mini quest song of the siren queen (6153734)

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Song of the Siren Queen The adventure begins with the characters crossing a sea on a ship. Read the following: For two days the winds blew true against the sails. Now a raging storm has turned the waves into formations of battle that relentlessly throw themselves against the hull of your ship. The captain and crew work valiantly to keep it afloat as you sail into a maelstrom of sea mist. Suddenly, there are screams of alarm and the sharp crack of snapping timber. You barely escape death as the main mast crashes to the quarter deck. The ship shifts violently underfoot and you are plunged into the watery depths. Somehow you and others awaken on a sandy beach of some unknown land. As you survey the wreckage scattered along the coast the waves suddenly part and a giant crab scuttles forward looking for an easy meal. The characters are on the beach at area 1. The giant crab (AC 16, Hp 19, ATK 2 claws +4, DMG 1d4+2+grab) will try to grab one of the characters and drag them into the sea. A second crab will appear two rounds later. In addition to the characters there are three sailors, Jodri, Pepe and Richon. As you pass through a forested area human voices cry out from up ahead. At first you think they are other survivors when you spot a disheveled but sinister looking gang of men and women. Their state belies that they have been marooned here for some time. With knives in hand these lost souls appear to have little to lose and rush forward to attack. There are twelve pirates (AC 11, Hp 10, ATK +3 weapon, DMG 1d6) who will retreat to their caves (area 8) if they lose half their number. Other than poor weapons and rags they have little of value. The characters can take note that all of them have mutilated ears. An extreme measure taken to avoid falling prey to the Siren Queen's song. As you make landfall on this small island a drove of boars scurries off into the underbrush. This place appears to be rich in both foliage and wildlife. A Mini Quest Mini Quest Mini Quest Mini Quest By David Dudka 1 2 4 5 6 7 3 8 9 10 11 12 BEWARE THE YELLOW MEN (Beware the Yellow Men) Long ago a tribe was afflicted by yellow musk and the infected were locked inside the tomb. They have long since died but a Yellow Musk Creeper has taken root (AC 15, HP 22, ATK 2 tendrils +6, DMG d8+5, SA Pollen Spay). Inside the tomb is a tray of primitive gold jewelry (350 gp) and a ring of wizardry I. As the characters search the island they'll find a cracked human skull near a giant nest with two large eggs. Lurking nearby are four Axe Beaks who will wait for the right opportunity to strike (AC 14, Hp 22, ATK Bite +5, DMG 1d8+6). This island has sparse vegetation interspersed between sharp rocky formations. Other than insects and birds the island appears uninhabited. At the center of the island is a crude idol of some unknown sea goddess near a deep water filled pit. Just below the waterline on rock ledges the characters can spot gold (22) and silver coins (31). At the very bottom of the pit is a pile of treasure including 247 gold, 530 silver, a pearl ring (300 gold), a jewel encrusted goblet (250 gp) and a dagger named Ocea Venem in Elvish (End of Aquarus) which is a +2 dagger with Bane against Aquatic Creatures (+2 to hit, +2d6 damage). To reach the bottom requires three swim rolls of 16. Each full moon (2 days after the characters arrive) 40 Deep Folk gather at the pit to worship. This island is covered in thick foliage much of which has browned and withered as if deprived of water. At the heart of the dead foliage are the ruins of a crypt. Carved into a stone slab are the words: 1 2 N 3 0 3 Miles 4 5 francesco lenzi (order #6153734)

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Page 1: Mini Quest Song of the Siren Queen (6153734)

Song of the Siren QueenThe adventure begins with the characters crossing a sea on a ship. Read the following: For two days the winds blew true against the sails. Now a raging storm has turned the waves into formations of battle that relentlessly throw themselves against the hull of your ship. The captain and crew work valiantly to keep it afloat as you sail into a maelstrom of sea mist. Suddenly, there are screams of alarm and the sharp crack of snapping timber. You barely escape death as the main mast crashes to the quarter deck. The ship shifts violently underfoot and you are plunged into the watery depths.

Somehow you and others awaken on a sandy beach of some unknown land. As you survey the wreckage scattered along the coast the waves suddenly part and a giant crab scuttles forward looking for an easy meal.

The characters are on the beach at area 1. The giant crab (AC 16, Hp 19, ATK 2 claws +4, DMG 1d4+2+grab) will try to grab one of the characters and drag them into the sea. A second crab will appear two rounds later. In addition to the characters there are three sailors, Jodri, Pepe and Richon.

As you pass through a forested area human voices cry out from up ahead. At first you think they are other survivors when you spot a disheveled but sinister looking gang of men and women. Their state belies that they have been marooned here for some time. With knives in hand these lost souls appear to have little to lose and rush forward to attack.

