Adventure Ideas #1

This is a lose idea for adventure. Not a perfectly fluent ready to run module. A mere sketch if you will.

For convenience of use, should a DM want to reference this straight from the web, the order of description is somewhat un-natural for reading placing the location up top and the backstories and plots at the bottom of this post.

Lets get on with it…

The Cave Of The Invisible Ugly

Somewhere in the wildlands not very far from simple civilisations of farmers and foresters some streams come together and dissapear under ground and have carved out natural caves over the ages.

It has hosted many different inhabitants mostly animals and some times small bands of creatures.

In recent times from two unlikely events the inhabitants are somewhat different and are tied to a wave of dissapearing items in nearby homes.

There are three possible ways to enter and exit this cave to the outdoor levels. At 1) working ones way down the pond falls to a room. At 6) where the dryed out stream came in from the north-west, and through the small grass covered window that leads straight down to Orvar’s work-shop.

1 Main Entrance Chamber

The small stream from the south west trickles down over some grey bare stones into a small pond that sits at the edge of a round cave room. The floor is a flat moist surface of brown sediment that has filled much up what was once flooded with water.

There is a good chance a perceptive character can spot tracks of footsteps in it. Most from troglodyte leaving and comming. Shoe prints from Orvar having done the same and from animals who hide here from time to time.

The former lead inwards to and from some carefully placed stones that make a low staircase up to the passage.

Possible encounters:

A scouting troglodyte is just passing trhough here and will be startled at the adventurers presence A predator animal is feasting on a cadaver in the cave room that may react violently

2 High Passage

Leading upwards this tunnel ends in a small climb up to a ground above right next to the wooden door. It’s easily spotted from tracks and the clearing of boulders that this path has been frequently used. It is the alternative walk around to a wade through a pond at the other end of it.

A small drop in the middle of the passage leads to a low natural cave room. A DC 20 to climb up and out of but not a hard one to jump down into. You may place abducted prisoners and or corpse here. Victims of the raiding troglodyte outlaws.

3 Underground Pond

A very deep underground pond fills most of this place and a stream comming out of the cave wall in the west leads into it. The chamber is damp and drips from the ceiling. A layer of cold mist is in the air.

Explorers may be greeted by a disturbing site in the form of floating body parts. This is where the band of troglodytes often dispose of bodies they dragged in and are done looting. Most sink and stay at the bottom but sometimes fresh ones float up.

At the bottom quite a few valuables can be found still on the corpses however. The band only know so much of what to value. Holy symbols, spell books and other sofisticated items would have been ignored.

One has to swim or wade along the very edges of the cave walls to get across.

If a challenge is desired here the troglodyte band of outcasts has brought a creature from the deeps to help consume the bodies they dump into it.

A jellyfish like being of the under deep lakes from their realm that blindly consumes anything that it detects through smell.

A squall of purple big water leaches that suck every surface clean of organic tissue.

4 Dryed Out Water Shaft

This is to where the more rich streams of water flowed down in the past. A deep drop into the dark is at the center and a clear drafts of air can be heard from below. It’s an absurd climb down and up but not impossible.

The troglodytes came up this way using root-ropes and a lifetime of climbing experience.

Should the adventures chose to dare these depts they first end up in a vast network of natural caves hard to navigate and still a far way from the realm of the toglodytes. This new adventure will not be covered here but up to the creativeness of the DM.

This largest open area around the deep pit from where they came is still where the bandits from below make their primary living quarters. Sleeping matts, containers, tools and such can be seen stacked up towards the walls. Some bizare game squares is marked near and around the pit. (Where the troglodytes plays a game of ‘live or die’ with live catches of animals). In day times most of the troglodytes are here passing time. At night fewer stay put as some are out scouting the surface and their leader is off on 'unseen’ affairs with the nearby settlements.

5 Storage

A small cave chamber that used to flood completely before the dry out. The band of troglodytes use this far 'back room’ to store valuables in one corner and food reserves in another. It stinks! From the food and from the blood that they did not bother wipe from some of the takings.

6 Dried Out Stream

This is the least likely entrance to the cave-complex but maybe a useful exit. A narrow tunnel leads off for a long while and eventually blends in to the layer of soil above that can be dug through. On a rainy day with some sliding soil by cheer absurd luck an adventurer could posible sink through enough with a wrong step to realise something is there.

7 Orvar’s Home

A thick wodden door set againt crudely adjusted natural rock and sediment distinguishes the one entrance to this place from the others in the cave complex. A small window leading straight out into luch hillside above, it’s other entrance (one of three possible ways for adventurers to find this cave complex). The place is modestly furnished but makes up a comfortable living area. Part of it closest to the widow is a tight combination of a small library and herb collections with a sturdy messy desk.

Consider the content of this place an equivalent to a component pouch of a spell-caster and the books as a source to various low level spells and how to make them into potions. If you wish some ready minor potions are available on the desk as well.

Depending on how the outcasts came across Orvars medallion the state he is in (dead, captured, barricaded in, or perhaps fled) his home could be broken into and ruined or just ignored or unable to break through.

PC’s who have come here with prior knowlege of Orvars tale may find it peculiar to be furnished for two. As if to hint he has a regular guest. There are two beds and two sets of almost everything.

