HM4-Meazel

  • Upload
    doug

  • View
    217

  • Download
    0

Embed Size (px)

Citation preview

  • 7/25/2019 HM4-Meazel

    1/13

    Pop Goes the

    By Todd Hughes

    MMX All Rights Reserved

    HM4

    www.dragonsfoot.org

    An adventure for 4-6 characters of level 1

    http://www.dragonsfoot.org/http://www.dragonsfoot.org/
  • 7/25/2019 HM4-Meazel

    2/13

  • 7/25/2019 HM4-Meazel

    3/13

    Pop Goes the

    Editor:Matthew James Stanham

    Proofreader:Daniel Dalton

    By Todd Hughes

    An adventurefor 4-6 characters

    of level 1

    Copyright 2010 Todd Hughes

    Cover Art:T. Volz

    Layout:John Laviolette

    Dragonsfoot UKFree & Original RPG Materials

    Visit our website for moreAD&D resources

    http://www.dragonsfoot.org/

    http://www.dragonsfoot.org/http://www.dragonsfoot.org/
  • 7/25/2019 HM4-Meazel

    4/13

    Pop Goes the

    HM4 - Pop Goes the Meazel

    4

    Background

    This module is designed for four tosix players of novice or intermediateskill using characters of first level. It is

    assumed that the party has very few orno magical items available at the start

    of the adventure, but access to non-magical equipment is unrestricted.

    The adventure takes place in andaround the village of Rashtan, a newlybustling settlement that borders onthe Lonely Wood. It is surrounded byfarmland, which is well served by a

    generally temperate climate. Most ofthe inhabitants are humans, with theremainder being demi-humans.

    Village of RashtanMore detailed information regarding the

    settlement can be found in supplement HS1-TheVillage of Rashtan

    Location Key

    1 Wayfarers Place Inn & Tavern2 Jords Forge

    3 Minters Marvelous Maps and Things4 Sheriffs Station5 Silos General Store6 Allisters Arms7 Temple of Mielikki8 Calebs Combat Training Center

    9 City Hall10 Temple of Odin

    11 Weary Traveler Inn & Tavern12 Estate of Winston Willrock13 Common Well14 Pottery Palace15 Toris Threads16 The Shoe Box17 Glabels Grand Jewelry18 Two Sisters Bakery29 Rolling Wheels Carts

    20 The Solid Stone21 Holland Leathers22 The Sink Hole23 Park

  • 7/25/2019 HM4-Meazel

    5/13

    Todd Hughes

    5

    IntroductionAt the local inn, the party overhears the

    complaints of several patrons aboutthe disappearance of their personalbelongings. Everything from coppercoins to small pieces of jewelry has beengoing missing. They will also see thesheriff posting a 25 gp reward poster forany information that leads to the arrestof the thief.

    The players should also become aware

    of the mysterious disappearanceof Wally Westler, one of the localsharecroppers. Wally rode his muleinto the village to have a drink at theSink Hole like he does every night, andnormally returns home within a fewhours, but last night he failed to return.

    This morning his wife Vera came intotown to find him, and along the waycame across Wallys mule standing justoutside of town.

    Later in the day the sheriff will post a 50gp reward poster for any informationin finding Wally. If asked, the sheriff will

    reveal what he found out about thedisappearance.

    Wally was at the Sink Hole last night,he spent about an hour there having acouple of drinks, and several witnessessaid he then left. He mounted his muleand started off down the street. Atsome point between the tavern and his

    home he disappeared. This is the secondperson to disappear this month. Twoweeks ago a carpenter that had comein from another city looking for work

    disappeared. He owed some money tothe Inn, so I thought he had just run off toget out of paying his debt, but now Im

    not so sure.

    DM Information

    The thefts and the disappearancesare the work of a meazel that has alair connected to the common well.The creature sneaks out at night andbreaks into homes, shops, and rooms,stealing small objects, in particular

    anything made of gold. The recentdisappearances were also the meazelswork; it killed both men and took theirbodies back to its lair to feed.