There are twelve pirates (AC 11, Hp 10, ATK +3 weapon, DMG 1d6) who will retreat to their caves (area 8) if they lose half their number. Other than poor weapons and rags they have little of value. The characters can take note that all of them have mutilated ears. An extreme measure taken to avoid falling prey to the Siren Queen's song.

As you make landfall on this small island a drove of boars scurries off into the underbrush. This place appears to be rich in both foliage and wildlife.

A Mini QuestMini QuestMini QuestMini QuestBy David Dudka

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BEWARE THE YELLOW MEN(Beware the Yellow Men)

Long ago a tribe was afflicted by yellow musk and the infected were locked inside the tomb. They have long since died but a Yellow Musk Creeper has taken root (AC 15, HP 22, ATK 2 tendrils +6, DMG d8+5, SA Pollen Spay). Inside the tomb is a tray of primitive gold jewelry (350 gp) and a ring of wizardry I.

As the characters search the island they'll find a cracked human skull near a giant nest with two large eggs. Lurking nearby are four Axe Beaks who will wait for the right opportunity to strike (AC 14, Hp 22, ATK Bite +5, DMG 1d8+6).

This island has sparse vegetation interspersed between sharp rocky formations. Other than insects and birds the island appears uninhabited.

At the center of the island is a crude idol of some unknown sea goddess near a deep water filled pit. Just below the waterline on rock ledges the characters can spot gold (22) and silver coins (31). At the very bottom of the pit is a pile of treasure including 247 gold, 530 silver, a pearl ring (300 gold), a jewel encrusted goblet (250 gp) and a dagger named Ocea Venem in Elvish (End of Aquarus) which is a +2 dagger with Bane against Aquatic Creatures (+2 to hit, +2d6 damage). To reach the bottom requires three swim rolls of 16. Each full moon (2 days after the characters arrive) 40 Deep Folk gather at the pit to worship.

This island is covered in thick foliage much of which has browned and withered as if deprived of water.

At the heart of the dead foliage are the ruins of a crypt. Carved into a stone slab are the words:

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0000 3333 MMMMiiiilllleeeessss

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francesco lenzi (order #6153734)

Page 2: Mini Quest Song of the Siren Queen (6153734)

At the center of this island sits the ruins of an ancient temple. Leading from the sea to the main structure is a cobblestone walk lined with four stone statues of odd men holding bowls above their head. The smallest is the size of a halfling while the largest is ogre height. There are also four stone spheres of various sizes scattered across the temple grounds. All of the items are engraved with the symbol of an eye inside a pyramid.

On one of the temple stones an inscription reads:

Blessed be the Blessed be the Blessed be the Blessed be the eye of Hestuseye of Hestuseye of Hestuseye of HestusJudge his Ruku Judge his Ruku Judge his Ruku Judge his Ruku Men not by sizeMen not by sizeMen not by sizeMen not by size

“Blessed be the eye of Hestus. Judge his Ruku Men not by size”

The characters must place the largest boulder (weighing 400 pounds) on the smallest statue then the next largest boulder on the second smallest and so on until they finally place the smallest boulder (40 pounds) on the largest statue. This will open a secret vault which contains the Eye of Hestus, a +2 shield bearing the eye symbol that can cast searing light once per day (5d8)

The east side of the island is covered in a dense forest. As you near the treeline you are startled by a rapid beating sound. Crashing through the low hanging branches a large feral ape charges into the open beating its chest in an obvious challenge.

The Dire Ape (AC 15, HP 32, ATK bit/2 claws +6, DMG d6+4/d4+4) is looking to fight the strongest party member. It will posture for 2 rounds and then attack.

Mountains rise to a volcanic peak here in the northern tip of the island. The foothill cliffs are dotted with dozens of natural caves. Near the largest entrance you spot a ragtag group of armed humans.

These are the same pirates (AC 11, Hp 10, ATK +3 weapon, DMG 1d6) that attacked the characters at area #2. They have been driven mad, mutilating their own ears to avoid the Siren's song. As the characters approach the cave system a group of twelve will attack. When half their number are slain they will retreat into the caves to join six other pirates. They will hide in the tunnels and attack from ambush in groups of two or three. Deep in the caves the characters will find the only sane pirate, a blind and deaf old man named Osgood. In return for his life he'll tell the characters about the Siren Queen's song that plays each night enthralling all who hear it.

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“With sharpened knives we mutilated ourselves. Losing your ears is a small price to pay to avoid the witch song of the Siren Queen. She'll rob you of more than just flesh but will steal your will and eventually your very soul. Only those under her spell know the way to her lair. Those who resist soon give in to madness.”

