• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Heroes of Hamh *New Campaign* (Help or Ideas ?)

Malachai_rose

First Post
I am a relatively new DM and have recently started up a thursday night gaming group. I wanted to get input on the work I have done so far, as well as ideas on where to take the PC's once this first introductory story arc is finished.

The first story arc is meant to help the PC's make the transition from village youngsters to adventuring troop. I used the modules "Darkest Hearts" and am currently using a heavily modified "Green Eggs in Hamh"

I might post the modified versin of "Green Eggs in Hamh along with the link to the original version (they both are free adventures). Though I am not sure if I can repost an altered version of a module free or not, any ideas on the appropriateness of this ?

Also I have placed Hamh in Deepingdale in the Dalelands. All the work on Hamh is mine, I used the name from the module because they are starting out 1st level and I wanted them to start out in their village.

*this goes without saying but anyone who might want to use any of the maps I made or any of the npc's is more than welcomed to, and if you have any requests for things you'd like to see just let me know :)*
 
Last edited:

log in or register to remove this ad

Starting Material

Okay the first section on Deepingdale is not mine, I found the information at

http://www.crosswinds.net/~prespos/FRS1.htm#NPCs

This is an excellent site for FR source material. All the informatrion on Hamh though and the NPC's and such is entirely mine though :D

Okay heres what I have so far...

________________________________

Deepingdale

Backround information on the Dale:

Deepingdale is a wide, deeply carved valley blessed with an abundance of game and timber. Like many Dale communities, its population is scattered in many homesteads, but the Dale considers its capital to be the town of Highmoon at the head of the valley, as the main road (the East Way) rises into the pass at Thunder Gap.

Deepingdale has in the past maintained an excellent relationship with the elves of the area, and with the Retreat of the elves, many individual elves and half-elves call this Dale their home. Over half of the population is elven or half-elven. As the area is a haven for wildlife, the Dale's inhabitants count the druids and treants as friends, as well.

Deepingdale's relationships with other human communities have been less than good, and in the past the area and Archendale have almost come to blows over small matters. Deepingdale's position along one of the two main roads between Cormyr and Sembia also contributes in part to uneasiness in the area, and intrigue is rife in Highmoon between agents of both large nations. The fates of Tilverton, placed under the "protection" of Cormyr, and Moondale, absorbed by Sembia, are not lost on the natives of Deepingdale. For these reasons, Deepingdale maintains a well-drilled militia, as well as a well-trained elven archer force.

About half (about 2,500) of Deepingdale's population (5,000 or so total) is in the militia reserves. The reservists have in their possession leather armor, sword, and spear. If a call goes out (a horn call from Highmoon relayed down the valley by special posts), the militia units gather at predetermined spots before marching on the city.

In addition, Deepingdale maintains two companies of 70 2nd-level elven fighters who have specialized in long bow. These elves have remained despite the disbanding of the Elven Court and consider Deepingdale their home. They are well trained both in open field battles and in conducting guerrilla operations and raids from the nearby forests. The late Lord Lashan (his death is uncertain, as he mysteriously disappeared) discovered, much to his regret, the power of these warriors in his attempt to conquer the Dales, and one of these companies served in the crusade against the Tuigan horde.

The ruler of Deepingdale is Theremen Ulath, Lord of Highmoon. Theremen is a half-elven fighter of 6th level. He is well aware of the balancing force that his community and city provide, and to that end has ordered that city walls be erected. This project is half-completed at the current writing. Deepingdale has a Temple of Oghma within its upward-springing walls under the auspices of Learned Father Hasicor Danali (LN hm P12) and seven of his followers. There are shrines to the agricultural and sylvan deities throughout the Dale.
_____________________________________________________________________________________________________________________________________________

Hamh

Background information on Hamh:

Secluded from the rest of the world the village of Hamh is located on the banks of lake Sember (north of Hunters Down and Highmoon), with the Thunder Peaks looming ever present in the distance to the west. Hamh is prosperpous and benefits from a thriving fishing industry as well as other endeavours, yet whispered tales of strange goings on in Hamh serve to isolate the small community from even its closest nieghbors. Rumblings from the ground and strange disappearances have been reported by merchants and other travellers that have passed through the village over the last few decades. The locals while friendly take offense to these accusations and blame jealousy for most of the stories.

