Wednesday, June 4, 2014

Five Minute Adventures - Shrine of Thiseir Pathfinder Experiment

So for reasons that must remain very close to my heart and behind my mind I am practicing my ability to convert from one system to another. Now granted even pre-OGL d20 systems have are related to their younger brothers and cousins but it is still a bit of a stretching of the mind to take something mainly meant for OD&D (and retroclones of such) and make it work with a newer version of the system.

This is my first attempt at this sort of thing (adventure for Pathfinder) and as is my way I release everything I produce ... even if it may be a failure. This adventure is somewhat parsed down from the original Shrine of Thiseir, however, I did my best to keep the ideals of taken from the OSR and keep them intact. Fingers crossed that I was successful.

The Shrine of Thiseir

A 5-Minute Experiment for Pathfinder
The Shrine of Thiseir is a low-level  adventure set in the Gods of Usarm setting and is designed for use with 4 to 5 player-character who are just beginning their journey into adventure. This adventure is part of the Genius Loci 5-Minute Adventure series and is broken up into three sections.
1.       Scouting the Wilderness around the village of Icago and the Abbey of Thiseir to discover what has befallen the Abbey and its monks.
2.       Exploring the Abbey of Thiseir and removing the Orc Raiders who have taken the Abbey.
3.       A return to the village of Icago and the repercussions of the players’ actions.
5-Minute Adventures are meant to be quick romps into gaming on those nights when nothing else is happening. They are place-holders, pick-up fodder and the like based on the old days of gaming when everyone and anyone could die; even the heroes. The Shrine of Thiseir is presented in a very open ended matter leaving much in the hands of the players and Game Master.

Adventure Summary

The goal of the adventure is to rid the Abbey of the goddess Thiseir of the Orcs who have taken control of it during a raid from the north and report the actions to the Lord Mayor of the village of Icago. The number of Orcs and their beasts is quite numerous and it could prove difficult to raid the abbey and meet the Orcs through combat.  The Orcs intend to use the Abbey as a keep and base camp for further raids inland from the Carbain sea and see the protection of the Abbey of up most importance.

Adventure Background

On the rocky shoals above the Carbian sea sits the first abbey of the Loman lord, Gius Ulpo. Built during the time of expansion into the dread Barbarian north, the abbey was meant to bring the civilizing influence of the Goddess, Theseir. For 500 hundred years, long after the fall of the Loman colonies in the North the abbey has stood and has spread the word of Theseir.
Never have the bells of the abbey been silent, never have the songs of monks been quieted … until now. Three days ago a great column of fire was seen off the coast of the Carbian, since that day, the bells have not rung, the monks have not been heard.
In truth, and unknown to the folk of the nearby hamlet of Reave, the column of fire was the heralding light of a Orc warband from the Wastes across the sea. Never before have orcs from the wastes ventured into the lands of man, but now they have and a small contingent have remained behind in the abbey to use as a beachhead and stronghold for future attacks.
Only one monk remains alive, hidden in the mock of the latrines, all the rest are dead or taken back to the Orcish lands to be sold as slaves.
The players have been hired to investigate why the bells of Thiseir have stopped ringing and to bring news of the fate of the monks back to the hamlet’s headmen, Tyovir.

Adventure Hooks

As the Game Master you may choose any of the hooks or invent your own to more closely match your players’ histories, backgrounds, and play styles.
Brother-in-Arms: One of the monks at the abbey once served with one of the players at another temple. Recently that friend has stopped writing and his final letter was foreboding as it held several mentions of “fire” in the seas.
Attack on the Road: While traveling through the wilderness the players are set upon by four creatures the like of which they have never seen (Orcs in Usarm are not known as they come from beyond the Carbain Sea). If the players are victorious they find several items that appear to have come from a shrine or temple. A DC 15 Perception Check will allow a successful player to track the Orcs back to the Shrine.
The Runner: The players come upon a young boy who has been surrounded by four Orcs who menace the boy. Should the players intercede and prevail the boy will explain that he is Forcury and is a messenger from the village of Icago who is on his way to the City-State to Derio to beg assistance from the Temple of Thiseir. If the players agree to investigate themselves the boy will thank them and lead them to the town of Icago. Should they refuse the boy will kick one of the players and run of. His body has a 60% chance of being discovered by the players on the southern bound road within 3 days.