The Tale Of Orvar And Astelle

In a small settlement with tightnitted folks on the border of the forests they once had master spin weaver of very old age. Although well appreciated for her crafts she was somewhat feared and kept at distance for her nasty manners and hot temper.

Nobody had ever seen her with male company and though well past such age one winter to everyones big surprise she came to be pregant.

In the early spring the same year she gave birth to a truly hideous child.

So hideous, and more hideous as the years went by, that people started talking of it not being all human. Trolls, Hobgoblins and even Demons came to peoples mind. While the weaver had named him Orvar behind his back he came to be known as Gobman The Hiddeous. Distrusted and avoided by all.

Just a year later than The Master Spin-Weaver a jolly and respected forester familly also had a child. A pleasant charming daughter. Her Name was Astelle. The irresistable child loved by all.

By coincidence the foresters cottage lay only a few steps off from the weavers house where Orvar grew up and with no one else of the same age Orvar and Astelle played as friends in secret.

Well aware even as children the dislike the grown ups would have had to this acquaintance.

They grew very fond of each other, gave each other gifts for hollidays and left letters under a rock in their secret place. Astelle learning the foresting would bring materials and Orvar would know many crafts to form them.

No one knew how but from somewhere the hideous man also over the years picked up certain darker crafts like that of whitches and wizards. Particularly he was blamed for being able to walk unseen.

One could think that he merely granted them their wishes. To not have to look upon him but this only served to deepen the fear and distrust for him.

On one unfortunate evening when they were young adults and still the best of friends in secret they were after all these years spotted playing. It was immediately assumed this monstrosity of a man were chasing after fair Astelle with a romantic interest and there was outrage.

In the craze of vengence while some wanted to lock the abomination up, others to chase him away, a few sough to end his life, the master spin-weaver was slain refusing to let them in to her house while Astelle in secret helped Orvar to escape the towns wrath. Fleeing to the woodlands that she knew well and a to take refuge in a well hidden cave complex that she had found years earlier.

The spin-weavers son was never seen again but some year later suspicions of invisible stalkers and burglars have lead peoples mind to wonder if he is really gone.

Medalion Of The Unseen

A potent trinket that you as a DM may want to consider carefully before allowing into your PC’s hands if you run this idea at level one. It is not without limitations however and those limitations are stronger the weaker the players saves are (effectively with level).

It’s origin is not defined.

Is Orvar origin really of troll heritage and has the medallion been given by those mysterious creatures of the forest? Was the weaver a powerful witch with foresight to put her powers into this item to protect what she new would be a child to hide? I leave this to the reader as I aim to inspire creativity and flexibility.

When worn if one covers up it’s field of view with ones hand the wearer dissapears from visibility of any kind in the world. Magic, divine or natural perceptions are all blind to the wearers prescence.

Made out of crude wood and artisticly flawed metal working this medallion portrays an eye.

The catch is; The eye want’s to see and it will fight back to do so!

It burns the wearers hand and mind in a fire of pain that grows over time. Causing both constitution and wisdom saves that starts at a mild DC 10 but increases in difficulty for every 5 rounds. (The save has to be made every round but only increases at those intervals.)

An observant reader may note from below that our proposed stats for Orvar have him at abysmal constitution and mediocre wisdom. Orvar is used to the pain since he was a toddler however and should be treated as both always having advantage on the rolls and fight it at a reduced DC. (You may opt for a similar approach if a PC carries and uses this item over a period of years)

The Troglodyte Outcasts

Deep down far below our cave and away from mines of dwarves and gnomes there is a vast network. The realm of the troglodytes.

Alien in morals and customs to the races under the sky above but not without norms these deep dwellers form clans under a high chief. What they would call something of a 'familly’ is in fact the whole realm.

Not long ago a very ambisious member of the realm betrayed the sacred rules of allegiance to ruling sisterhood. The queens of the realm. In his ambition to gain more influence he and a small group of allies murdered and hid one of the chosen females with the intent to replace her with one in his own sphere of allies. A female who like so many failed to qualify to the sisterhood.

The plot was uncovered and the conspiring group were forced to flee for their lives. In this vast realm only one direction could offer sanctity. Up. To the realm under the sky.

By chance these group of murderous traitors crossed path with an other outcast. One mistrusted for his appearance and his mothers reputation alone.

What came of this meeting is yet to be uncovered.

A conflict or an understanding of mutual benefits?

In any case the band of troglodyte outcasts and it’s ambitious leader are in posession of a an amulette of invisibility. One that they use to raid nearby settlements. For items and riches and to abduct people. All the while the suspicions are directed towards The Ugly Who Could Walk Unseen that dissapeared some years ago. Is that monster back to take vengence?

Note: that these suggested creatures are our Troglodytes and as should be obvious not the MM ones. Here is another post on them:

https://masterdungeonguide.tumblr.com/post/178192126310/creatures-treassures-alien-realms-in-the

You can of course swap them out for something else that you think would fit the concept

Common Troglodyte Outcast: Armour: 'Medium’ Scaly Hide, made out of deep dwelling worm-skin. Weapons: Bone Spears, Bone clubs, and bone Daggers (-1)Speed: 25, Hits: 1d6/level, Attack Bonus: +3

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- All content in this post is free to use and distribute as desired. Even re-publish on your own game spot in any fashion that does not seek to profit from it. Crediting us is appreciated

- If anyone is interested this adventure was sketched out using Bamboo Paper on and iPad

Happy gaming!