Over the years some residents have taken missing yet these are attributed mainly to orcish incursions from the Thunder Peaks and other dangers of the Dales. Most of the stories of strange goings on come from outsiders, merchants and the like. They are given very little credence by the locals.

Having grown up in the small village the PC's (long time friends) have begun to feel the pull of the outside world. Inspired by The Swords of the Smoking Frog (a local adventuring troupe of some renown that purchased an inn just to the south at Hunters Down, the PC's have visited the inn and met some of the heroes and as most young folk were dazzled by ther tales of high adventure) they long to go out and seek the life of an adventurer... Yet obligations of family and home prevent this.

Plot machinations in Hamh:

Orcish incursion:

20 years ago a large push was made by the orcs of the Thunder Peaks to infiltrate and occupy Deepingdale. Most believe the Zhentarim were behind these series of raids that grew ever more agressive. Culminating in the battle of Hunters Down the invading force was driven back by a young band of local adventurers, The Swords of the Smoking Frog. After the dust cleared Lord Ulath (Lord of Highmoon) saw that many of the smaller outlying villages had been decimated losing up to half of their able bodied men. Realizing that unless he wanted these small communitites to fade away (taking some of the security of the Dale with them) something would have to be done. It was with this in mind that Lord Ulath initiated the largest resettlement program Deepingdale had ever seen. Offering land and gold to anyone willing to resettle in the afflicted areas literally hundreds of Highmoon residents as well as displaced refugees of the Orcish incursion moved into the outlying villages of the Dale. Hamh recieved 10 of these settlers having lost over a dozen residents (when your population is only 40 people losing 12 can hurt). Now 20 years later Hanh is well on the road to recovery having over 78 residents in the village proper and another 16 in nearby surrounding farmsteads.

Secret:

Kale is in fact a cleric of Bane and former agent for the Zhentarim, he has been living in Hamh for the last 20 years conducting his macabre experiments below his inn late at night. The rumblings are the result of summonings and sacrafices he makes on ocassian. He normally abducts merchants and other non residents yet he has on ocassion been known to take a local when he thought that perhaps they were getting to close to uncovering his identity. Keeping his masters informed of the local comings and goings of the region he uses a portal constructed by Zhentarim workmen disguised as artisans from Highmoon some 20 years ago, The portal is rarely used as Kale has long since retired from active duty. The killings in Hamh are more of a hobby so to speak. Obsessed with death and its many facets he recently unleashed a plague called the Black Scourge upon the village (See Green eggs in Hamh module). Driven by his corespondence/competition with the priestess od Shar, Rebecca (refer to Green eggs and Hamh as well as the Old Tower module for more detailed explanations of Kale and Rebecca relationship/motivation) eperiments that he hopes will while leaving him blameless... one of the first to fall to the silent plague is his 3 year old son Timothy, though accidental he sees this as an oppurtunity to further alleviate himself from sucspicion...

Npc's of Hamh

Inkeeper: Kale Donner, owner of the Drowned Duck, is a large jovial man that moved to Hamh some 20 years ago from Highmoon after the last major orcish incursion decimated the small villages population. Kale professes a faith Kelemvor yet shows little outward devotion. He is the uncle of one of the PC's (determine which one) having married the sister of the Henry the town blacksmith. The Drowned Duck is the center of local activities and is always busy after the work day is finished.

2nd lvl expert/2nd lvl fighter/7th lvl human Cleric of Bane
--------------------------------------------------------------------------------------------
Wife of Kale: Harriet Donner, loyal wife and loving mother Harriet is a strong woman whom mixes a no nonsense approach to life with a suprising gentle side

2nd level expert
--------------------------------------------------------------------------------------------
Son of Kale: Timothy, at 3yrs old Timothy is extremely bright already having learned how to read. He is always getting into things he's not supposed to and is as mischevious as they come. He is truly a beloved fixture at the Drowned Duck inn.