The volcanic peak towers high above you. From the craters lip a dark and vile smelling smoke belches towards the heavens.

Climbing the side of the volcano is treacherous (climb roll of 18) but offers a complete view of the island, revealing it to be shaped like a skull. Getting too close to noxious fumes will require a fortitude save verses 15 or the character will pass out and die in a number of rounds equal to their constitution.

As you travel along the northern shore you spot a large mound near the treeline. As you approach the details of the pile become horrifyingly clear. The mound is made up of the human bones from hundreds of bodies.

This is where the Siren Queen and Deep Folk dump the bones of those eaten at the nightly feast. If the characters inspect the bone pile they'll discover those near the bottom are decades old while those at the top still have gristle attached.

Near the eastern coastline you spot the remnants of a large village. With the overgrowth of foliage and most of the structures near collapse it is obvious this place has not been home to anyone for years.

There are a total of forty structures. Inside the hovels the characters can find the leftover items of the people who once lived here. While there is little of real value the characters can find a variety of rusted tools and mundane items. There is evidence that the villagers met a violent end.

Partially buried in the sand near the shore is a 15 foot fishing boat which could be made seaworthy with some repairs (would take 2-3 days of work) and a sail. Before the characters leave the village read the following:

As you search through the remains of this once thriving fishing community the sounding of a horn can be heard from the direction of the sea. Near the shore you spot a dozen menacing humanoids striding out of the waves onto the shore. Their scaly skin glistens as they peer about with coal black eyes set above a maw of wicked teeth. Between their eyes dangles proboscis that ends with a burning yellow light.

This is a deep folk (AC 16, HP 18, ATK Trident +4, DMG d8+3 SA Blood Frenzy, Daze (1 per encounter)) raiding party who are venturing onto the island to capture survivors who will be brought back to the depths and fed to their brood.

A second and third raiding party will make landfall to the north and south of the village. They will give pursuit if the the characters are spotted but will not venture more than a mile from the coast..

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Page 3: Mini Quest Song of the Siren Queen (6153734)

Each night the Siren Queen (AC 18, HP 52, ATK 2 Talons +11, DMG 1d6 SA Siren Song) begins her song and enthralls anyone on the island who can hear it. There is no part of the islands where her song does not reach.

On the first night the characters will automatically fail their saving throw. When they wake the next day they will feel fatigued and will have little appetite for most of the day. The characters will remember nothing about the nights events. Furthermore, each night the characters fall under the spell one of the survivors (Jodri, Pepe or Richon) will go missing.

Only when the characters become aware of the song can they actively try and resist by making a will save against a difficulty of 16. Even if they make the save, if they sleep at any point while the song is playing they will automatically fail. Those who make a successful saving throw can follow anyone who fails directly to the Siren Queen's lair (#12). The only way to find the lair is to follow someone who is enthralled as the door moves each night.

After hours of following those captivating by the haunting music you come to the head of a cove at the center of the island. Near the waters edge a shimmering magic door has appeared. Beyond the eldritch portal is the source of the enslaving dirge. One by one those under the spell step through and vanish.

Parthenope the Siren QueenThose who enter are teleported to the Hall of the Siren Queen deep under the ocean. Read the following:

You find yourself in a glamorous hall with pearl laden pillars and floors of the finest marble. At the end of the hall is a great throne of ivory inlaid with bronze. Sitting upon the throne is the source of the music. A beautiful but terrifying hybrid of an elven woman and a creature from the deep. To either side she is flanked by one of the deep folk. In front of the throne, dinner tables are set and those enthralled by the song quickly take their place around them.

Other slaves move about the room bearing platters laden with piles of meat. As the platters are placed on each table those seated feast as if they've been starved for weeks. To your horror, the meat being stuffed into their mouths is that of human flesh.

At this point those characters not enthralled must either join the diners or draw the attention of the Siren Queen. There are a total of four deep folk in the vicinity that will come to her defense if attacked. The moment she takes any damage her spell over any enthralled characters will be broken.

A doorway behind the throne leads to her personal chambers and treasury which includes: 2,500 gp, 5,000 sp, a pearl tiara (1,200 gp) with matching necklace (1,500 gp), a potion of polymorph, a dolphin figurine of wondrous power, a rapier of puncturing and a pearl of the sirens.

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It is a night darker than any can recall. A great storm rages from the north forcing the characters to take refuge at Raven Rock Keep. Before the night is ended the characters will learn that an ancient evil has emerged into the world. The Demon that is Dreaming has awoken and for the sake of the realm the characters must undertake a desperate quest with only the light of Gilead to guide them.

