Tim Hensley - The Omenous Portent of the Highlands Meteor.pdf

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Tim Hensley +geistweg/gmail.com4
Background:
During the long winter
months, the Highlands witnessed the
fiery crash of a silvery meteor into
nearb& (over’s -eak.  0eing 
superstition, they took it as an omen that
the harvest would be particularly bad this
year. As the growing season began,
however, the ill fate appeared in the
guise of farmers going missing. The PCs
are hired to investigate the crash for
signs of the missing people and a
possible means to appease the heavens.
!M’s Note:
The meteor was actually a
crashing flying saucer. The aliens
onboard survived and have been using
local 5umanoids to “farm” t5e 
surrounding land for “food.” 
General
guidelines for the aliens are listed below.
E ncounter K
ey:
1 square = 10 feet
1.
E ntrance:
A cave in (over’s -eak 
makes the most reasonable entrance.
Like much of the
com>le?@ it’s dark and 
smells slightly earthy.
2.
F irst
sentry:
2 Orcs stand guard in
this natural alcove. Treasure: light coins.
3.
Stasis trap:
Walking around the
corner triggers a stasis device (treat as
Hold Person
spell, save is treated as
S
low
spell), giving the orcs in #4 and #5 a
chance to attack.
4.
Sleeping quarters:
This large cavern
serves as the sleeping quarters for 10 orcs. If the trap at #3 is triggered they will rush to attack. Treasure: light coins.
5.
K itchen
cavern:
The kitchen is a makeshift fire pit with various large metal pots. Stores of rancid meat and other such
supplies are stacked on the south wall. A dry well in the northern section drops into area #12.
6.
C hasm:
A5e cavern o>ens into a BC’ wide c5asm t5at falls 5undreds of feet.  A5e sout5ern corridor is nearl& EF’ lower t5an t5e 
northern.
7.
A mbush:
If the stasis trap is tripped an alien will wait in this alcove to ambush the players as they attempt to cross the chasm
at #6.
8.
I ris valve:
If the players come from area #7 this will be opened; if they come from area #9 it will be closed.
Gf it’s closed@ t5e 
doors will require a lot of damage to get through.
9.
O pen valve:
This iris valve was stuck open during the crash.
10.
C losed valve:
A5e aliens kee> t5is valve closed unless t5e&’re dis>osing of bodies in area HIJ.
It will require a lot of damage
to get through.
11.
Secret doors:
Nothing is visible of the door, but there are alien looking handprints on the wall next to each of these secret
doors. Placing the hand of an alien on the print will trigger the door.
12.
Below the well:
A5e well in HF dro>s EF’ to t5is c5amber.  A5e c5amber is em>ty
but if the Mouther in area #13 hears/detects
the PCs it will begin gibbering.
13.
Mouther lair:
The aliens have been disposing of the remnants of their victims in this giant chamber. Over the last month the
remains have soaked up the ships radiation enough to coalesce into a Gibbering Mouther; like all such creatures it will attempt to
draw the party into the chamber in order to attack.
14.
Cockpit:
This large metal room contains several chairs and consoles shaped and fitted to the aliens. Three aliens will be
found 5ere@ guarding t5e inside of t5eir s5i>@ w5ere t5e&’ll fig5t
to the death. Along the northwestern wall are six lidless coffins
containing unconscious farmers, wrapped in a gauzy, web-like substance. Treasure: Various odd, but valuable, devices made of
precious metals.
A liens:
Each alien should be drafted as a moderate opponent with slightly better than average defenses and weak natural attacks;
however, they carry Death Ray guns (save reduces to damage instead).
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