1st lvl rogue
--------------------------------------------------------------------------------------------
Mayor: Bran, at 40 years of age Bran is the youngest mayor of Hamh that any can remember, he is a serious fellow always worrying about this that and the other. Yet this is exactly why the residents of Hamh selected him for the job. He is seen as someone that will look out for the details. Bran also is a member of the Deepingdale militia holding the rank of Sgt at Arms.

2nd level human Fighter
--------------------------------------------------------------------------------------------
Artisan/Carpenter/Undertaker: Ivellios Fallingleaf, having settled in the village over 60 seasons ago Ivellios is as much a part of Hamh as Hamh is a part of him. Devoted to the LN God of Death Ivellios considers the villagers as little brothers and sisters for him to look out for, which is why he takes it upon himslef to honor their passing into the next realm as the local undertaker (though he loathes that term). One of the PC's is his aprentice.

4th level cleric/1st level ranger
--------------------------------------------------------------------------------------------

Constable: Lucian Moonbrook, Lucian moved to Hamh almost 20 years agoas part of the resettlement, He is fiercely protective of the village and sometimes harsh in his assesments of guilt and punishment. Yet the locals don't seem to mind as the Dalelands are themselves harsh and brook no weakness. Over the years he has helped stave off incursions of Orcs from the Thunder Peaks and Zhentarim raiding parties. He belongs to the Highmoon militia as well holding the rank of Learned of the Bow (instructor in archery). He also is married to Fallia, they met and married in Highmoon 38 years ago.

4th lvl wood elf fighter/1st lvl ranger
---------------------------------------------------------------------------------------------

Blacksmith: Henry, stout good hearted fellow, likes to engage in verbal sparring. He is one of the most skilled Blacksmiths in the Dale. He on ocassion takes comissions from the Highmoon militia to outfit its officers. He has recently taken an apprentice, Kales oldest boy Bradley

1st lvl fighter/4th lvl expert
---------------------------------------------------------------------------------------------

Assistant Blacksmith: Bradley Donner, oldest son of Kale and Harriet Donner he is a outgoing young man and has the eye of several of Hamh's young women. Apprenticed to Henry he shows a knack for smithing though whether he will ever be as good as his master remains to be seen.

1st lvl fighter/1st lvl expert
---------------------------------------------------------------------------------------------

Stable Boy: Shay, somewhat secretive and aparently slow witted Kale was kind enough to employ the young orphan Shea as a stable boy for the Drowned Duck. Shay tends to keep to himself and one of his favorite haunts is the local graveyard where he is seen to spend hours on end visiting the grave of his dead mother.

3rd level rogue/3rd level Cleric of Bane
--------------------------------------------------------------------------------------------

Merchant: Higgly Hoffenfeffer, This gnomish inventor took up residence in Hamh some 20 years ago during the resettlement. He and his wife Bimpnottin have established a clockworks shop (though there isn't much need in Hamh). Highly skilled in his trade Higgly often takes comissions from aristocrats in Highmoon a well as passing merchants.

5th lvl wizard/3rd level gnomish artificer
--------------------------------------------------------------------------------------------

Merchant: Jacob, owner of the local mercantile shop Jacob is a quiet man. Him and his wife Abby have three young children, Sarah 16, Michael 12 and Amanda 7. Jacob and his wife both have lived in Hamh their entire lives so they are good sources of information about local goings on in the last 40 years. Sarah is the sister of Bran the mayor of Hamh.

3rd level expert
--------------------------------------------------------------------------------------------

Merchant: Harry Longbottom is the majority owner of Harrys House of Fish. He is a ill tmepered man who has never married despite moving to Hamh almost 20 years ago during the resettlement. He is also friends with Lucian Moonbrook, one of Harrys only close associates. Harry is a member of the Deepingdale militia holding the position of Requisitioner 1st class.

2nd lvl fighter/2nd level expert
--------------------------------------------------------------------------------------------

Places of intrest in Hamh

Higglys House of Wonderous Devices and Other Stuff: Owned by Higgly Hoffenfeffer this small shop is a favorite among local children as Higgly and his wife Bimpnottin have crafted many amazing toys and devices over the years, including mechanical toy carriages that are powered only by a cup of water (steam). At one time Higgly had his workshop in the front of the store so the children could observe him working on his latest gadgets, but after a rather unfortunate incident involving a young local boy and Higgly's Miraclulous Portable Fire Contraption that left the youngster singed and half the shop in flames Higgly decided it would be best to move his workshop to the back of the store where the local children couldn't harm any of his inventions.