Approaching the Abbey

A single wide dirt lane winds through thick forest up to the cliffs the abbey is built on. It is the only way unless the players wish to climb the two hundred feet sheer Cliffside that protects the abbey on three sides.

Dark Forest

While traveling through the forest the players have a 3 in 6 chance of encountering one of the following.
Roll (1d12)
Monster
1
Nothing
2-3
1d6 Wolf pack
4-5
1d4 Dire Wolf Pack
6-7
1d6 Bandits
8-9
1d6 Orc Patrol
10-11
Owlbear
12
The Lost Twins*


 *The Lost Twins are two young children named Ahan and Tala who were orphans staying in the abbey until the attack. Both are injured and scared. If the Players agree to help the two to the Hamlet they have a 4 in 6 chance of facing a hag who is stalking the children.
The Abbey itself looks as if it was once a fort for the Loman legions. Thick high walls rise up thirty feet from the ground. Two bored looking orcs guard the open entrance way, and three more orcs with bows will be on the wall when the players approach.
5 Orcs, Common CR 1/3
HP 6 each

Treasure: Each orc has a small pouch with 10 gp and two small gems worth about 5 gp.

Area 1 – The Courtyard

A large yard of packed dirt stretches across the interior of the abbey, several burned out wood and thatch buildings smolder to either side of the courtyard. Several military tents are set up in the center of the court-yard, each about 10 feet from a large, recently dug, fire pit. A DC 10 Perception Check on the pit will find several gnawed on human bones. Five Orcs lay in the tents and around the fire fast asleep and smelling like sour wine and ale. It is possible with a DC 12 Stealth check to move around the Orcs without waking them. Failing this they are caught by surprise and take two rounds to get up and fight back.
A large wolf-like creature (Knowledge: Nature 15 reveals that it is a Worg, an intelligent animal common to the frozen northern wastes) lay near the fire chewing on bones.
The only building still intact is the church in the very center of the abbey. Long shallow stairs lead up to its closed impressive looking wooden doors.
Church Door: The door to the church is locked tight and a string, attached to a crossbow will release should it be opened (DC 15 Disable Device). Anyone caught by the arrow is injured for 1d6.  The Locked Door can be picked open with a DC 15 Disable Device.
5 Orcs, Common CR 1/3
HP 6 each
2 Worg CR 2
HP 18

Treasure: Each orc has a small pouch with 10 gp and two small gems worth about 5 gp.

Area 2 – Entrance Hall

This large rectangular room connects to the main Shrine to the smaller Pilgrims shrine to the right. The room is bare but careful examination (DC  10 Perception) show signs of slaughter and fighting in the room.

Area 3 – Pilgrim’s Shrine

This small shrine has a fountain with water that is piped up from the sea below through magical means and smells of clean air and salt. Two Orcs sit around a pile of relics tossing lots to see who claims them as his own.
The Orcs are so involved in their gambling that they do not at first notice the players. If attacked they are caught by surprise and are flat-footed for 1 round.
2 Orcs, Common CR 1/3
HP 8 each

Treasure:  The Orcs each have a pouch on them containing 10 gp. The relics the Orcs are gambling over have a combined value of 100gp but given that they are religious relics it would be hard to find someone to buy them at their full worth.

Area 4 – Pilgrims Way

This long winding tunnel is shrouded in complete darkness. Anyone with knowledge of the Monks of Thiseir know that all pilgrims are to bathe before entering the temple and can assume that the passage leads to bathing pools (Knowledge Religion DC 15).

