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Cliffhangers
Adventures

Bridge
Work
Episode Two: Tollbooth
by Jeff Quick
Bridge
Work is a short adventure for four 7th-level characters. The adventure
takes place mainly on an enormous stone bridge built across an archipelago.
Dungeon Masters can modify the adventure to accommodate higher-level characters
by giving humanoid foes more class levels and increasing the HD and/or
age category of other opponents.

The party begins traveling
on the bridge, and they must walk up and over the first span. When built,
the bridge was 50 feet wide with 5-foot-high stone edges on each side.
Now, the bridge has crumbled and collapsed in several places, although
no place on this portion of the bridge has less than a 10-foot-wide pathway.
A successful Spot
check (DC 22) reveals very faint scorch marks and blood spatters on the
bridge stone where the glyph zone ends. Anyone with the Track feat
can follow faint blood smears (again with a Search check DC 22) to the
edge of one of the many holes in the bridge, indicating that bodies were
dragged to holes and tossed through. Someone has been here relatively
recently.
Looking through the
holes reveals only crashing waves on the shore anywhere from 200 feet
to 2,500 feet below, depending on what part of the slope the PCs are on.
As the party tops
the rise of the arc and begins to walk down the slope, they approach where
the first island sends up a support column to meet the bridge. There,
they see an unlikely sight.
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Cliffhanger
Features
The
Dungeon Master should keep the following points in mind as the players
decide what their PCs should do throughout the "Bridge Work"
Cliffhanger series.
Traveling
by Foot (EL varies)
Two
50-foot-high dwarf statues and a few glyph of warding spells
flank the entrance to the bridge. Safely dismissing the glyphs
requires a password AND a golden sigil. Both the archaeologist dwarves
and the oath dwarves have the golden sigil necessary to disarm the
glyph protecting the bridge. However, only the archaeologist
dwarves have the password written down on papers among their personal
effects. Learning the password from the oath dwarves can be done
only from speaking with their corpses.
Anyone
who tries to step onto the bridge without the proper password and
sigil triggers the glyph. Several applications of the glyph
of warding spell delineate five 50-square-foot areas starting
at the head of the bridge. The glyph does 5d8 points of fire
damage to anyone who breaks it and all within 5 feet of the glyph
breaker.
Glyph of Warding: CR 4; 5-ft. fire blast (5d8); Reflex
save halves damage (DC 14); Search (DC 28); Disable Device (DC 28).
To
cross any one section of the area requires one disarming action.
This means that after someone passes the first glyph, he
or she must pass a second glyph 50 feet later. Of course,
anyone may fly past the area of the glyph and walk harmlessly
on the bridge.
Traveling
by Air (EL 7)
If
a flier attempts to fly more than 200 feet onto the length of bridge
at a height of more than 20 feet, that person attracts the attention
of the adult arrowhawks circling the vault island, three miles away.
(The arrowhawks do not care who walks on the bridge. They care only
about those who attempt to fly above the bridge.)
Juvenile
Arrowhawks (4): 16 hp each; see Monster Manual page 19.
Traveling
by Water (EL 7)
Should
the PCs attempt to swim to the island, they encounter tojanidas
quite quickly.
Juvenile
Tojanidas (4): 19 hp each; see Monster Manual page 177.
Loot
and Other Important Matters
While
adventuring along this bridge, the PCs find little in the way of
extraneous loot around. In fact, they find only what is listed in
the possessions of each creature they vanquish. However, the final
encounter and the treasure hoard at the end should more than make
up for the expedition. As always, Dungeon Masters should feel free
to adjust the treasure to their campaign levels.
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Welcome
to Martark (EL varies)
What the PCs encounter
at this point depends on the time of day. If they reach this part of
the bridge in early morning, they see a couple of kobolds standing in
a line, which stops at a makeshift hut. The kobolds are facing them
and notice them as soon as the PCs top the rise. The kobolds seem to
have creels or game slung over their shoulders, but they drop them and
brandish spears when the PCs arrive.
If the PCs come
during the night or mid-day, they see a lone hut on the bridge. During
the night the hut contains a single kobold. During the day, the hut
is empty.
If the PCs come
in early evening, they see a couple of kobolds standing in a line facing
away from them. After some sort of transaction, each kobold walks up
the next arc of the bridge away from them, and another one wanders in
from the staircase nearby (see below) and gets into line. The kobolds
have variously long fishing poles, nets, lobster cages, and primitive
hunting gear. The line leads from the hut down a wooden staircase that
abuts the stone bridge support.
Garklma:
Male kobold Ari5; CR 4; Small humanoid (reptilian); HD 5d8+8; hp 30;
Init +5; Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Atk +2 melee
(1d6-2/x3, halfspear); SQ Darkvision 60 ft., light sensitivity -1; AL
LE; SV Fort +2, Ref +2, Will +4; Str 7, Dex 13, Con 13, Int 10, Wis
10, Cha 8.
Skills and Feats:
Appraise +8, Bluff +7, Craft (trapmaking) +2, Diplomacy +9, Hide +5,
Intimidate +9, Search +2; Improved Initiative, Toughness.
Darkvision:
Garklma can see in the dark as though in normal daylight.
Light Sensitivity
(Ex): Garklma is sensitive to light and gets a -1 circumstance penalty
to attack rolls in bright sunlight or within the radius of a daylight
spell.
Possessions:
Leather armor, halfspear.
Male and Female
Kobold War1 (10): CR 1/2; Small humanoid (reptilian); HD 1d8; hp
4; Init +1; Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Atk +0 melee
(1d6-2/x3, halfspear); SQ Darkvision 60, light sensitivity -1; AL LE;
SV Fort +2, Ref +1, Will +0; Str 6, Dex 13, Con 11, Int 10, Wis 10,
Cha 10.