Higglys also offers many unique items that might be of intrest to adventurers such as Higgly's Tube of Portable Brilliance which acts as a small handheld shuttered lantern (like a flashlight, ie a metal tube with a mirror fixed to the bottom and a rock with a continual light spell cast on it set near the front of the tube and shutters at the front so the adventurer can shut it off, cost 60 gold). Higgly also offers many other unusual items like that which might be of intrest to the party.

The Drowned Duck: Owned by kale Donner and operated by him and his wife Harriet, the pub/inn is the center of life in Hamh. This is where the local residents come to congregate and relax, playing music and singing rousing songs of the Dales it is almost always full in the evenings and is only closed on the first day of the week (though the Inn half is always open). Often Timothy, Kales youngest son, can be found running around the bar offering to sing or tumble for local patrons for a few coin. He also has been known to try and pick the pockets a few folk as well, while his antics are seen as cute at 3 years of age it is generally commented on that Harriet should keep a closer watch over the boy.

Jacobs Mercantile and Dry Goods: This is the local store where one can buy food and basic supplies such as oil, cloth, blankets, Lanterns ect... Basically everything available in the Adventuring Gear section of table 7-7 of the phb is offered with the exception of Manacles, Portable Ram, Caltrops, and the Spyglass. Higgly's has many of these items not offered at Jacobs available, albiet with a gnomish twist.

Harrys House of Fish: This is the local smokehouse where the fish caught on lake Sembra are smoked and prepeared for shipment to Kharnes Inn to the west and Hunter Down to the south. Most of the local fisherman work at the smokehouse since many of them are partners in the venture, though Harry (majority owner) takes care of the buisness end of it for them.
_______________________________
 
Last edited:

hey Malachai_rose!

i don't think there would be a problem if you posted the links and just posted what you'd changed, the 3e WotC mods are talked about all the time!
 

Map of Hamh

Here is a map and key of the village of Hamh. I made the map with Dungeoncrafter a freeware map designer.

1) The Drowned Duck

2) Jacobs Mercantile and Dry goods

3a) Harrys House of Fish smokehouse

3b) Harrys House of Fish storefront

4) Higglys House of Wonderous Devices and Other Stuff

5) Town Meeting hall

6) Home of Ivellios Fallingleaf

7) Town cemetary

8) Old homestead ruins and nearby cave

9) Lake Sembra

10) Home and office of Lucian Moonbrook town constable

11) Blacksmith
 

Attachments

  • hamh.jpg
    hamh.jpg
    234.5 KB · Views: 210

Thnx Mr Fidgit :D I will go ahead and post it then. And feel free to let me know what you think I could change/improve on as well as things that look ok :)

Here is a map of the Drowned Duck, I made this in Dungeon Crafter as well. I will post the encounter I made for it. I have placed this in "Green eggs in Hamh" as part of the adventure. I guess that will be my next post :D

Okay here goes...
______________________________
Encounters:

room 1: Study

The room is lit by a flaming hearth and a continual light spell cast upon a stand that has a shade to dim it when needed. There is no apparent ecit from this room. A search check dc 20 will reveal a door along the outhern wall. Also a spot/track check dc 20 will show footprints walking into the wall...

*If the PC's examine the desk they will find a book written in Draconic detailing his plans and activities of the last 20 years (he has documented over 59 killings in the journal) also he speaks of another like him that apparently resides in the in a tower at the foothills of the Thunder Peaks, just past Kharnes Inn. It speaks of a kind of gruesome competition between the two of them. From the notes the PC's gather that this person had recently made a bold move, slaughtering an entire caravan. Kale always competitive and now slightly insane from his sub level antics decided that he would introduce the scourge upon his home in order to one up her.

room 2: Sleeping chamber

Upon entering the room the PC's notice a strange looking catlike animal curled up on a rug beside the bed in the room looking at them. The Krenshar will then wail and pull its face back. Have PC's make saves and begin combat

2x Krenshar p125 mm

room 3: Sacrifical chamber

Before entering the room a search check dc 21 needs to be made if the PC's are activelyt searching for traps. If not then the trap goes off spraying the front two PC's with pigs blood (reflex dc 22 avoids). Then a grate opens up in the next room releasing the encounter early +1d2 extra rats (the spiders will stay in the room). The rats will make a beeline for the smell of the pigs blood.