Area 5 – Pilgrim’s Pool

A large rectangular room dominated by a large 4’ deep pool of crystal clear water in the center and surrounded by pillars of the cleanest white. The players feel at peace here and gain an additional 1hp on any healing spells or potions they choose to rest here.

Area 6 – Thiseir’s Shrine

The large shrine to the Godess of civilization is titled in marble with mosaics depicting Loman life covering the floor. Pillars inlaid with gold stretch up 60’ to the vaulted ceiling of the main shrine and large braziers light and heat the room. A large marble altar sits in the rear of the room in front of a 30’ statue of the goddess
Rutgix the leader of the Orcish contingent left behind at the Abbey has befouled the shrine of Thiseir and turned into a mockery of a throne room. He sits lazily upon the altar eating a leg of monk and laughing cruelly to the piteous cries of one of his own men as a Worg savages the man.
2 Orcs, Common CR 1/3
HP 4 each
Worg CR 2
HP 20
Rutgix CR 1
HP 23
Treasure: The two Orcs have purses with gems valued at 35 gp combined. Rutgix has a +1 Long Sword with blood runes carved up its hilt that glue red if it hits.
Story Development: Rutgix has a letter on him in the crass Orcish language (DC 20 Linguistics). The note contains details of an upcoming surprise attack on the Icago.

Area 7 – Monk’s Repose

This small room was once used by the Monk’s of the Abbey to pray and mediate on the philosophies of their goddess. Now, pieces of meat (animal and humanoid alike) are strewn across the floor mixed with the filth of body waste and stale wine.
A huge gray Worg sleeps in this room, its ears flicking about as it sleeps. A DC 18 Stealth can assure the players can make their way around without awaking the ancient Worg
Elder Worg CR 7
HP87

Area 8 – Monk’s Way

A long hallway shrouded in darkness that leads back to the Monk’s bathing area (see Area 5)

Concluding the Adventure

The players have a 4 in 6 chance of being able to make it back to the hamlet before the Orcish attack. If they’ve translated the note they will be able to warn Tyovir of the attack. If warned Tyovir will beg the players to help his people evacuate to the caves in a nearby sea cliff. If the players agree they have a 2 in 6 chance of coming across 1d6 Orich forward scouts and 1 in 6 during the evacuation.
Should the players fail to reach the hamlet in time they will discover it burning, its population mostly dead and a full Orcish raiding party  securing the town and rounding up survivors for eventual slave trading.

Creature Index

Orc
CR 1/3

XP 135
Orc warrior 1
CE Medium humanoid
Init +0; Senses darkvision 60 ft.; Perception –1
Weakness light sensitivity
DEFENSE
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 6 (1d10+1)
Fort +3, Ref +0, Will –1
Defensive Abilities ferocity
OFFENSE
Speed 30 ft.
Melee falchion +5 (2d4+4/18–20)
Ranged javelin +1 (1d6+3)
TACTICS
Before Combat Orcs make few preparations before combat, preferring to charge headlong at any foe that presents itself.
During Combat Orcs prefer to use two-handed weapons to maximize the effectiveness of their great strength. They attack in ambushes from concealment to take an enemy off-guard and cause as much fear and confusion as possible.
Morale Orcs are bullies and cowards. They flee when the odds have turned against them and any nearby leaders are dead— or have already fled. They are prone to surrender and truces if such actions save their skins, although they honor such terms only as long as it is to their benefit to do so. Exceptions to this are dwarves and elves, from whom they neither ask nor give quarter.
STATISTICS
Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
Base Atk +1; CMB +4; CMD 14
Feats Weapon Focus (falchion)
Skills Intimidate +2
Languages Common, Orc
SQ weapon familiarity
SPECIAL ABILITIES
Ferocity (Ex)
An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Worg
CR 2

XP 600
NE Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +3
OFFENSE
Speed 50 ft.
Melee bite +7 (1d6+4 plus trip)
STATISTICS
Str 17, Dex 15, Con 13, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Run, Skill Focus (Perception)
Skills Perception +11, Stealth +9, Survival +5; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Goblin
Elder Worg
CR 7

