Out of Crookdale
A scalable adventure for lower level characters.
Winter has fallen hard on the people of Crookdale, a tiny thorpe deep in the mountains. Snows and marauding orcs have made the mountain passes hazardous at best, and on many days completely impassible. The Meltwash has frozen solid, and wild beasts that would normally give a human settlement a wide berth have been seen at the edge of the wood. The entire populous has dug in and prepares to wait out the long nights ahead. No one would stir by choice, but now they may have no choice. The village priest has seen a vision and fears that if some one does not act the realms of men will be awash in blood.
Crookdale:
Crookdale can be located in any cold mountainous region. The village sits in a densely forested mountain valley where a trader’s road fords the river. Feed by a thousand tiny streams of run off in the spring, the river, the Meltwash, is wide but only a few feet deep near the village. This winter it has frozen solid. The trader’s road runs roughly north and south, connecting the hot and humid lands of the southern costal region with the kingdoms of the central temperate plains.
Crookdale itself is dominated by a central building. A long, low, heavy timbered building, it serves as the center of all life in the community. It is a storehouse, an assembly hall, a temple, and a refugee. Currently most of the population has gathered there to wait out the winter with shared heat and companion ship. Sharing a rear wall with this building are the stables, little more than a large lean-to open on two sides. Crookdale does not keep many animals, what the ones they do are here to share the heat of the main structure and add their own. Of particular note are four horses, both the means of trading with other villages and the towns further down the mountain and the only fast way to call for aid in times of crisis. The horses represent the wealth of Crookdale. Smaller animals, goats and dogs mostly, have been moved in side with the villagers.
The central building is surrounded by a scattering of nearly two dozen log homes, most housing several generations, and a few additional out buildings used for storing and tanning hides. A wooden palisade protects the village in a semicircle ending at the river, which is open. Beyond the walls there is a small expanse of land used for vegetable gardens in the mountains’ brief spring and summer.
Crookdale has a population of about 75 adults; some of the elderly and weak have already died from the cold this winter. There is no formal government, with most decisions being made by a gathering of all available adults when needed. Berg Valher, a tall burly man covered in thick red hair, is considered the “head man” and speaks for the village in dealing with outsiders. Chern Vog is Crookdale’s spiritual leader, an old man past his prime. Chern represents a wide pantheon of wilderness gods and exalted ancestors, interpreting the signs to determine where and when to hunt, marry, or procreate.
The Mountains
The valley where Crookdale is in the Cold range, 40 to 0 degrees F. Unprotected creatures, those without cold weather gear, magical protection, or an appropriate feat, must make a Fortitude save each hour (DC 15, +1 per previous check) or suffer 1d6 points of nonlethal damage. Winds are calm and broken by evergreen forest that covers the valley, which also keeps the temperature from dropping a full category at night. It is snowing, and has reached a depth of about 6 inches, with deeper drifts. Small creatures move at half speed. Deeper drifts are over a foot deep, small creatures move and ¼ speed and medium creatures at ½ speed.
For all weather related conditions note the use of the Survival skill on Fortitude saves and other weather hazards.
Preparing to run the adventure:
Players and Dungeon Masters will want to have access to Frostburn or another source dealing with cold weather hazards. At the very least the PCs will want to have cold weather gear and other preparations before the adventure begins. If they are natives of Crookdale or the region they may already possess these items, if they are sent to the region they a patron or other advisor will have encouraged them to take the necessary precautions.
Involving the Players:
- Players may be natives of Crookdale. If this is the case the adventure may be used as a 1st level adventure with the changes noted below, or the PCs may have already faced some small adventures in the region and be of 2nd or 3rd level.
- Players traveling through the mountains late in the year may have met an unexpected snowstorm that drove them to Crookdale to seek shelter. Now they have little choice but to wait until a thaw to resume their journey. If this is the case challenges below can be increased for a higher-level party, up to 6th level.
- The party may have been sent into the mountains to check on the inhabitants of Crookdale or retrieve spell ingredients gathered in the valley for a patron. In this case they may only be waiting for a break in the weather to return to their normal lives.
DMs will also wish to have access to the Monster Manual II for the Warbeast template.
Guarding the Horses in the Hour of the Wolf
Regardless of how they got there, the PCs will be required to take their turn guarding the thorpe’s horses. The villagers know from past experience that the weather will drive wild animals and worse out of the mountains, and with the river frozen over beast may enter the compound seeking an easy meal. The horses, if unprotected, are that easy meal. There have already been three attacks in the last few weeks, including one that resulted in the death of a villager. Someone has to stay with the horses, and one night it will be the PCs.
The stable is little more than a sloping roof shelter leaning against the main building. Normally open on both ends, wood has been piled on one side as a make shift wall while the other end is covered with a curtain of skins. A hole protected by a flap of leather serves as a chimney for the low fire, burning horse dung, kept in a bronze brazier in the middle of the stable.