Upon entering the rubble filled room a sense of evil washes over the players (will save DC 14 or become shaken) On the floor is a large summoning circle painted in a dark red substance, the circle pulses slightly as the PC's enter the room. In the center of the room is an altar covered in dryed blood. The shackles on the altar still have bits of decaying fesh hanging from them as if the victim somehow had just melted away in the restraints. If the PC's stay for more than 2 rounds they will meet some of Kales other little friends.

3x small monstrous spider
4x dire rats(+2d4 if trap is triggered)

room 4: Finsished projects room

Right before entering the room refer to Blackstones piercing passage p80 traps and treachery

In this room are 6 coffins off fine make covered with strange markings (knowledge religion dc 20 to realize these are undead animation markings)
If the PC's leave the coffins alone nothing will happen if anyone touches any of them their lids will burst open (the pc that touched one will have that undead get a suprise partial action against him) and initiative will be rolled. Hidden (invisible) in the corner of this room is a Quasit, one of Kales servants, the Quasit will attack when the skeletons do. If the party leaves the coffins alone then the Quasit will follow the PC's for 2d6 days causing them trouble when it can. After the 2d6 days it will grow bored and leave.

6x medium skeletons page 165 mm
1x Quasit page 41 mm

room 5: The Pit

Upon entering the room the Pc's will notice that the cieling is very tall in the room (30 foot and that it is pitch black). The Pc's with lowlight or darkvision are entitled to a spot check dc 1d20+7+10 circumstance for lowlight, DC 1d20+7 for darkvision . If they make the check they spot the Choker hiding on the cieling and can role initiative as the Choker is very much aware of the players presence. In this room is a circle pit covered with a rusted iron grate. The floor is caked in blood and several severed limbs lay in the various corners of the room, upon further examination (heal check dc 14) the PC's will notice the limbs look like they were rended from the body not cut. It is when the PC's are examing the room that the choker will sneak down the wall halfway and try to grab on eof the PC's quickly heading back up the cieling into the darkness The pit is balck and 60 feet deep (darkness spell permanently cast at the bottom). If the PC's search the pit or investigate long enough they will begun to hear a muffled moaning from down below (listen dc 15 to tell its elven). It will be Lissa Moonbrook the missing mother of Kale Farstalker step son of Lucian Moonbrook. At the bottom of the pit below the magical darkness the floor of the pit appears to consist of an old hatched iron grate that opens up into another dimly lit room below that bristles with undead. (refer to sublevel room 1)

______________________________

I am also adding another sublevel at the bottom of the Pit in Room 5. I feel the sublevel isn't quite big enough as is to really challenge the party.

Here is a key for the upper level area, I almost forgot to add it since I knwo what everything is ;) but I figured it would be nice if yall knew as well, heh.

6) Secret portal room. Can only be reached from room to the left, search check dc 30 and open locks dc 25. This is Kales treasure stash and home of the portal to Zhentil Keep he had construcuted 20 years ago when the inn was built.

7) Bathrooms, the inm has indoor plumbing thanks to Higgly Hoffenfeffer the local gnome inventor.

8) Common Room/Bar

9) Kitchen

10) Storeroom

11) Private meeting area of the Bar, usually used by Mayor Bran and friends.

12) Broom closet/Trap door leading to sublevel 1, search check dc 30 to spot and open locks dc 30 to unlock.

Okay, thats the complete key :)
 
Last edited:


1) great maps! well done, Malachai_rose

2) the door trap on room 3 is wicked! i am, of course, compelled to steal it...

