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    The Hidden Cave (A 4E update from the WOTC 3.5 published one)

    Sunday, January 31, 2010, 7:02 PM

    The Hidden Cave

    "The Hidden Cave" is a solo adventure for D&D. It is based on the solitaire adventure that was released in within the Dungeons & Dragons Box Set 3.5 Edition.

    Adventure Background

    You have just completed your training and you and your companion 
    are ready to go to find an adventuring party.

     

    "There is one more test you must complete before you strike out on your own," your mentor says. "The woods beyond this village have become a dangerous place, for some terrible monster has turned them into a hunting ground. Go into the woods, find the monster, and destroy it. Then I will know you are ready to become and adventurer."

    Start the Search

    You start out fresh on you r search for the monster. Do you want to:
    • Talk to the villagers to learn more about the monster? Go to 1.
    • Head directly into the woods? Go to 2.
    • Refuse to go this mission? Go to 3.

    1. Talk to the Villagers

    In the village, you discover that three people have been talking about the monster in the woods. 
    If you want to speak to the Merchant, go to 1A.
    If you want to speak to the Hunter, go to 1B.
    If you want to speak to the Farmer, go to 1C.

     

    1A The Merchant
    You find the Merchant in the village market. She is dressed in fine clothes but seems flustered. When you approach, she says, "I don't deal with the likes of you," as she gazes fretfully at you and your companion.

    To get the Merchant to talk, make either an Intimidate check or a diplomacy check. 
        If your result is Less than #: "Really, do you think I scare that easily?" The Merchant askes, turning away. Try speaking to someone else
        If your result is # or Better: "it attacked my caravan," the Merchant says. "It had a terrible stench. And it took one of my packs while we were gaging from the smell." Perhaps another villager can tell you more. 

    1B The Hunter
    You find the Hunter in the Sleepy Orc Inn. The Hunter is an old but strong-looking man, dresssed in furs and carrying an ornate long bow. He sits by himself, constantly filling a battered mug from a tall pitcher of ale.

    To get the Hunter to talk, make a diplomacy check.
        If your result is Less than #: The Hunter barely glances up at you. "Go away," he rumbles, "I've got nothing to say to you." Try speaking to another villager.
        If your result is # or Better: "I almost killed me," the Hunter says, "leaped out of the trees before I even knew it was there. I barely got away. Let me show you where it attacked me." The Hunter sketches you a map that Leads deep into the woods. When you want to follow the map, go to 5.

    1C The Farmer

    You find the Farmer at the Farmhouse on the edge of the village. The Farmer is young man who seems to be carrying the weight of the world on shoulders. He sighs when he sees you approaching. 

        If youre here to find out about the monster in the woods, you've come at a bad time," the farmer, says. "If lost livestock and my plough id broken. If you'll excuse me, I have work to do. 
        To talk to the Farmer, you need to help him with his chores. Pick one of these options: 
    • If you're strong, make an Athletics check to help him plough the field.
    • If you're smart, make an Insight check to organize his chores and make him more efficient.
    • If you're good with your hands, make a "Not Sure" to help him fix the plough.
        If your result is Less than #: The Farmer thanks you for trying, but all you've done is make his work harder. Try speaking to another villager.
        If your result is # or Better: "Thanks for the help," the Farmer says. "I was letting my sheep graze in a clearing in the woods when the monster attacked. It was like a big lizard, but it walked like a man. I gathered my sheep and ran, but it took four of them." The Farmer tells you where to find the clearing. When you want to examine the clearing, go to 4.

    2. Into The Woods

    You decide to head directly into the woods to find the monster and stop it before anyone else can be harmed. As you strike off into the woods and get father and farther from the village, you notice how dense and dark the woods are. As you push through a tangle of cobwebs, it seems unusually quiet out there - too quiet. 
    Make a Perception check.
        If your results is Less then #: You don't notice anything out of the ordinary. Suddenly, something drops out of the shadows above! The monster gets a surprise attack against you before you roll for intiative to start the combat round. Go to 2A.
        If your result is # or Better: You hear the snap of branches and notice a fleeting movement of shadow above you that alerts you to the danger moving toward you. Go to 2B.

    2A: Surprise Round!
    Deathjump Spider surprises you! It drops out of the shadows in the canopy above to attack when you least expect it. The spider is at least 2 feet across, with glittering black eyes and serrated mandibles. It seems to leap and attack you.

    2B: Spider Attack!

    Deathjump Spider drops out of the shadows in the canopy above to attack. 

        Roll initiative... 

