Location: Onuago Old Town Hall
1 Front Facade
The Old Town Hall was once an architectural marvel, standing five stories high with a dome providing the top two stories. Now the dome has caved into the center, and the structure is nothing more than a husk with a few carved figures adorning facades. Seven marble columns rise before the entrance, five of which are structurally intact. Splinters of broken timbers block the entrance to the building, labeled overhead with the text “Onuago Town Hall” in carved lettering.
The boards are easily removed fro the doorway, revealing a door less passage into the interior, location 2.
From here, the main dome of the town hall rises into the next room. The floor slopes sharply down, forming a basin, which is full of murky water, the ripples illuminated in the crisp moonlight. A small boat is tied to the shore close to this chamber.
The party will find that the boat is seaworthy, and that the water is at least 6′ deep. Ideally, they will take it to the center of the chamber, where gargoyles lay in wait at location 3.
3 Center of the Dome
The water here is suddenly not so calm! Swooping down from above are two gargoyles, while another two burst from the water, rocking the boat!
Once the party reaches this spot (hopefully in the boat), the gargoyles will attack. f the party members in the boat when the attack begins must make a reflex save DC 15 or fall in the water. Characters who fall in the water are descended upon by any gargoyles not already engaged in melee.
Creatures: Gargoyles (4) as per DMG. HP: 37, 41, 33, 45
Tactics: The gargoyles will wait until the party has passed them before attacking by swooping down upon them. Though vicious, they are not bloodthirsty, and if strongly opposed will likely flee through the cracked dome and scatter.
Treasure: The individual gargoyle’s hordes are located under the lecturn in location 4 and include material looted from the Town Hall’s coffers. The individual caches of treasure are: 1) 23,190 silver coins (2,319 gp), 374 gold coins (374 gp) and 64 platinum coins (640 gp), 26,043 silver coins (2,604.3 gp) and a scroll- divine (150 gp) Stonetell (l2, cl3), 4) 466 gold coins (466 gp) and a potion of Reduce (at 5th level) (250 gp), which is fallow-colored, has a peppery odor and taste, and a vaporous, layered appearance.
Development: Any gargoyles that escape the party’s defenses will fly off to harpy point where they came from and may be encountered there later.
The side chambers are all empty, with the exception of a few nests made from shredded parchment and scrolls. This suggests other living creatures which make their homes here, as gargoyles require no such nests. Indeed, harpies from the island in the bay sometimes take up residence in the town hall, and toy with and feast on Onuago’s less-aware citizens.
4 Lecturn
The gargoyles’ horde is stuffed inside an old lecturn (see location 3).
A worn and warped lecturn is the lone island in the far end of the chamber. The moonlight casts unsual shadows against the back of the room, framing the brightly lit lecturn.
5 Councilman Rifa’s Chambers
Two feet of standing water fill the room. A bookshelf on the far wall appears half full.
Most of the documents are simple, though the party finds old documents describing the rising waters and the lack of useful legislation and organization to stop it. I addition, the party finds a scroll of Comprehend Languages and another of Zone of Truth.
6 Councilwoman Gulley’s Chambers
A film of sticky mud coats the bottom foot of the room, unmarked by footprints or other visible signs of disturbance.
The party finds documents describing the lack of focus on public health and other domestic shortfalls of the Port of Onuago. Gulley’s personal writings lambast the inability of the town council to get the job done.
7 Back Chambers
Shallow ridges in the mud-filled hallway give way to a 20×20′ chamber.
This meeting room/hallway is the home of a mud naga (stats to appear as a new creature). The naga has very little treasure.
8 Steps
A set of stairs leads up, though the passage is filled with rubble.
The party is unable to move this rubble, and if they do, the steps lead to an empty, roofless chamber that overlooks the dome. There is nothing of interest here.
9 Rally Pedestal
This was once the rally point for political organizations that approached the town council. It was also once a shrine to Hemera and Nyx, the Gods of Time.