(3) don't forget the mod links :D)
 

Green Eggs in Hamh

What follows is the module Green Eggs and Hamh a free module I got from

http://rpgarchive.com/index.php?page=adv1&advid=565

It has been modified to fit with the story and had extra things added. Feel free to point out any errors or mistakes made since I will be running this part of the adventure this thursday :D
________________________________

A town brought to misery (my title for the adventure)

Green eggs and Hamh

THE MIDNIGHT SCOURGE

Once invoked upon hallowed grounds of burial, the Midnight Scourge lies dormant. Its magical energy seeps into the ground and waits. Then, on the following midnight and every midnight until the spell expires (one week for every caster level, 7weeks in Kales case), a green and noxious mist rises from the ground of the graveyard.

Anyone caught in the graveyard during this event must make a saving throw versus Fortitude, DC 18. If they miss the save, they become violently ill and must save again on each consecutive midnight. If they miss three times in a row, they die. If they make the save and are not exposed to the poison again (see below), they will recover in a week.

The curse, however, does not stop there. At about half-past midnight, the mist settles on the ground of the graveyard, leaving droplets of moisture on the ground that look almost exactly like dew (with an ever-so-slight green tint, DC 30 to spot if looking at the droplets specifically) and a faint odor of death. If anyone walks in this dew (inevitable if entering the graveyard) before 6 AM, when it finally vaporizes, their shoes are poisoned and will, upon the next midnight, emit tiny wisps of green vapor. These vapors are barely visible (DC 20 to spot) and will not harm adults, but infants and small livestock may be affected.

THE VILLAGE OF HAMH

The people of Hamh are distraught. Their chickens have been infected with a strange disease, causing them to lay green, poisonous eggs. Additionally, though they have not linked the two, there has been a recent string of deaths and illness within the village that started only a few days ago.

THE PROBLEM

The town, now in the summer months, is in serious trouble. The lack of usable eggs and the possibility of plauge is having a grave impact on the village's efforts to stock up food for the winter and it's trade. The PC's must act quickly if they are to save there home and loved ones from the ravages of the black scourge.

THE QUEST

When they get back to town the PC's find things in turmoil, with a little questioning they find out that Randal Woodsons fathers farm was the first infected. They have not yet associated that fact with Randal's job as apprentice coffinmaker to Ivellios and groundskeeper at Hamh's cemetary. In fact, they have not associated the illness with the graveyard at all. That is something the party will have to figure out. Eventually, if they are not able to pinpoint the graveyard on their own, the party should be allowed to see the vapor rising from a pair of boots or some similar hint.

The Clues

*side note Kales Quasit servant Malzinak will start shadowing the party as soon as they begin investigating the scourge. Malzinak wears an amulet of undetectable alignment (to thwart any pesky detect evil spells or abilities).

Shay the stable boy seems to be unaffected by the scourge despite his long hours in the graveyard.

Kale will start acting semi erratic, losing his temper easily (though he will blame this on the illness of his youngest son Timothy).

Ultimatley it is the stable boy Shay whom seems to be the primary suspect, if they investigate his behavior and qaurters behind the inn they will find some hastily scribbled notes that seem to confess to the crime. Shay will admit to this when confronted and attack the PC's while babbling on about "Blood and Darkness beneath Hamh.. coming to devour you all the master is"

If the PC's kill Shay they will be left in a very bad position as Kale will secretly begin to move against them, hiring orc bandits to try and kill them. If they keep him alive and question him after subduing him he will drop clues that Kale is the master (two decades have you been blind).

If the PC's begin to investigate the settlers from 20 years ago they will be left with 10 possible suspects (6 are listed in NPC section, 2 are dead and 2 live on a small farm about an hour from the village).

If the PC's talk to Jacob and Abby they will level vieled acusations at Higgly the gnome (they are somewhat rivals) then in passing he will mention that the party could also go talk to Widow Ludlow who lives on the edge of town. Widow Ludlow often picks berrys in the fields by the graveyard early in the morning she will mention that she saw something that might be of intrest. She will tell the PC's that she observed Kale Donner in the graveyard before dawn two nights before the first reported sickness and 1 day before the eggs first turned green on the Woodson farm (the farm near the graveyard). She will say he was wearing a strange tunic with a funny symbol on it and offer to draw it for the PC's (knowledge religion DC 15 to tell it's the symbol of Bane).