This 43 page fantasy horror adventure takes place in a dark ages setting and is inspired by The Raven written by Edgar Allen Poe. It can be used with any game system although D20 stats are provided. This one off adventure is set in a dark fantasy world.

Available now on

francesco lenzi (order #6153734)

Page 4: Mini Quest Song of the Siren Queen (6153734)

Ship Wreck TablesThe following are six encounters to be used when they party investigates any of the ship wrecks around the island.

The rotted hulk of a ship sits buried in the sand and sea with the bow figurehead protruding out over the beach. It is carved in the image of a winged woman with an outstretched arm holding a sword. Unlike the rest of the ship the figurehead is in pristine condition.

The figurehead is magical and acts as a Caryatid Column (AC 14 (DR5), HP 36, ATK longsword +8, DMG d8+4). The rest of the ship is to far gone to contain anything recoverable.

A cry for help can be hard from the hull of a caravel partially submerged about thirty feet from shore. With each passing moment the man's cries become more desperate.

Inside the caravel's hull is a survivor trapped in a cocoon of hundreds of Deep Folk Eggs that are near hatching. The characters have 1d6 rounds before they hatch at which point they will devour the survivor and anything else inside the ship. Treat the brood swarm as a creeping doom spell with 60 hit points and doing 4d6 damage.

The black ragged sails of this wreck bear the emblem of a skull. The ship is only partially submerged and close enough to the shore that it can be easily reached with little effort.

The former crew still dwell inside as animated skeletons (AC 16, HP 6, ATK +0 weapon, DMG d6) protecting their stolen treasure. There are a total of fifteen skeletons on board. Inside the treasure chest the characters can find 600 gold coins, a spyglass and three potions (healing, water breathing and swimming).

A large barrel roils in the waves near the shore. In the distance a merchant ship lies smashed upon the rocks. The wreck looks to be only weeks old as the sails are still in fairly good condition.

The barrel is full of wine. The characters will find another twelve barrels of wine floating in the flooded hold. In the captains cabin they will find the remains of a body (the captain). He was obviously filleted and eaten like a fish (by deep folk). They can find a masterwork cutlass with a bejeweled hilt (200 gp) and a navigation chart.

A large three decked galleon is hung up on the reefs with a gaping hole in the hull. It's deck is adorned with ballista and battlements indicating it was once a ship of war.

While most are damaged the characters can assemble a functioning ballista. In the hold they'll find bundles of hundreds of rusted and useless longswords. If they search through the swords they will find a single blade that has resisted the elements. It is an average looking weapon but for some unknown reason is completely indestructible (treat as a +1 weapon).

While the port side of this wreck appears to be intact the starboard hull is a mess of protruding timbers. From the shadows beyond the gaping holes in the hull you spot rapid flashes of blue light.

The inside hull is currently serving as a breeding ground for half a dozen electric eels (AC 15, HP 17, ATK bite +3, tail -2 DMG d6+1/1d6 electricity). They will not react kindly to being interrupted.

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Random Monster Tables1d6+2 Deep Folk (AC 16, HP 18, ATK Trident +4, DMG d8+3 SA Blood Frenzy, Daze (1 per encounter))

1d6+2 Wild Boars (AC 14, HP 18, ATK Gore +4, DMG d8+4)

Crazed hermit who'll yell out “You'll be rottin soon and I'll be picking the shinies off your bones” before running away.

1 Giant Frilled Lizard (18, Hp 59, ATK Bite +9/Tail +4, DMG 2d6+5/d8+2) out looking for a meal. It will run away after taking 10 or more damage.

1d6+4 Pirates (AC 11, Hp 10, ATK +3 weapon, DMG 1d6) who will initially run away and set up an ambush for the characters later.

Giant flytrap (AC 22, HP 149, ATK 4 bites +15, DMG d8+7+grab SA Engulf) is obvious and easily avoided except by the foolish. Laying on the group beneath the Flytrap is a skeletal arm grasping a metal staff tipped with a crimson jewel. It is a staff of fire with only 2 charges left.

A mango tree in which is coiled a giant constrictor snake (AC 15, HP 19, ATK bite +5, DMG 1d4+4 plus grab) awaiting easy prey.

A swarm of 1d10+10 giant cockroaches will rush out of the undergrowth (AC 14, HP 8, ATK Bite +1, DMG 1d4) towards the characters.

The body of a great white shark is floating in shallow water near the shore. If anyone gets close to the shark's mouth tentacles will strike out from inside. Nesting in the shark is an octopus (AC 15, HP 13, ATK Bite +5, Tentacles +3, DMG (d3+1+poison/grab)

1d6 Survivors (AC 12, Hp 8, (Wallace, Ingrid, Ordin, Keller, Athelia) who report losing a member of their group each night.

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