    Should the PCs take up the investigationthey will find that one of the innspatrons, Jacoby Darth, wishes to join

    them. They may have noticed Jacobyaround the inn and he will seem friendly

    enough. In truth he works for JanosFeatherwind and is part of his networkof thieves. Janos is concerned aboutsomeone operating in his territory andwants to find out who it is, so Jacobyhas been tasked with tagging alongwith the PCs to try and discover as

    much information as he can. He willnot attempt to steal from anyone inthe group, and will for the most part tryand stay out of the front lines whenever

    possible.

    Jacoby Darth, Level 2 Human Thief: AC5; HP 10; Align: N

    S 13, I 12, W 12, D 17, C 13, CH 14Short Sword, Sling, 12 Bullets, LeatherArmor, Thieves Tools

  • 7/25/2019 HM4-Meazel

    6/13

    HM4 - Pop Goes the Meazel

    6

    The InvestigationDiscovering that some creature has a

    lair with an entrance within the commonwell can be as difficult or simple as theDM prefers. There will be clues as to thetruth detailed here, but it is up to the DMto decide how difficult it will be for thePCs to discern them.

    Key Places for Investigation

    The Sink Hole This cheap dive bar isthe home to local lowlifes, and thoselooking for the cheapest drink in town.Typical patrons are very standoffish anddo not take kindly to strangers. The bar isrun by Boris one-ear, a surly man who

    does not like people snooping aroundhis customers. Whilst the reception willbe cold here, several people, includingBoris, will assert if questioned that theysaw Wally mount his mule and ride off onthe night he disappeared.

    Weary Traveler Inn & Tavern Ownedby Janos Featherwind; there are several

    patrons here who have had objectsor coins stolen from their rooms overthe last week. Janos is furious over thethefts (not only is it hurting his legitimatebusiness, but it is encroaching on hisillegal dealings as well). Over the last

    two days Janos has hired extra guardsto serve as watchmen, and since doing

    so there have been no further robberies.Janos has heard that there have beenno incidents of theft at the WayfarersPlace and believes that the owner there,Korec, is involved somehow.

    Wayfarers Place Inn & Tavern Unlike

    the Weary Traveler, guests here have nothad any items stolen (this inn is too far

    from the meazels lair). Korec, the owner,will speak freely with the PCs, but hedoes not have any information helpful tothe investigation.

    Calebs Combat Center- This is theclosest shop to the well, and Caleb the

    owner sleeps in a room in back. If thePCs happen to his shop and speak withhim about the disappearances he willtell them:

    Last night I heard something strange.It sounded like a yell but it ended very

    quickly. I went out and had a lookaround, but I saw nothing and no one onthe street.

    If pressed for further information he willsay that he thinks the noise came fromthe east and that is all he knows. If thePCs do not visit his shop, they may runinto Caleb in the evening at one of thetaverns where he will relay his story.

    City Hall The only people thecharacters will be able to speak withat city hall are the secretary and thejanitor. The secretary will know nothing,but Reese the janitor will tell the PCs thatevery night he is the last to leave, andalways goes to the village well to fill his

    water skin. Three nights ago he heardstrange noises coming from the well, asort of scratching sound.

  • 7/25/2019 HM4-Meazel

    7/13

    Todd Hughes

    7

    The Well Down in the well, just abovewater level, is the entrance to themeazels lair. The creature found thesmall tunnel complex while travelingunderground only to become trappedthere. It began digging towards faintsounds of activity and broke through intothe well. A character with the ability totrack has a 20% chance of finding what

    appear to be drag marks leading to thewells edge mixed in amongst all of theother normal tracks.

    No one else at any of the other locations

    in town has any more useful information.

    Other Clues

    If the characters try and track Wallysmule from The Sink Hole, a characterable to identify tracks will have a 30%chance to discern its trail. If successfulthey will find the mule went at a normal

    pace until about fifteen feet past thewell, it then seems to have shuffled itshooves before moving off in a randomdirection.