If the characters examine it closely enough, they find “Time is on our side” etched into the wooden pedestal.
Posted in Encounter and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
Encounter: The Haunting of The Snug Harbor (EL 8)
The Haunting of The Snug Harbor
This location is the player’s first contact with the town of Onuago, and the beginning of The Horror of the Old Ones, an adventure coming soon from Unicorn Rampant publishing.
Inn features: The entire inn is lit by daylight filtering in through the windows by day and by the hearth and candles on the tables by night. All doors are simple wooden doors (hardness 5, HP: 10).
1) Snug Harbor Common Room
This inn is well taken care of, even in these times of trouble. The floors are swept and the mahogany wood of the bar is polished to a golden sheen. A bartender stands behind the bar, a middle aged man with flaming red hair, a shinny, bald pate, and a humongous sprouting beard that all but swallows his face, his dress nondescript aside from the multicolored suspender he wears. Above his bar hangs a massive great axe.
NPCs that are likely to be encountered here include: Mme. Babushka, Jax the Jaded, and the innkeeper Parvic Potbelly. By night there will also be 2-10 other patrons drowning their sorrows.
Services available here include a common meal of fish stew and bread taken with the other patrons for 3 copper, a single meal of grilled cod, potatoes and rice for 1 silver, ale for 1 silver a gallon or 4 copper a mug, wine for 2 silver a pitcher, stronger spirits for 10 gold a bottle, a bed in the common room upstairs for 2 silver and a private room with a double bed for 5 silver.
In addition, Mme Babushka’s services are available for 20 silver – including the 5 silver for a private room, though she may well try to get more from a wealthy-looking patron (appraise +6, sense motive +16).
If the party speaks about their boat, they are likely to attract the unwelcome attention of Jax, who desperately wants passage out of town.
2) The Haunted Room (EL 8)
This small room reeks of death. A ghastly, maggot-ridden corpse lies on the stained bed. There is a small table and a wardrobe.
As the door to the room is opened, a translucent figure dressed in dirty but nicely tailored servant’s clothes floats up from the head of the bead where it was moaning quietly to itself. It faces you and shouts “Leave me!” before unleashing a horrifying wail.
Examining the corpse’s clothes will reveal the insignia of the Baron of Stieglitz on the breast.
Creatures: This room is haunted by the ghost of Lux Cathcart the former butler of Baron Stieglitz. The ghost will try to frighten away anyone entering the room, and will defend itself if attacked.
Lux came to this inn still alive but mortally wounded. Several days ago he escaped form the Castle Stieglitz, stealing some jewelery and coming to Onuago where he intended to use the money from the jewelery to start a new life elsewhere with his sweetheart who lives in east Onuago.
Unfortunately, he was wounded by a zombie while escaping, and though able to swim to a boat and make his way to onuago, he became feverish and died shortly after arriving at the inn.
Now his spirit cannot rest until the letters and jewelry are delivered to his love in the east side of town.
Lux Cathcart, Butler and Restless Soul CR 8
neutral (chaotic) male human aristocrat 7
medium undead -ghost (incorporeal)
Init: Senses: darkvision 60 ft
Listen +2 Spot +2
Languages: common, wyndm
AC: 16 (+1 dex, +5 deflection) touch 16, flat-footed 15
HP: 53 (HD 7d12)
Resist: +4 turn resistance
Immune:undead immunities
Fort: +2 Ref: +2+1 Will: +5+2+1
MV: fly 30 ft (perfect)
Attack: incorporeal touch +6 (1d4 ability damage (any))
Attack Options: frightful moan, horrific appearance
Space / Reach: 5 ft / 5 ft
Base Attack: +5 Grapple: +5
Abilities: Str:10 Dex:12 Con:- Int:14 Wis:13 Cha:20
SQ: undead traits, rejuvenation, +4 turn resistance
SA: manifestation, frightful moan, draining touch, horrific appearance
Feats: athletic, alertness , iron will, animal affinity
Skills: 60 sp appraise +10+2 = +12 bluff +10+5 = +15 diplomacy +10+5 = +15 disguise +5+5 = +10 handle animal +10+2+5 = +17, hide +8+1 = +9, listen +5+8+1 = +14, search +5+8+2 = +15, spot +5+8+1 = +14.
Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a DC 18 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Turn Resistance (Ex): A ghost has +4 turn resistance.
Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.
Tactics: The ghost will unleash a frightening moan if the door to this room is opened. If characters do not flee, it will continue to moan. Characters have an opportunity to talk with it at this point, though it will require a adjustment form indifferent to friendly. If attacked it will use it’s horrific appearance and draining touch to slay it’s attackers.
If destroyed it will rejuvenate in 2d4 days unless its letters and jewelry are taken to its intended.
Treasure: In a velvet bag in his coat – a trinket for his intended – 2000 gp worth of jewelry. On the belt- just a few copper pieces in a purse and an ornate but dull dagger (it is a costume piece -1 to attack & damage) worth 50 gp.
Also, hidden under the pillow (DC 10 search check) are love letters between him and someone named Dusana. The letters indicate his intention to come to her with something that will let them start a new life together now that “the baron has gone”.
Development: The ghost cannot rest until the trinket is delivered to his intended, and will rejuvenate in 2d4 days.
Characters defeating the ghost will receive a +5 on gather information checks relating to the Castle Steiglitz after successfully completing this encounter due to gratitude from the inn’s patrons and excitment generated on the topic.
Finding Dusana, the ghost’s love, in east Onuago requires a DC 10 gather information check. The party must then travel through the east part of town to the edge of town near the north bank of the river where she lives in her partent’s home. She is friendly, then tearful and heartbroken at the news of Lux’s death. If the players deliver the jewelry to her she will accept if gratefully and announce her intention to leave the dying town. Before they leave she will offer them assistance finding things out about the town in the form of knowledgable people to talk to. This information will confer a +2 on gather information checks taken in the town of Onuago.
Ad Hoc XP Adjustment: If the players put the ghost to rest without defeating it give XP for a CR 8 encounter. If they defeat it and then put it to rest, give CR 8 + 10%, and if they just defeat it without putting it to rest, give only half XP for the encounter.
Posted in Encounter and tagged Location by Adam A. Thompson with no comments yet.
Location: Onuago Wharf District
The Wharf District is situated on the east side of the west split of Onuago, along the waterfront. It was once a bustling port of ten warehouses, but now it is eerily deserted.
This salty run of docks has fallen into disrepair. Dilapidated shacks and weathered warehouses give way to creaky planks along an industrial boardwalk that juts out over the bay itself. Piles of sandbags, now mudbags, provide a makeshift levee that wavers against the waves. The air is uncomfortably still, and the sound of cats skirmishing echoes down the alleyways. The sky is overcast and a light drizzle plops into the pools in the building stoops.
As the characters make their way through the streets of the wharf district, point out the rustiness of the gutters and boarded up buildings and bring particular attention to the growling cats on rooftops. There is a distinct uneasiness in town, especially along the waterfront. The misty fog reduces visibility to 30′, allowing creatures and thieves to sneak up on the party.
The map above faces east. Key locations within the Wharf District include:
I – Snug Harbor Inn (description in another post, encounter in another)
C – Old Captain Thorenson‘s House
W – Warehouses
R – Rowhomes
t – Places where thieves are likely to accost the party
Old Captain Thorenson’s House (C)
As the characters approach the house, read or paraphrase the following:
A strand of smoke rises out of a the chimney of a lone hovel, set off the road, partially hidden by a row of connected homes. Three cats patrol the grassy yard, the only patch of green in this part of town. A flowerbox decorates the single window, set off to the left of the front door, painted blue.