If the PC's are unable to identify the symbol they might show it to Ivellios who will recognize it immediatley for what it is.

If the Pc's go to ask Kale what he was doing in the graveyard he will tell them he was visiting the grave of his daughter who died 3 winters ago. If they show him the symbol Kale will fiegn ignorance bluff check (dc 1d20+2+6 ranks). If they happen to see threw his lie he will say he is tired and attempt to leave. If the party trys to stop him Kales Quasit servant Malzinak will attack the party to let Kale get away in the confusion.

When the PC's come to confront Kale after figuring out he's the real culprit he will be in the Drowned Duck and will be tipped off to the PC's arrival by either his wife Harriet or Malzinak. Harriet will tell them he fled into the kitchen. Instead Kale actually goes to the Portal upstairs though he will leave the trap door in the kitchen open hoping to lure the PC's to their doom thinking he went down below. Kale will also set an incindiary device to go off thirty minutes after he portals. The Drowned Duck is a powder keg and when the device goes off everyone in the inn will take 5d6 reflex save dc 18 for half.

*Note it is possible for the PC's to finish this adventure believing it was Shay and finding out how to stop the black scourge. Kale will not stop them from doing this in fact he will aid them in trying to find a soloution to totally throw them off the trail. If this happens then refer to the end section "Aftermath"

Encounters:

room 1: Study

The room is lit by a flaming hearth and a continual light spell cast upon a stand that has a shade to dim it when needed. There is no apparent ecit from this room. A search check dc 20 will reveal a door along the outhern wall. Also a spot/track check dc 20 will show footprints walking into the wall...

*If the PC's examine the desk they will find a book written in Draconic detailing his plans and activities of the last 20 years (he has documented over 59 killings in the journal) also he speaks of another like him that apparently resides in the in a tower at the foothills of the Thunder Peaks, just past Kharnes Inn. It speaks of a kind of gruesome competition between the two of them. From the notes the PC's gather that this person had recently made a bold move, slaughtering an entire caravan. Kale always competitive and now slightly insane from his sub level antics decided that he would introduce the scourge upon his home in order to one up her.

room 2: Sleeping chamber

Upon entering the room the PC's notice a strange looking catlike animal curled up on a rug beside the bed in the room looking at them. The Krenshar will then wail and pull its face back. Have PC's make saves and begin combat

2x Krenshar p125 mm

room 3: Sacrifical chamber

Before entering the room a search check dc 21 needs to be made if the PC's are activelyt searching for traps. If not then the trap goes off spraying the front two PC's with pigs blood (reflex dc 22 avoids). Then a grate opens up in the next room releasing the encounter early +1d2 extra rats (the spiders will stay in the room). The rats will make a beeline for the smell of the pigs blood.

Upon entering the rubble filled room a sense of evil washes over the players (will save DC 14 or become shaken) On the floor is a large summoning circle painted in a dark red substance, the circle pulses slightly as the PC's enter the room. In the center of the room is an altar covered in dryed blood. The shackles on the altar still have bits of decaying fesh hanging from them as if the victim somehow had just melted away in the restraints. If the PC's stay for more than 2 rounds they will meet some of Kales other little friends.

3x small monstrous spider
4x dire rats(+2d4 if trap is triggered)

room 4: Finsished projects room

Right before entering the room refer to Blackstones piercing passage p80 traps and treachery

In this room are 6 coffins off fine make covered with strange markings (knowledge religion dc 20 to realize these are undead animation markings)
If the PC's leave the coffins alone nothing will happen if anyone touches any of them their lids will burst open (the pc that touched one will have that undead get a suprise partial action against him) and initiative will be rolled. Hidden (invisible) in the corner of this room is a Quasit, one of Kales servants, the Quasit will attack when the skeletons do. If the party leaves the coffins alone then the Quasit will follow the PC's for 2d6 days causing them trouble when it can. After the 2d6 days it will grow bored and leave.