The PCs job is simple: keep the fire lit, keep the horses safe, and drive off or kill any beasts that enter the compound.
After midnight the PCs get a visitor. The beast or beasts has crossed the frozen river and entered the compound. Moving silently and sticking to the shadows the creature(s) stalk any one out in the open, such as a PC who is on patrol or has gone to relieve himself, eventually converging on the stable.
The number and nature of the threat depends on the level of the PCs. A number of wolves or dire wolves whose EL is roughly equal to the party’s level is appropriate. If it is an individual animal the creature is likely to be driven by hunger and will fight to the death. A pack of animals is equally desperate, but will flee if more than half their number or killed or severely injured.
Meanwhile the horses have caught the scent of the wolves and are beginning to panic. They are only tethered with a thin rope and can easily break free of the stables, possible knocking over the brazier in the process. At least one PC will be needed to keep the animals calm until the predators have been driven away, other wise the PCs will face the additional challenge of rounding up the frightened horses in the dead of night.
The Morning of Vision
Whether the PCs killed or drove off the intruders of the night before, as long as the horses are safe, they will be hailed as heroes. Just in time too, for while the PCs were fighting for their lives and those of the horses, Chern has had what he believes to be a prophetic dream. One that calls for heroes.
In the dream Chern saw all the lands of men as if from a great distance. A rainbow arched over all of them and everything was warm and bright. He then saw each of the various lands, and the rainbow had grown smaller and moved through the skies of each in turn. He then saw the rainbow settle on a great gray hill and this hill seemed to move with other hills and came to these very mountains. Then there was thunder and smoke and a jumble of images like a great battle, but one he could not clearly make out though the smoke. He saw the rainbow curl up and be swallowed by one of the hills. The hill began to bleed, and the flow of its blood became a stream. The stream became a river and the river a flood. He then again saw the lands of men spread out before him but now they were washed in the blood and the skies were dark.
A long debate ensues over the details of the dream, its meaning and legitimacy, and what should be done about it. All the adults of the village take part, and the PCs are welcome to do so as well. Eventually some one will suggest that the dream be told to the Old Man of the Mountain, who is known for his wisdom but also his temper. This seems like a good idea to most of the people.
Shortly thereafter the heroes of the night, the PCs, are nominated for the task.
PCs may initially be reluctant to go, but there are several ways to deal with this.
- PCs native to the village will have familial obligations to follow the wishes of the meeting. This is an awkward year for the village; many of the men of fighting age were lost a few years ago in a skirmish with snow goblins. Many of those who remain are either too old, too young, infirm, or burdened with providing for families, their own and those of dead kin. The PCs are young and strong and likely have no truly pressing obligations beyond duty to their extended family.
- PCs from the village or from elsewhere may have heard the legend of the Old Man (see below) and wish to meet him. This can appeal to any PC of a martial nature, or any with strong religious ties.
- Villagers will play to the PCs sense of obligation and duty for the aid they have been provided already, as well as their obligation to the larger kingdom or kingdoms. If the PCs are not human Chern and Berg can point out that the destruction the dream suggests might not be limited to the human empires seen in the vision.
- Villagers may include attractive members of the preferred sex who, already enamored with one of the PCs for being an outsider and the heroics of the previous night, asks a PC to do it as a “special favor” for him or her.
- Chern can add that he feels that there is a chance for great reward or great burden depending on the actions of the PCs.
Traveling the Crooked River
Traveling to the Cave of the Old Man will take about a day of walking. The easiest and recommend path is simply to follow the Meltwash and then cutting through the forest to the cliffs.
While frozen over, the river still has some thin patches of ice. PCs using the river as a means of travel can encounter these thin patches if they are not careful, Medium creatures have a 50% chance of breaking thin ice. Creatures who fall through the ice risk hypothermia. Moving on ice reduces speed by ½, a DC 10 balance check is needed to run or charge on a sheet of ice.
A small band of snow goblins, driven from their hunting grounds by the rocs, are now roaming the woods. They have been watching the river in hopes of catching some game that might come down to drink from the ice, but when they see the PCs they will attempt to lay a trap for them. The frequent bends of the river, and the forest that grows close to its banks, makes the river an ideal place for an ambush.
Falling snow reduces visibility by half, imposing a –4 penalty on Spot and Search checks as well as ranged attacks.
The wilderness is filled with dangers. DMs should either plan additional encounters or use random encounter tables for Cold Forest, Hills, and Mountains. There are no individual creatures in the valley with a CR greater than 8.
The Cave of the Old Man
The Mountain Cave of the Old Man is about 5000 feet above the valley floor. The thick ever green forest gives ends at a step cliff, a narrow rock ledge curves up the side of the cliff, at times obviously widened by intelligent effort, until it reaches a small crack in the rock.
