Survival

Author: Authors of Volume 2
Length: Long
Genre: Any
Type: Startup, Exploration, Guarding
Setting: Wilderness

The Plot

This module is currently designed for 4-6 players of first and second level, with about 5 to 7 total levels in the party. It provides a way for the party to meet without resorting to the trite "you're in a bar" scenario.

The geographic setting is the northern plains of a continent with a cool to cold climate during the autumn season. The party begins in a country on the human side of a human/demihuman border. The demihumans in question can be either Goblins and Orcs or Goblins and Hobgoblins. The winter storms are expected to start sometime in the next 4 to 6 weeks, which will close down the commonly used trade routes through the mountainous plains to the northeast.

Each character, except thieves, starts as a merchant, messenger, or mercenary guard in a large caravan heading to another city further north. The winter seems to be setting in early and the caravan master wants to leave the city as soon as possible, due to a "special" package that a local temple has given into his care. The cleric(s) in the party are sent to "guard" this package. The fighters are mercenaries hired to guard the caravan on its seven to eight day journey, and the magic users are merchants (based on their nonweapon proficiencies) along for the ride.

During the first three to four days it becomes obvious to the fighters that the caravan master is taking a less traveled route (which is faster and dangerous) due to the package. On the fourth night, a group of thieves (some of which are PC's) from the main town catch up with the caravan, and plan to steal the package and ransom it back to the temple. While the attempt is in progress, the camp is attacked by a horde of the demihumans which results in the eventual disabling of all the PC's.

The PC's awaken (roughly at the same time) with 1 HP, no equipment, money, food, or water, in the middle of a wrecked camp. The PC's must "introduce" themselves, leading to a possible confrontation with the thief character(s), since no one knows who they are or where they are from. They must then gather what equipment they can find and attempt to make it back to civilization and SURVIVE. The obvious choice is to press onward toward the original destination.

Unknown to the party, the demihumans' camp is nearby. It is the only source of food and water for miles in the surrounding terrain. The party should stumble upon a patrol, and gain some additional items. From here they can disguise themselves to gain access to the camp and possibly steal food, water, and possibly horses.

When the party finds the camp, they discover it is actually the ruins of an ancient fortress. Several questions come up: Who is leading this company of bandits? What is their purpose? Are they a threat (to the greater civilization)? The party may investigate these questions. If they do, several options exist for the adventure from this point. Do they try and defeat the leaders? Reconnoiter to gather more information to answer some of the above questions? Try and find the treasure trove? Run? As they investigate the ruined fortress, they gain the opportunity to do all of the above and more. The dungeon also provides opportunities to introduce replacements for characters who may have died.

The adventure concludes with the PC's leaving the demihuman camp and finishing the 2 to 3 day trek to civilization on foot, leaving the bandits intact for a second adventure.


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Email: Alexander Forst-Rakoczy