    If the characters remain at the wellduring the night they will likely hear ascratching noise coming from downbelow in the darkness. If they shine alight down the well, they will simply

    see a quick flash of movement. They

    should not encounter the meazel aboveground.

    The LairThe only way into the meazels lair is

    down the well. After the first ten feetthe walls turn from brick to packed soil.Twenty feet down, and a mere three

    feet above the water level, is a fivefoot opening in the wall of the well. Thetunnels beyond are wet, muddy, andtightly confined, with water drippingdown from the ceiling.

    Whilst in the tunnels movement foranyone over four feet in height willbe reduced to 3, and those four feet

    and under will be reduced to 5. Inaddition, only thrusting weapons maybe used, as there is no room to swingslashing or crushing weapons. Also,the water and mud on the tunnel floormake it impossible to move quietly onaccount of the splashing, negating anychance of surprise. Furthermore, the

    water dripping from the ceiling and the

    general dampness makes keeping atorch lit difficult; therefore each roundthere is a 10% chance that any such lightsource will be extinguished.

    The entire underground complex iscrawling with rats, except in the osquiplair; these rodents will not attack the PCs

    but their presence should be presentedas quite unnerving.

  • 7/25/2019 HM4-Meazel

    8/13

    HM4 - Pop Goes the Meazel

    8

    Area #1 Giant Rats Nest

    The tunnel opens into a bigger area

    that looks to have been eroded overtime. It rises to seven feet in height,allowing you to stand straight. Alongthe floor and piled in the corner area number of broken sticks and treeroots, mixed with paper and otherpieces of garbage.

    A family of giant rats has taken up

    residence in this area. They live amongstthe garbage, and if the PCs beginmoving it around the rats will attack.

    Because of the tight confines it isimpossible to use a non thrustingweapon where the space required isgreater than 2. Even those non-thrustingweapons with a space required of 2 orless receive a -1 to hit.

    6 Giant Rats (AC: 7 HD: HP: 2, 1, 3, 2, 1,4, 3 A/DAM:1/1-2+special) (MM)

    Piled in a corner beneath the nest are 25sp.

    Area #2 Frog Pond

    The tunnel takes a steep decline andthe muddy floor makes it difficultto keep your footing. You emergeinto a small cavern with a ten foothigh ceiling, knee deep in a pool of

    muddy water.

    This cavern is home to a giant frog thatlies just below the waters surface. Thefrog is ravenous and will eat anything

    that wanders into his cave (typicallygiant rats and centipedes), greedilyattacking any intruding PCs. Becauseof the size of the cavern there are no

    weapon restrictions in this area.

    Giant Frog (AC: 7 HD: 3 HP: 20 A/DAM:1/2-8+special) (MM)

    Area #3 Giant Centipedes

    This room appears rockier and dryerthan the tunnels you have been

    moving through. Like everywhereelse there are at least a dozen ratsmoving around the room, but theyare revealed to be not the onlyinhabitants when you notice fourgigantic centipedes moving directlytowards you!

    4 Giant Centipedes (AC: 9 HD: HP: 1,2, 1, 1 A/DAM: 1/special) (MM)

  • 7/25/2019 HM4-Meazel

    9/13

    Todd Hughes

    9

    Area #4 Osquip Lair

    The tunnel opens into a wide area

    where the dripping water seems tohave somewhat subsided. The areaalso seems to be devoid of rats.

    This is the lair of an osquip, whichaccesses the chamber by means of fiveseparately concealed tunnel entrancesthat open into this room. While its tunnel

    network is too small for a man to use,

    the osquip moves through them quickly,and once the party enters it has a 2 in 6chance of surprising them, rushing fromone of its tunnels to attack.

    Osquip (AC: 7 HD: 3+1 HP: 18 A/DAM:1/2-12) (FF)

    Area #4a Osquip Tunnels

    These are the tunnels used by theosquip; it is a network of numerousnarrow passages that interconnect andeventually lead to the surface. Theyare too tight for even a halfling to crawlthrough.

