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Cliffhangers
Adventures
The
Approaching Swarm
By
Eric Cagle
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Episode
Three: Stalking Prey
The
Approaching Swarm
is a short adventure for four 9th-level characters. The party can consist
of any mix of classes, but it should include at least one character that
is good in wilderness settings, such as a druid, ranger, or barbarian,
and at least one cleric. This scenario should prove a reasonable challenge
for characters from 8th to 10th level. The adventure takes place in a
swampland that is near a small settlement.
Adventure
Background
The characters
were lead into a trap -- a lair of giant spiders. With one or more of
their members injured and poisoned, and the trail of their quarry now
cold, the characters most likely return to Crivdall.
I Think It Was
This Way
At this
point, the PCs may not have the luxury of their guides, which means that
they must rely on their own skills to get them back to Crivdall. If the
guide can lead them back, then it's only a matter of time before the PCs
reach it. DMs can skip to "Do You Hear Something."
Those
PCs who are on their own regarding getting back to Crivdall must make
a check every hour for three hours to see if they get back to the settlement.
Two successes gets them two hours closer to Crivdall and back onto the
path leading directly to the settlement, while failure (Track DC 10 or
Intuit Direction DC 15) means they get lost in the bog. If the party gets
lost, they wander through the bog for ten minutes or so and eventually
enter an area filled with sinkholes. Read or paraphrase the following
text:
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Having
lost the trail back to Crivdall, you wander around the fetid bogs
trying to relocate the way back. It's almost impossible to make
your way through the tall reeds and pools of water. Your movement
slows to a crawl as the thick mud threatens to pull your boots off
of your feet.
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Allow
for Wilderness Lore checks (DC 15) or Search checks (DC 20) to spot a
nasty patch of mud that can suck the PCs into it. If they fail to spot
it, the whole part starts wandering into the patch before they realize
that it's more than just normal mud. Read the boxed text below next. If
they succeed in spotting the bad patch of mud, skip the next boxed text
section and go to "They Grow 'Em Big in the Bayou . . ."
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The
stinking mud grows thicker, and there's a very good chance that
you will be without your foot gear before you get out of it. However,
as the mud grows thicker, it also seems to get deeper. You feel
yourself sinking into the mud!
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Each
character must make a Reflex save (DC 15) or find themselves completely
stuck in the mud. To get out, a character must either be pulled out by
another or be dragged out via a rope that is attached to a solid object;
a Strength check (DC 19) can get the character out of the mud. However,
after each PC has attempted to do something to help the situation (or
abstained from doing anything), go to the next section.
They Grow 'Em Big
in the Bayou . . . (EL 8)
While
the characters try to extricate themselves from the mud, a horde of giant
flying insects attacks them. Read or paraphrase the following:
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As
you struggle to get yourself out of the black mud, the air begins
to hum. The noise is distant at first, but it gets louder. Suddenly
the sky is filled with beating wings and the angry buzz of insects.
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Giant
Bees (12): hp 16, 16, 15, 15, 14, 13, 13, 13, 13, 13, 12, 11;
see Monster Manual page 206.
Giant Wasps
(2): hp 40, 32; see Monster Manual page 206.
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If the
characters defeat the insects or flee into the swamp, they easily find
(Search DC 5) that they were very near the path to Crivdall. Go to "Do
You Hear Something?" once they find the path.
Do You Hear Something?
(EL 8)
If the
characters find the path and slog their way through the swamp back to
Crivdall, they hear a high-pitched whine fill the air as giant insects
attack from all angles. The main advantage here is that the characters
are not stuck in the mud while trying to fend off the assault.
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Giant
Bees (12): hp 16, 16, 15, 15, 14, 13, 13, 13, 13, 13, 12, 11;
see Monster Manual page 206.
Giant Wasps
(2): hp 40, 32; see Monster Manual page 206.
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Cliffhanger
If they
survive the attack of the flying insects, the PCs can wearily drag themselves
back to Crivdall. Almost immediately, they notice that something is horribly
wrong. Smoke curls up from various buildings and some enormous beast has
battered through one side of the fort. Dozens of dead giant insects are
scattered all about. Will the characters step into the fort to find out
what happened?

About
the Author
Eric
Cagle splits his time evenly as the administrative assistant and part-time
designer for the R&D department of Wizards of the Coast. In addition
to numerous web articles, he has written several articles for Dragon
Magazine, contributed to two Star Wars RPG products, and contributed
to the Arms and Equipment Guide for D&D. A lunch
hour rarely goes by where he isn't writing for, playing, or thinking about
a game.
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