XP 3,200
NE Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +13
 DEFENSE
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)
hp 104 (9d10+54)
Fort +11, Ref +9, Will +5
 OFFENSE
Speed 40 ft.
Melee bite +17 (2d6+13 plus trip)
Space 10 ft.; Reach 5 ft.
Tactics Elder worgs love to rip at their prey with wild abandon, usually using their Power Attack (-3 to hit, +9 damage). They are smart enough to use tactics, such as flanking, and they are not above concentrating on tripping a stronger enemy while the rest of the pack tears apart the weaker ones.
 STATISTICS
Str 29, Dex 17, Con 20, Int 8, Wis 14, Cha 8
Base Atk +9; CMB +18; CMD 31 (35 vs. trip)
Feats Improved Natural Attack, Power Attack, Run, Skill Focus (Perception), Toughness
Skills Perception +13, Stealth +8, Survival +9; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Goblin
Rutgix
CR 1

XP 400
Orc barbarian 2
CE Medium humanoid (orc)
Init +1; Senses darkvision 60 ft.; Perception –1
 DEFENSE
AC 14, touch 11, flat-footed 15 (+5 armor, +1 Dex, –2 rage)
hp 23 (2d12+10)
Fort +7, Ref +0, Will +1
Defensive Abilities ferocity, uncanny dodge
Weaknesses light sensitivity
 OFFENSE
Speed 30 ft.
Melee greataxe +9 (1d12+10/×3), bite +4 (1d4+3)
Ranged javelin +2 (1d6+7)
Special Attacks Rage (8 rounds/day), Rage powers (animal fury)
Base Statistics When not raging, the berserker’s stats are AC16; hp 19; Fort +5, Will –1; Melee greataxe +7 (1d12+7/×3); Ranged javelin +2 (1d6+5); Str 20, Con 14, CMB +7, CMD 18
 STATISTICS
Str 24, Dex 13, Con 18, Int 6, Wis 8, Cha 10
Base Atk +2; CMB +9; CMD 20
Feats Power Attack
Skills Intimidate +5, Survival +4
Languages Common, Orc
SQ fast movement, weapon familiarity
Gear scale mail, greataxe, javelins (2)
Green Hag
CR 5

XP 1,600
CE Medium monstrous humanoid
Init +1; Senses darkvision 90 ft.; Perception +15
DEFENSE
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 58 (9d10+9)
Fort +6, Ref +7, Will +7
SR 16
OFFENSE
Speed 30 ft., swim 30 ft.
Melee 2 claws +13 (1d4+4 plus weakness)
Spell-Like Abilities (CL 9th)
Constant—pass without trace, tongues, water breathing
At will—alter self, dancing lights, ghost sound (DC 12), invisibility, pyrotechnics (DC 14), tree shape, whispering wind
STATISTICS
Str 19, Dex 12, Con 12, Int 15, Wis 13, Cha 14
Base Atk +9; CMB +13; CMD 24
Feats Alertness, Blind-Fight, Combat Casting, Deceitful, Great Fortitude
Skills Bluff +13, Disguise +13, Knowledge (arcana) +11, Perception +15, Sense Motive +9, Stealth +13, Swim +18
Languages Aklo, Common, Giant
SQ mimicry
SPECIAL ABILITIES
Weakness (Su)
A green hag's claws sap strength from those she strikes. Each time a green hag hits a foe with her claw attack, the victim takes 2 points of Strength damage unless he resists the weakness with a DC 16 Fortitude save. Alternatively, a green hag can attempt to inflict even greater weakness on a foe by making a touch attack—this variant requires a standard action, and cannot be attempted in the same round the hag makes claw attacks. The opponent touched must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
Mimicry (Ex)
A green hag can imitate the sounds of almost any animal found near its lair.


2 comments:

  1. Looks like fun, any chance of getting a PDF of it?

    ReplyDelete
  2. yeah, i agree a pdf would be awesome!

    ReplyDelete