Skills and Feats:
Climb +0, Craft (trapmaking) +2, Hide +5, Intimidate +2, Jump +0, Listen
+2, Search +2, Spot +2, Swim +0; Alertness.
Darkvision:
A warrior can see in the dark as though in normal daylight.
Light Sensitivity
(Ex): A warrior is sensitive to light and gets a -1 circumstance
penalty to attack rolls in bright sunlight or within the radius of a
daylight spell.
Possessions:
Leather armor, halfspear.
Male and Female
Kobolds Exp1 (7): CR 1/2; Small humanoid; HD 1d6; hp 3; Init +1;
Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Atk -1 melee (1d62/x3,
halfspear); SQ Darkvision 60 ft., light sensitivity -1; AL LE; SV Fort
+0, Ref +1, Will +2; Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10.
Skills and Feats:
Appraise +1, Climb +0, Craft (trapmaking) +6, Craft (weaving) +4, Hide
+6, Jump +1, Listen +3, Profession (beekeeper or fisher) +4, Search
+4, Spot +4; Alertness.
Darkvision:
A kobold expert can see in the dark as though in normal daylight.
Light Sensitivity
(Ex): A kobold expert is sensitive to light and gets a -1 circumstance
penalty to attack rolls in bright sunlight or within the radius of a
daylight spell.
Possessions:
Gear (which incorporates leather armor), halfspear.
Kobolds (23):
hp 2; see the Monster Manual page 123.
Player characters
must make a Search check (DC 15) to see what's going on at the hut.
Those who succeed can tell that the hut is apparently a sort of tollbooth.
Some time ago, a
tribe of kobolds shipwrecked onto this island. They have been eking
out a living here fishing, hunting, and trapping ever since. The pickings
are better in the deeper waters and lusher foliage of the second island,
so the kobolds built a rickety staircase up the side of the support
column to walk across the bridge to it (thus avoiding the tojanidas).
At the support column on the second island, they built another staircase
down.
Garklma, the chief
of the shipwrecked community (which is called Martark by the kobolds),
had a hut built on the bridge, and he requires that hunters and fishers
register before going to the second island. Garklma then levies the
day's catch from returning kobolds to feed himself and his family. The
warriors back him up whenever the other kobolds start questioning his
leadership. Though it is rare for such a small community of kobolds
to have such relatively high-classed characters, the tojanidas are a
constant threat to the fishers of the community, and the combative life
has brought out the "best" in several of the shipwrecked community
members.
No one has ever
come from that side of the bridge where the PCs emerge, and the few
kobolds who have ever returned from there speak of flames jumping out
of the air to kill them. So the kobolds learned to leave the "killing
end" alone and are understandably jumpy about anyone who appears
from that direction.
Trap: To
make sure no one ever does appear unnoticed, the kobolds have trapped
the bridge 25 feet from the hut toward the "killing end."
The trap is a simple trapdoor in the bridge itself, which drops PCs
into a heavy seaweed net 10 feet below. The net entangles the trapped
PCs and (theoretically) holds them captive until the kobolds decide
what to do with them. Beneath the net is a 250-foot fall onto the rocky
island below.
Trapdoor
Pit: CR 1/2; 10 ft. deep (no damage,
entangled by net); Reflex save avoids (DC 20); Search (DC 21); Disable
Device (DC 20).
Net:
1 in. thick; hardness 1;hp 5; Break DC 25; Escape Artist check frees
(DC 20).
This
hut is not a necessary stopover for the PCs. The kobolds here have an
unfriendly attitude, but not a hostile one -- they're not spoiling for
a fight, but they're prepared for it (See Table 5-3 in the Dungeon
Master's Guide). In addition to the kobolds the PCs might see
at dusk or dawn, more kobolds are within a few rounds of joining any
fray. Though the PCs are likely to win a fight, they'll take a beating
in sheer numbers.
However, if the
PCs calmly register passage and claim their intent at the hut (whether
truthfully or not), they can pass with no more than startled, distrustful
stares from the adult population of Martark. If they try to come back
through this way without paying the toll, then there will be trouble.
(The dwarves will always prefer to talk to the kobolds over killing
them. In fact, they'll be ready to question the leader and his fellow
kobolds about anything on the islands. They'll be quite gruff to the
PCs should the PCs immediately think to attack.)
The kobolds know
nothing about treasure. The bridge beyond the second island has a huge
gap, and no kobold has ever ventured past it. They won't say why they've
never ventured past it, but they all know the giant bees live under
the bridge there, and they don't want the PCs to go and steal their
source of honey. They've also interacted with the oath dwarves enough
to know that going into that area is not something they even talk about
among themselves. Why the oath dwarves haven't yet killed the kobolds
is another mystery. If asked, the kobolds respond that their leader
is strong, so the dwarves fear to kill him or anger him. This bit of
self-delusion on their part is completely at odds with any questions
about why the kobolds haven't tried to take over the dwarves' territory.
The leader AND the kobolds simply say that they have no interest in
the dwarves and their area. They wish only to survive in this newfound
home of theirs right now, and the when the dwarves come by their area,
they let them through peacefully.
Development:
DMs can have some fun with this encounter and eventually allow the truth
to come out: The kobolds give the dwarves food and leave the "dwarf
area" alone in return for being allowed to stay where they are
and live peaceful lives. The dwarves themselves aren't as great in number
as they used to be, so getting food and ignoring the kobolds is a decent
enough deal for them to live with.
Cliffhanger
At the peak past
the second island, the bridge has clearly fallen out, and a huge gap
in the bridge is visible. Did the PCs ask enough questions to learn
about the giant bees there? Did the PCs remember to bring rope? Or do
they have at least enough fly spells for everybody?
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