6x medium skeletons page 165 mm
1x Quasit page 41 mm

room 5: The Pit

Upon entering the room the Pc's will notice that the cieling is very tall in the room (30 foot and that it is pitch black). The Pc's with lowlight or darkvision are entitled to a spot check dc 1d20+7+10 circumstance for lowlight, DC 1d20+7 for darkvision . If they make the check they spot the Choker hiding on the cieling and can role initiative as the Choker is very much aware of the players presence. In this room is a circle pit covered with a rusted iron grate. The floor is caked in blood and several severed limbs lay in the various corners of the room, upon further examination (heal check dc 14) the PC's will notice the limbs look like they were rended from the body not cut. It is when the PC's are examing the room that the choker will sneak down the wall halfway and try to grab on eof the PC's quickly heading back up the cieling into the darkness The pit is balck and 60 feet deep (darkness spell permanently cast at the bottom). If the PC's search the pit or investigate long enough they will begun to hear a muffled moaning from down below (listen dc 15 to tell its elven). It will be Lissa Moonbrook the missing mother of Kale Farstalker step son of Lucian Moonbrook. At the bottom of the pit below the magical darkness the floor of the pit appears to consist of an old hatched iron grate that opens up into another dimly lit room below that bristles with undead. (refer to sublevel room 1)

THE SOLUTION

Infected boots will have to be burned. Extensive handling of the boots (at any time of day) will require a saving throw as if the person was caught in the mist at the graveyard. As far as the graveyard, the are two possible solutions. First, the graveyard could simply be avoided. If someone is watching, they will notice in seven weeks time that the curse has ended. Second, the graveyard could be sprinkled around the edges with holy water and blessed by a Cleric. This would have to be done each day or the plague will return on the next. Remember, though, that the town cannot be infected unless someone enters the graveyard and takes the poison back with them.

Aftermath of the Silent Death

With almost a third of the village dead (4d6 villagers) the PC's have a tough decision to make, Someone needs to go to Highmoon and request aid as well as an ivestigator to come examine the ruins of the Drowned Duck inn. The PC's have two choices... pursue the clues in the book that Kale left behind and head towards the Thunder Peaks to the west or head to Highmoon first to seek aid and then their fortunes.

If the PC's don't uncover Kale he will resume continue his work as the PC's set out to Highmoon and eventually blow up the Drowned Duck in the evening when it is busiest (killing 3d6 villagers and injuring 3d4 more). Kale will flee and continue to harry the PC's from the saftey of Zhentil Keep remaining a painfull reminder of what has happened. Upon returning th players will be told that Kale was the culprit and the men of the village barely were able to drive the orcish raiding party that beset the village shortly after the party departed (Kale is believed to have hired them).

In the ashes of the Drowned Duck if the PC's investigate them they will find the entrance to the sublevels of the inn. They were left unharmed in the explosion.
______________________________

Well there it is, let me know what yall think about any of this stuff. I want to make a good story driven game for my PC's but being fairly new at this stuff I am looking for all the advice and feedback good or bad I can get.
 
Last edited:

PC list

Here is also a brief list of the PC's and how they tie into the village.

Player Character list:

Kale Farstalker (Human Monte cook ranger)- stepson of Lucian Moonbrook (The town constable) and son of Lissa Farstalker.

Scorelin (Half drow Rogue)- His mother raped by a Drow during a raid in Cormanthor over 120 years ago gave birth to Scorelin. They moved to Hamh almost 60 years ago to seek seclusion in the deep forest.

Lanokir (Human Fighter)- Son of Henry the Blacksmith and nephew of Kale and Harriet Donner. Younger brother of Drayth

Drayth Grivbane (Human Fighter/Wizard)- Son of Henry the Blacksmith and nephw of Kale and Harriet Donner. Older brother of Lanokir.

Mikhail (Human paladin)- Son of Connor Longbottom a local fisherman and nephew of Harry Longbottom.

Direhan Araloth (Human Wizard)- Son of Bran the mayor

Randall Woodson (Human Cleric of Kelemvor)- Son of Patrick a local farmer he is apprenticed to Ivellios Fallingleaf.

*The PC's all grew up in Hamh and are childhood friends
 
Last edited:


Into the Woods

Remove ads

Top