The weather on the cliff face is in the Severe Cold range, 0 to –20 degrees F. Characters must be wearing a cold weather outfit and have an addition form of protection (fur clothing, a feat, or magical resistance) or must make a Fortitude save every 10 minutes (DC 15, +1 per previous save) or take 1d6 points of nonlethal damage on each failed save. Characters who are only partially protected take half damage on a failed save. Winds outside the cave are Strong, resulting in a –2 penalty to ranged attacks. Occasionally the winds gust to Severe (roll d% once every 6 rounds of combat, on a result of 15 or less the wind has gusted), resulting in a –4 penalty to ranged attacks and requiring a DC 15 Fort save. On a failed save tiny creatures are blown away, small creatures are knocked down, possibly falling off the cliff, and medium creatures cannot move forward against the wind (which typically blows from the east, the direction the PCs must go to reach the cave.) Spell casters must make a DC 10 Concentration check when facing the effects of Severe wind gusts. Visibility is reduced during wind gusts to 5 feet, as if in fog. The winds keep any significantly large quantities of snow from building up on path to the cave.
The Old Man is an Exalted Aesthetic Monk from the southlands. A great adventurer in his day, he dedicated his life to destroying an evil cult that had taken over his city. He faced many trials, including public torture, but was eventually successful. For a time the people honored him, and his supporters petitioned the representatives of the local pantheon to declare him a saint, a request that was granted gladly.
He, however, only wanted to return to his life of contemplation. He moved over the years to more and more remote locations. In spite of his best efforts a small group of acolytes followed him. They attempt to keep the unworthy from bothering their august master, who wants little to do with them much less anyone else.
All of this information is available with a bardic knowledge check. A Knowledge(local) will reveal that the Old Man came from the south, followers came after him, and that while he is said to be very wise he also does not see visitors. Any one of his acolytes is more than happy to go into great details about the man’s life as well, elaborating on his saintly qualities in detail.
When the PCs reach the Cave of the Old Man they are met by a monk or monks, depending on the party level. These all sit in the mouth of the cave meditating around a small fire. They immediately snap to the alert at the PCs approach and ask what business they have here.
The monks are fanatical. While outwardly friendly they are hostile to anyone who wishes to disturb the Old Man. They consider it their duty to prevent, by any means necessary, such an occurrence. It is possible that an exceptionally charismatic PC might persuade them that their cause warrants such a disturbance, and PCs who desire to do so should be allowed to attempt change their Hostile attitude to Helpful. Such a change however, is unlikely. If the PCs insist on entering combat will result.
The monks fight to incapacitate, not kill. They want to drive the PCs away, not truly harm them. However, once engaged they do not give up, and will fight to the last man if need be.
Should the monks be defeated or befriended the way is open to the inner caves where the Old Man resides.
“Old Man” seems to be a misnomer. The figure sitting in a cave, which is open to the sky, naked and covered in snow could be but a few years older than the PCs. He sits cross-legged with his eyes open and staring straight ahead. He refuses to react to the PCs unless one of them attempts to touch him. If they are foolish enough to engage him in combat (he is a 20th level Monk with a high Dex, Improved Initiative, and a large number of Aesthetic and Exalted feats) he will grapple one of them quickly and demand that the others surrender, but he will not permanently harm any of them. Hurting them, as a means to teach them a lesson, on the other hand, he will gladly do if need be.
The Old Man does not like being disturbed. He has grown tired of the world and simply wants to fade away. To this end, when forced into conversation, he adopts a very belligerent attitude. He points out the PCs obvious weaknesses, as well as making fun of the village.
He is, however, deserving of his reputation as a saint and will aid them in their quest, if for no other reason than to get them out of his cave.
He explains that the rainbow is the fabled Rainbow Pennant of the Alliance, a symbol of the unity of seven human kingdoms. The Pennant was made over 50 years ago in celebration of the defeat of a common enemy, using one color to represent each kingdom. For seven years it is flown from the capitol of one of the nations at the end of which time it is removed and transported by an honor guard to the next capitol in rotation. The treaty that prevents war from breaking out between the very different cultures of the alliance is tied to the symbol of the Pennant. The gray hills of the dream sound like the War Elephants of his homeland in the south. If it is time to move the Pennant, and if the honor guard tried to cross the mountains in winter, they probably ran into trouble in the Mountain Pass to the south of the valley. If the pennant does not reach the next capitol by spring, one nation will accuse the other of having broken the treaty. This will likely lead to war, which in turn would cover the kingdoms of men with blood and darkness.
“Now,” he adds, “get out and take those worthless hangers on at my doorstep with you!”
At this point the PCs may head directly to the pass or back to the village for guidance. If they do reach the village, Chern will send them to the pass as soon as possible.