Thorenson will answer the door if the party knocks. He will not have time for any haughty behavior, and he has many stories to tell.
Warehouses (W)
In one of the warehouses, surprise the party with three to four Koa-Toans, freshly visiting from the marshy bay for their daily catch. They are hungry and attack without pause or end; they fight until they are slaughtered.
Rowhomes (R)
The most common domicile in Onuago is a rowhome. Almost all the homes in the city itself share walls with other homes.
Thieves (t)
Thieves patrol the darker and more remote alleys of the wharf district. If the characters stray too far from the roads with foot traffic, they will likely be jumped by a band of two to three third level thieves. If they capture one, the thieves have a one in three chance of being an expatriate of Baron von Steiglitz‘ militia, and are either fending for themselves or are part of one of the factions that now claim von Steiglitz’ lands. If the latter, they will demand a tariff or entrance fee of the party when they are first encountered, and will threaten the party in the name of their faction leader, Petry Pokrm the Dish-eater.
Posted in Uncategorized and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
Location: The Port of Onuago
Also known as Onuago Port-town by the foreigners who’ve settled it, Onuago (in the marsh tongue of the native Wyndm-folk, “where the river meets the sea”) is a colonial town, and it prospered greatly from the trade generated by the inland resources, carried out by native slaves. In the past five years, ever since the Lazy River changed its course, the town has been on a a decline. Rarely do foreign ships enter the Old Bay, and increasingly the townspeople are unwilling to venture seaward. There is still a native population in small pockets in the region which you are free to introduce at any time. A sample camp will be included in a later post.
When the party arrives by sea, read the following:
As you disembark, you note the tufts of spanish moss which dangle from the ancient oaks that dot the streets of Onuago. The streets seem desolate and a silver mist hangs in the moist air. The buildings are set close to one-another, pulling at your most closterphobic strings. To the southeast end of the town, the docks form a hedge against the Old Bay, perhaps serving a purpose more like a levee, as they are covered in sandbags. The Lazy River has overflowed its banks, dividing the town into murky east and slightly-less-murky west banks. The west bank appears inhabited, but the east bank appears deserted.
The players notice before too long that there are only elderly and children in the town. The children have smooth, olive skin and move much faster than the rest of the city’s denizens.
The town once prospered as a trading port, but now it seems stuck in time, reverted to a fishing village. Various skiffs, canoes, and other vessels line the docks, and in the early morning, the elder men still head to sea, their profiles set against a foggy backdrop. The east portion of town on the other side of the river has been abandoned, and is dangerous to travel in.
Main characters:
• Adept: 6th
• Aristocrat: 4th
• Barbarian: 3rd
• Bard: 6th
• Cleric: 4th – old drunk sod – a failure – wanted to do conversions but failed
• Commoner: 9th
• Druid: 4th
• Expert: 10th
• Fighter: 7th
• Monk: 1st
• Paladin: 2nd
• Ranger: 3rd
• Rogue: 5th
• Sorcerer: 2nd
• Warrior: 3rd
• Wizard: 3rd
Creatures in and around Onuago (for use in random or planned encounters):
• Kelp Angler (CR9) along coast
• Mud Slaad (CR6) in marsh
• Octopus Tree (CR12) in river delta, east side of Onuago
• Swamplight Lynx (CR7) in marsh
• Mudmaw (CR7) in marsh
• Morkoth (CR5) underwater
• Darktentacles (CR7) in marsh
• Catoblepas (CR6) in marsh
• Reekmurk (CR6) in water along shore
Gather Information / Divination information
• The town has fallen on hard times (DC 5)
• The annual celebration at Castle Stiegleitz is not being held as usual this month (DC 15 before ghost event, after ghost event completed DC 5)
• Baron Stieglietz isn’t coming out of his room anymore (DC 20)
• Person at the inn has been moaning in pain and disturbing other occupants, but he won’t come out of his room and has barred the door somehow – former servant of S just died and is haunting the room (DC 5)
• The priest of Kord in village of Elsemere is acting strangely (DC 20)