    2C: Deeper Into the Woods
    After the encounter with the Deathjump Spider, you notice a few directions you can take to continue your search of the woods.
        If you want to turn around and forget about this mission, go to 3.
        If you want to take the left-hand path into the woods, go to 4.
        If you want to take the right-hand trail into the woods, go to 5.

    3. Refuse the Mission

    You decide that this mission isn't for you. Your mentor scowls and nods his head. "Very well," your mentor says, "it seems you don't have the heart of an adventurer, after all." He picks up his staff and sword. "I will deal with this danger, then," he says. "You can hid here, ignoring you talents while the village suffers." With that, your mentor heads out, leaving you all alone.
        The End!
     

    4. The Clearing in the Woods

    The path leads to a clearing, surrounded by trees on all sides but open to the sky. The grass in the clearing appears to have been trampled, and dark stains in places could be blood.
    Three small, scaly, humanoid creatures work to cut up the carcass of a sheep that appears to have been killed by something larger and stronger than them. One of the creatures looks up as you enter the clearing. It calls out in a yapping voice, "No! This is ours! Big guy left it! Find your own!"
        If you want to try to identivy the creatures, go to 4A
        If you want to attack the creatures, go to 4B.
        If you want to talk to the creatures, go to 4C.

    4A: Identify the Creature

    You try to remember your studies so that you can figure out just what these creatures are. Make a Nature check per the Monster Manual for kobold minion.

    4B: Battle in the Clearing!

    The creatures move at the same time as you do, preparing to attack. 
        Roll initiative...

    Once the battle begins, the kobolds minions fight to the death. 

     

    4C: Talk to the Monsters

    To talk to the monsters, make a Diplomacy or Intimidate skill check, whichever you are better at.
    If your result is # or less: Whatever you said makes the creatures very angry. Go to 4B.
    If your result is # or better: Whatever you said causes the creatures to nod and start yaping all at once. "Big monster makes big troubles for everyone!" one of them tells you. "You kill him good and the kobolds of Clan Rotten Meat will like you forever!" says another one. "You can find Big Stinky Face in the cave over there," says the last one, and he shows you how to find it. Go to 5.

    4D: A Clue in the Clearing

    After the battle, you notice that there are two bloody stains leading out of the clearing and into the woods, as though two of the sheep were dragged away. You can follow the bloody stains to 5.

    5. The Monster's Cave

    You come upon a large cave in the side of a hill deep in the woods. There are strange noises coming out of the cave. In front of the cave, you see the carcass of a sheep, torn and partially eaten. A large pack sits nearby, its flap tied and closed. 
        If you try to identify the noises coming out of the cave, go to 5A.
        If you want to excamine the pack go to 5B.
        If you want to examine the sheep carcass, go to 5C.
        If you enter the cave, go to 5D.

    5A: Strange Noises

    You try to hear and identify the strange noises coming out of the cave. Make a Perception check.
        If your result is # or less: All you can hear are strange grunts and growls, and the occasional sounds of tearing and ripping. Go back to 5 to determine you next action. 
        If your result is # or better: You can hear understandable words among the grunts and growls emerging from the cave. It sounds like on monster, talking to itself between bites of something it is eating. "Tastes good," "Yum," "Gotta catch a dwaf-they make good eats," and "Time to raid the village again," are phrases you can make out as you listen. Go back to 5 and determine your next action.

    5B: The Large Pack

    The large pack has markings that indicate it belongs to one of the merchants in the village. When you open the pack, you find a potion of cure light wounds. papers detailing business deals and sales of goods, and a pouch of 100 gp. 

    5C: The Sheep Carcass

    As you approach the sheep carcass, you make a Perception check. 
        If your result is # or less: You get close to the torn and partially eaten body when suddenly you spring a crude trap! Darts explode from the body (Dart-Thrower). There is nothing else significant to see.
        If your result is 15 or better: You notice the body conceals a crude dart trap. You can avid the trap, or you can make a Thievery check 15 and disarm it. If you fail the check the trap goes off and the darts explode from the body.

    5D: Into the Cave!

    The cave cuts deep into the hillside, twistig into darkness. It takes a moment for your eyes to adjust to the dim glow provided by the mold that covers the cavern walls. you follow the sound to a large chamber. Bones and animal carcasses cover the floor of the chamber, and near the center, about 30 feet away, you see a tall, reptilian humanoid feasting on the remains of a sheep. 
    The original Solo Adventure concludes with an encounter against a Troglodyte I think I am going to change it to a Greenspawn sneak. 

    erdana;">

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