The Mountain Pass
The Mountain Pass suffers much the same weather conditions as the Cave of the Old Man, noted above. Within the pass the winds have deposited thick drifts of snow reaching three feet deep or more. In these drifts (which usually are no more than 15 feet across) Small creatures must succeed at a DC5 Strength or Balance check to move, and may only move at ¼ speed. Medium and larger creatures may move at ¼ speed. Although large creatures have moved through here recently, the wind and other hazards have renewed the drifts.
This winter the pass has become the hunting ground of a tribe of orcs lead by a snow shaman. They have trapped the pass, including setting up avalanche triggers and other hazards.
Just this morning they ambushed the honor guard carrying the Rainbow Pennant and some of their number are still there slaughtering the elephants and looting the bodies.
The ambush occurred in a wide place in the pass, with steep cliffs on either side, but several false paths leading to dead end branching off from it. The honor guard fought well, but surprised, suffering from the elements, and in terrain that limited the advantage of their mounts, they were eventually slaughtered. The path is now littered with the bodies of six massive war elephants, a dozen bronze skin men in exotic armors and bright colored robes, as well as a considerable number of orcs. In fact, the orcs did not do very well in the encounter, and as a tribe are unlikely to survive. That does not mean, however, that they are willing to give up their prey to the PCs.
The number and class of the orcs are variable, but the total EL should be roughly equal to the party’s level +1. These orcs have had time to rest and recover some since the battle, or were not actually part of it, and so are at their fighting best.
During the fight with the orcs, and there after, the PCs hear a loud trumpeting noise coming from one of the side paths.
If the PCs investigate the noise they discover a massive War Elephant still on its feet, but confused and lost in a dead end. This is an elephant, nearly insane with pain and cold, with the Warbeast template applied. Normally this would put the CR of the elephant at 8, however the beast has been injured by the battle with the orcs. It has been blinded, reducing its effectiveness in combat. Calculate the party’s level +2 subtract from 7. Remove a Hit Dies worth of hp from the creature for the difference. If the party is particularly effective in melee combat against such a foe less hp can be removed at the DMs discretion. If the party is 6th level or higher, remove no hp.
Even if the party does not investigate the trumpeting, the noise of battle will likely cause the creature to charge toward the sound.
Combat is not the only way to deal with the maddened War Elephant, but it is the most expedient. Nature oriented PCs may attempt magic or handle animal checks to calm the creature. Depending on their level this may indeed work, but unless they also plan on healing the animal it would be best to put it out of its misery.
Once its all over the PCs can search the carnage. While here are many valuable goods on the elephants, including fine weapons and armor and some potions, the Pennant itself is nowhere to be found. That is because as the battle was being lost, the holder of the Pennant found himself wounded next to his dead mount. To prevent the Pennant from being taken by the orcs, he widened a wound the elephant’s belly, moved some of the internal organs, and placed the Pennant, wrapped and sealed in a leather pouch, in side.
Clues at the battle sight can lead a careful PC to the correct beast, it being the one that has the most elaborate barding, and there they can find the dead guard, his arms covered in blood and his back against the belly of the war elephant. Getting it out will not be a problem.
The Rainbow Pennant of the Alliance is a Magic Item that grants the effects of Heroism as cast by a 6th level Wizard to all allied forces within 30 feet, or line of sight, of the bearer 3 times per day. The effect ends if the bearer takes any other action besides moving.
Follow Up
The PCs can return to the village with the Pennant. Most likely the PCs will then be charged to take it out of the valley, either to the nearest city, where it can be sent on to the proper authorities, or all the way to the capitol. They may even be granted use of the precious horses to do so. This can take as much or little time as the DM wishes. It can serve as the springboard for other adventures en route or can become the basis for a larger campaign if the PCs learn that the orcs were hired to stop the Pennant from reaching its destination.
Ingredients
· Ill Tempered Saint: The Old Man of the Mountain, hailed as a saint in his homeland who now wishes to be left alone. There are several ways the PCs can become aware of his status as a saint, the ill tempered part should be obvious.
· Rainbow Pennant: A magical banner representing an alliance of seven human kingdoms and the symbol of the treaty that prevents war. Its loss would greatly damage the relationship of the various kingdoms.
· Horse: The attraction of the wolves to the village, the total of Crookdale’s wealth. If the PCs are not careful they will have to chase them down after fighting the wolves.
· Snow: prevalent throughout the adventure, representative of the cold and extreme conditions.
· Constitution: Fort checks made against cold; occasional Concentration checks needed to cast spells in wind, Fort saves for smaller creatures needed in strong winds.
· Crooked River: Frozen solid, allows the wolves to cross into the village, also the seen of the snow goblin ambush.
Special Tie-Breaking Ingredient: War Elephant: Elephant with the Warbeast template, blinded and reduced in hit points by the orc raiders, also the hiding place of the Rainbow Pennant.