• The son of Elsemere’s thain refuses to go hunting anymore, though that used to be his favorite activity-and his hair has turned completely white (DC 20)
• Weird shit is going on in Elsemere (DC 15)
• Ex-knight robber baron & other bandit elements on way to castle
• Creatures taken up residence in basement of a house in the east side of Onuago and are scaring people there (talk to Bard for DC 10)
• The dead scholar was poking around about weird shit (DC 5)
• Fishermen and tales of monster at sea (DC 5)
• There is a pirate cove at harpy point (DC 10)
• People are getting killed along the way to the village and no one knows by what (DC 5)
• Bog hounds can be heard at night (DC 5 / event)
• If the party tries to secure passage on another vessel to Galorad, they find out that there are no vessels that are seaworthy enough to make a long voyage (DC 5)
• If the party makes a DC 3 Gather Information check, or if they ever ask the DM why the paint on the sign above the door is fresh, they learn that the inn used to bear a different name. If they succeed on a DC 20 Gather Information check, they succeed in getting someone to tell them what the old name is, which is something that the innkeeper doesn’t want people to know: XXXX
Posted in Uncategorized and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
Location: Castle von Stieglitz: Front Grounds
The Castle von Stieglitz is located in a broad valley deep within the Cyrűk Mountains along the northeast shore of the Old Bay. Its isolated location has provided Baron von Stieglitz and his militia of seventy-five men an outpost for their nefarious operations for decades. Despite being universally feared, the citizens of neighboring towns joyously attend the annual St. Zyekni’s Day festivities.
The enormous Castle von Stieglitz offers an impressive counterpoint to the distant mountains surrounding this broad valley. Atop a slightly inclining hill, its stonework glows in the afternoon sun. Normally a festive occasion, the castle grounds are abnormally quiet for this St. Zyekni’s Day. The trees within the complex are early in their barrenness, despite the planned celebration of autumn harvest season. There is no welcoming party, save a flock of ravens perched by the hundreds in the defoiled arbors. Other ravens pirouette about the main steps, rending pieces of cloth from one another’s beaks.
If the characters approach the ravens, they fly off, landing on the multi-stepped rooftops of the giant stone structure, calling out to their brethren. The players should feel a sense of approaching horror in this scene. If the characters examine the cloth, they notice that it was once a tunic, but there is no sign of the disrobed.
Map update to follow…
The front door is locked and barricaded from the other side, so the characters will most likely attempt to explore the grounds at the rear of the castle.
Behind the scenes: In his isolation, Baron von Stieglitz has allowed himself to become corrupted by dark, sinister, undead forces. His greed led him down a path of self ruin until he himself became a Wight. He has no plans to trap the party, or even the townspeople, otherwise he would hold the annual celebration as usual. He is so currupted, he has not left his bed chamber in months. The allegiances of his men have splintered, and the rival factions have set up their own mini-baronies within his lands. The party will most likely have enountered at least two of these factions, both claiming dominance over the lands, and requiring tariffs on all things traversing the road the parallels the Rychlý (Rapid) River from the lands to the northeast of the Cyrűk Mountains to the port town of Onuago. This will lead the characters to wonder who holds dominion. The answer is, it’s up for grabs, much like Russia after the Cold War.
Faction leaders include:
Posted in Uncategorized and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
Encounter: The Baleful Bog and Teen Troll Ranger (EL 8)
Presented below is an encounter with a crafty troll ranger who has laid an ambush involving a pool of quicksand. Included are some of the features applicable to any swamp you might use the encounter in, a complete description of the encounter, and statistics for the trap-laying troll.
Marsh Features
Fog: The entire marsh area is covered in low-hanging fog that obscures ground details. Attempting any tracking in this fog increases the DC by +2.