    Area #5 Meazels lair

    The awful smell of death permeatesthis cavern; on the floor is the halfeaten remains of a human male, afew feet away sits a pile of bonesthat have been picked clean.

    This is the meazels lair, and where itdrags its victims to devour. The creaturewill have heard the party coming and

    do its best to hide in the shadows at theback of the room, and avoid discoveryuntil they leave.

    The meazel gained access to this seriesof caverns by crawling through a smalltunnel from deeper in the earth, butupon emerging the passage collapsedbehind it trapping the meazel here.

    If the party shines a light on the meazel

    or in some way discovers its presence, itwill let out a shrill cry and attack, clawingat the PCs with one hand, whilst in theother wielding a shiny steel dagger(dagger +1) stolen from the surfaceworld.

    Meazel (AC: 8 HD: 4 HP: 26 A/DAM: 2/2-5, 1-4) (FF)

    There is a small sack in one corner of theroom containing the treasure the meazelhas stolen: 50 cp, 40 sp, 100 gp, a plaingold ring (ring of water walking), a silvernecklace (40 gp), a silver cloak clasp (20gp). Hidden amongst the bones of thevictims is a small pearl (100 gp) and a

    bloodstone (25 gp).

    Area #5a Collapsed Tunnel

    This was the tunnel the meazel usedto climb towards the surface from theunderdark below.

  • 7/25/2019 HM4-Meazel

    10/13

    HM4 - Pop Goes the Meazel

    10

    Conclusion

    It should be obvious that the remains

    are those of Wally Westler, and the PCswill be entitled to the 50 gp reward fordetermining his fate. If they return any ofthe recovered items they will receive theadditional 25 gp reward for finding thethief, but not if they keep the items forthemselves, in which case the hunt forthe thief will still be on!

  • 7/25/2019 HM4-Meazel

    11/13

    Todd Hughes

    11

    APPENDIX

    Maps

    Rashtan

  • 7/25/2019 HM4-Meazel

    12/13

    HM4 - Pop Goes the Meazel

    12

    Meazel Lair

  • 7/25/2019 HM4-Meazel

    13/13

    Todd Hughes

    13

    The material within this AD&D game resource is Copyright 2010 Todd Hughes and is used underexclusive permission.

    You may download, store, redistribute or generally circulate this material within this publication; butyou must keep all copyright information intact and distribute the files as is.

    No modification is permitted without express written permission from Dragonsfoot UK. You may notclaim this work as your own unless you are the original author. Enquiries may be sent to:

    [email protected]

    Dragonsfoot UK recognises the intellectual rights of the author(s) of this document and promotes the

    legal protection of said material.

    Dragonsfoot UK acknowledges all copyrights, trademarks and registered trademarks detailed in this

    work that do not belong to Dragonsfoot UK and in no way make any challenges to the ownership ofsaid property rights.

    If you are going to host any files from Dragonsfoot on your website you need to agree to the follow-

    ing terms and conditions.

    Your site must be non-profit making.

    Your site must have no affiliation with any roleplay game manufacturers.You may not offer any of the material in hard copy format or compiled on a Compact Disc or

    other computer media without the express and written permission from the Dragonsfoot Adminis-trators.

    Suitable credit to Dragonsfoot must be given on the page that details any Dragonsfoot material.All communication between Dragonsfoot and your website staff will be conducted via the Ad-

    ministrators of Dragonsfoot who in turn will act on behalf of the authors, artists and other profes-sionals who have worked on material available from Dragonsfoot.The Administrators of Dragonsfoot decisions will be final.

    If you require any more information please email [email protected].

    Dragonsfoot UK is a non-profit organisation that is committed to bringing you the best in free, original

    roleplay resources. We are not affiliated with any roleplay game manufacturer or distributor.

    Work such as this is supplied free of charge by RPG gamers to share with the roleplaying community

    as a whole. Contribute your material to Dragonsfoot and help keep this free supply of material up-dated.

    1.

    2.3.

    4.5.

    6.

    Copyright & Distribution Information

    mailto:[email protected]:[email protected]:[email protected]:[email protected]