New Adventure - "The Henge of Nightmares"

I will post this adventure, room by room, over the next week or month. Note that this adventure is inspired by the 2e module, "The Shattered Circle".

Note that gold draconae are the local gold pieces (same value), silver avu are silver pieces, and copper heath-pennies are copper pieces.

Introduction : You finish a hearty meal in the Holy Avenger Inn. You have heard rumors, dark tales, about twisted things creeping from the henge of stones just outside town. The innkeeper has offered you 100 gold draconae if you expunge the warped henge of evil.

Room 1: You descend the long, creepy staircase to a small room. It is a 20' cube. The only other exit is a passage in the north wall (leading to 2). This room is masked by thick, noxious, foul-smelling smoke. It is otherwise empty.

Notes: PCs staying in this chamber for a turn or more must make a Fort DC10 save every turn or suffer 1 point of Strength damage from smoke inhalation. Unlike most ability damage, when the Strength score reaches 0 the character is not dead - merely unable to do anything but move (at a rate of 5 ft.) for only two rounds at a time until his Strength returns fully. Once the PC is in clean air, Strength returns at 1 point per turn. However, a character at 1-2 Strength suffers 1d4 points of damage when his Strength returns, and a character at 0 or less suffers 1d8 points of damage.
 

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Room 2 : Two mysterious figures, 3 feet tall, cloaked in robes covering them from head to toe, stand in the center of this 30' diameter circular room. There are exits to the east (leading to 3) and west (leading to 4).
Notes: The figures are kobolds. Each kobold has 8 copper heath-pennies as treasure and 2 hit points. Both wield halfspears. When approached within 10', they will attack.
 

3. This room, a 20' cube, has one other exit, going to the north and turning southeast (leading to 4).


Will someone please comment? On the rooms, idea of posting an adventure bit by bit on the boards, etc? Please?
 

4- An ornate oaken treasure chest lies in the center of the 20' cubical room. The exits are to the west (to 5) and southwest (to 6).
Notes: PCs who do not use the key (found in 5) suffer 1d2 primary and secondary Con damage (DC 10 fort) from a relatively weak poison gas. The gas fills a 10' cube and dissipates in one round. Iside the chest is 1 Tiny monstrous centipede with 1 hp , 15 gold draconae, and a gem worth 10 gold draconae (a tiny onyx).
 

Room 5- This room, 30' x 20' x 20', slopes about 5 degrees to a shallow (1 inch deep), slimy, grime-filled puddle. Inside the puddle is 1 Tiny monstrous centipede with 1 hp.
There is an exit to the south (leading to 6).
Notes: If killed, the centipede will vomit up a key. This key unlocks the chest in 4 without activating the poison gas trap.


Room 6 - This room is musty with the scent of graves. It contains a headstone with the following words scrawled on it - "Foresteye, a Grig of great sight, lies here. Beware the chamber where ice has claws. He did not. Disturb not his rest." This is a 30' diameter circular room. The only other exit is to the west (to 7).
Notes: If the headstone is touched, the ground rustles. In one round, a Tiny skeleton (the remains of Foresteye) will dig out of the ground, muttering, "Ice claws, ice claws. " He will attack the party unless they offer him the Ice Egg (found in 9).
 

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