armor Class:
16 (-1 Dex, +3 natural, +2 leather armor, +2 heavy steel
shield), touch 10, lat-footed 16; Base Attack/Grapple:
Stirges (4): Tiny Magical Beast; EL2; Hit Dice: 1d10
(5hp); Initiative: +4; Speed: 10 ft., ly 40 ft.; Armor
Class: 16 (+2 size, +4 Dex), touch 16, lat-footed 12; Base
Attack/Grapple: +1/-11 (+1 when attached); Attack or
Full Attack: Touch +7 melee (attach); Space/Reach: 2-1/
2 ft./0 ft.; SA: Attach, blood drain; SQ: Darkvision 60 ft.,
low-light vision; Saves: Fort +2, Ref +6, Will +1; Abilities:
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6; AL N
Skills and Feats: Hide +14, Listen +4, Spot +4;
Alertness, Weapon Finesse B
Attach (Ex): If a stirge hits with a touch attack, it uses
its eight pincers to latch onto the opponent’s body. An
attached stirge is effectively grappling its prey. The stirge
loses its Dexterity bonus to AC and has an AC of 12, but
holds on with great tenacity. Stirges have a +12 racial
bonus on grapple checks (already igured into the Base
Attack/Grapple entry above).
An attached stirge can be struck with a weapon or
grappled itself. To remove an attached stirge through
grappling, the opponent must achieve a pin against the
stirge.
Blood Drain (Ex): A stirge drains blood, dealing 1d4
points of Constitution damage in any round when it begins
its turn attached to a victim. Once it has dealt 4 points of
Constitution damage, it detaches and lies off to digest the
meal. If its victim dies before the stirge’s appetite has been
sated, the stirge detaches and seeks a new target.
4
904920338.020.png 904920338.021.png 904920338.022.png 904920338.023.png
Zgłoś jeśli naruszono regulamin