Nov 23, 2010

Week of Encounters Day 1: The King's Highway

This encounter takes place in the Shattered Plains region of the valley, far to the west.  It occurs along the King's Highway, not too far to the west of the Durwash River crossing, where the Highway passes over that mighty river.  Like all of the river crossings, the mound the Highway is built on has a vast opening through it for the river to pass underneath.

The King's Highway is an interesting feature in the Valley of the Old Ones. It was built by the last King of the Old Ones, and in spite of their absence for a long, long time the highway remains intact, and still in use. It is, however, a magnet for danger, because of the associated rumors about periodic structures full of the treasures of the Old Ones.

The encounter in question here concerns the efforts of the player party to cross past the highway for some reason.

Physically, the obstacle is the Highway itself. The section the players come up against is over 150 feet tall. Much of the side is covered with patches of exposed rock face and boulders. Climbing the nearly sheer face of the highway is bad enough (requires 1 hand at all times to hang on, and dexterity and strength checks as the DM warrants), but the rocks are teaming with all manner of small predators, like rock snails.


Rock Snails
Num Appearing: 2-8
Alignment: neutral (evil)
Movement: 5'
Armor Class: 4 vs. One foe in contact. 1 vs. All others
Hit Dice: 1d-1
Attacks: 1 (bite), possible poison
Damage: 1d4
Save: F2
Morale: 8


Special Attack: poison (save or as sleep spell); corrosive slime (after successful attack, or against incapacitated foe, snail slime causes automatic 1d3 points per round. Save for half)

The top of the mound is approximately 500 feet across in the area the players are attempting to cross (although this varies from place to place). The most striking feature is that the entire surface is covered in smooth marble blocks.

The top of the mound is indeed a highway, and it stretches as far as one can see to the east and west.  The center 150 feet of the top is the highway itself, with approximately 150 feet on either side dedicated to structures that were once standing, and in some spots are still present in a ruined state.  The remainder of the top is just a grassy surface that gives way to the rocky escarpment on either side.

Once the party comes up to the top, the DM should show them the map of the apparent buildings in the area, and let them look around for a few minutes.  Suddenly, the rubbled doors are thrown open on the "Great Stone House" on the map, and out rush a band (16) of Star Marauders.  These particular Marauders have the tattoo'd Sign of K'nar visible on their foreheads.

Star Marauders (sign of K'nar)

Num Appearing: 4-24
Alignment: chaotic-evil
Movement: 60'
Armor Class: 5
Hit Dice: 2d (9 h.p.)
Attacks: 1 (shortsword)
Damage: 1d6
Save: F2
Morale: 9


Special Attack: Heat generation.  This band of Star Marauders has been branded with the "Sign of K'nar" tattoo, which means that they have the capability to generate extreme heat for a short amount of time.  Once per day, for a period up to 10 consecutive melee rounds, these Star Marauders generate heat that will cause 1d4 H.P. damage per round to anyone in melee contact with them (save v. spells for half).


These are led by a 3HD leader (14 h.p.), who is an expert with a longsword.

Once the Marauders are dealt with, it is revealed that there is a set of stairs in the great stone house, leading down into a series of dungeon chambers (detailed separately).

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