Marsh Terrain (DMG p.88): with the exception of the remnants of the road, this entire swamp is a moor. Terrain is as follows:
20% of terrain is Shallow Bog (movement is 2/1, Tumble DCs are +2),
5% is Deep Bog (Movement is 4/1 or you can swim, Tumble is impossible, water provides cover),
30% is Light Undergrowth (movement is 2/1, Tumble DCs are +2, provides 20% miss chance concealment), 10% is Heavy Undergrowth (movement is 2/1, Tumble DCs are +2, provides 30% miss chance concealment).
The remaining 35% of terrain is normal.
As the players enter this area, read or paraphrase the following:
“Low brush and pools of water are half-concealed by low-lying fog. Dark trees stretch up, as though trying to escape the fetid swamp; dense vines, moss and foliage block out any light from the sky. The buried and half-submerged road is blocked at two places by fallen trees, the first 50′ ahead and the second another 50′ past that.”
The area to the left of the path at the second fallen tree is a patch of quicksand (see below) that the troll has concealed (DC 25 Spot or Survival check to detect). Anyone entering the squares marked as quicksand will fall in and begin to sink.
Creatures: A clever troll ranger is hiding in a hunter’s blind 30′ up in a tree and 30 feet away from the road, waiting for prey (Hide:+3 bonus for being 30 ft away, +6 ranks in Hide, -4 for size Large, +10 circumstance bonus because the blind is exceptionally cunning, for a total Hide of +15).
When the party gets to the second blockage on the path, the troll ranger will swing down from the blind and attempt to bull rush a member of the party into the quicksand hidden next to the path (with +4 circumstance bonus for momentum and +4 for size Large). He may wait at first to see if any of the players stumble into the quicksand and the other players are distracted trying to rescue him.
Once he completes the bull rush, he will land on the ground on the opposite side of the bog. From there he will harry the party with showers of arrows. The first shot will be with a rope-arrow at the party member in the quicksand. The troll is equipped with a composite longbow (+3 Str) and 10 barbed arrows with a thin but strong cord made of vine attached to the shaft allowing him to retrieve prey from the quicksand. These rope arrows are located in a quiver hidden behind a tree stump. The ends of the cords are already secured to the tree stump.
The Teen Troll Ranger is here. In addition, there are Bog Hounds.
Tactics: Attempting to surprise any prey, the troll will initiate combat with a bull rush to push an opponent into the quicksand. He will likely target the party member with the heaviest armor and will recieve a +4 circumstance bonus for momentum and a +4 bonus for his large size.
After the party member is trapped in the quicksand, the troll will fire a rope-arrow at him, allowing retrieval of his corpse later. At the same time, he will yell for his bog hounds (free action), who will arrive 1d3 rounds later. The troll, being fearless, will then fight to the death.
When they arrive the bog hounds will attack the weakest looking party member, making use of their trip attacks.
Quicksand: Roughly 25′ x 25′ area. The troll has covered the surface of the quicksand with leaves, brush, and other natural vegetation to conceal its true nature. The party can detect the trap with a DC 25 Survival or Search check. Any character entering squares marked on the map as quicksand immediately falls in and is subject to the effects of quicksand as listed in the DMG on page 88.
CR 6; mechanical; automatic reset; DC 25 Reflex avoids; 30ft. deep; drowning danger; Search DC 25; Disable Device DC 15 to clear camouflage.
Treasure: The troll has a belt-pouch with 50 silver coins and 35 gold coins, and has secured some prey he has caught in the blind with him. It amounts to 10 days worth of fresh rabbit and young wild pig meat.
Development: If the party defeats the teen troll ranger, they should be able to help drowning compatriots by pulling them out of the quicksand by the cords attached to the rope-arrows the troll shot them with. Doing so is a DC 15 strength check for every 5 feet they move their friends.
Ad Hoc XP Adjustment: +%20, or give experience for entire encounter as a CR 8.
Posted in Encounter and tagged Location by Stephen Hilderbrand with no comments yet.