Memories of Connor's Adventures

Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...

Sunday 6 September 2015

Dungeon Mastery: The Journey to Boneharrow

PART TWO: JOURNEY TO BONEHARROW

There are two ways for the adventurers to reach Boneharrow.  The first is over hill and mist filled dale, travelling north from Penhaligon until they climb a ridge that ends in a three hundred feet high cliff overlooking a mist filled depression. They can follow the cliff around as it descends into the mist and they arrive at the Siegetemple door which sits on a cliff two hundred feet above the narrow Valley. The other is to head east from Penhaligon until they reach a stream (the bonewash) and follow it north into the narrow Valley below the Siegetemple.

Following the Bonewash

Having travelled east to the bonewash the adventurers are able to follow the shallow gravel wash until it deepens, cliffs growing on either side, the gully itself filled increasingly with mist. Visibility drops off until they perhaps smell something as they approach Boneharrow (Boneharrow valley encounter 1).
Roll 1d20 and add wisdom bonuses and penalties to see if they notice the smell.

Go to Part 3: Boneharrow (encounter area 1: A gruesome discovery)


Through the mist to Boneharrow

Having journied over hill and Dale they climb a hill to its ridge. The huge depression beyond is filled with mist. Roll 1d20 and add wisdom bonuses/penalties to the result checking for each character as to how they fare at the top of the ridge. Once they decide to follow the cliff edge around and down through the Mist check again for walking through the Mist. Eventually they will arrive at the Siegetemple (Boneharrow valley encounter 5).


Life threatening Injuries and Death

If the party sustain injuries on their journey that depleat their hitpoints or result in death its okay for them to abandon the adventure. Be prepared to ask them if they turn back.

Optional: An Encounter in the Mist

If they have done anything that will alert the occupants to their arrival they are Ambushed by four of the eight Kobolds that were sheltering in the shadow of the Siegetemple. The kobolds, alerted to the commotion, are moving through the Mist along the top of the cliff to investigate. Combat will alert the whole of Boneharrow to the party's presence. Surprise is replaced with a wisdom check. Roll 1d20 and add wisdom bonuses. If the party gets less than nine on the wisdom check the kobolds gain initiative.

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