The Monster Hunt
Magnar gets the chance to hunt down a big monster allowing him to prove himself. This will allow him to improve his standing with his people.
Plot points/Scenes
Magnar is informed that a monstrosity has took up residence just north of Goblintown and west of the grove. Anselma suggests that if he gets the killing blow on it will improve his standing in his people. He is to get the team together and go on the hunt. All he knows is that it kills indiscriminately eating everything that it kills. Also it is mentioned that it is similar to a wyvern and slightly larger. It is rumoured that it has darker scales, no stinger and a breath weapon, along with preferring to attack at night.
The party can go to Goblintown to see if they know anything. The Goblins are aware of it and trying to hunt it themselves and will send out 5 Goblins and 3 Wolves with them to help them if the party want.
The y find a few remains lying at the bottom of a cliff. This cliff is quite high and if climbed it turns that it is 50 feet high, and if one falls it is 17 5d6 bludgeoning damage and knocked prone.
At the top, there is a cave that goes deep enough to stop light getting in at it's depth. Large enough to allow a huge creature to fly in and out. It is at least 25 metres across, and at least 50 metres high if not larger, and slightly smaller at the entrance. There they find the remains of humans, humanoids, and animals of all kinds, as well as droppings of the creature. Three tough leathery eggs lie in a corner.
If entered at night it will be empty, at daytime it will drop from the ceiling to attack and will breathe fire damage instead of the sting. It does a 20 foot sphere right in front of itself doing 16 3d10 fire damage and half damage if a successful DC 13 Dexterity saving throw.
When fighting it, Magnar has to do the final hit on it to claim the kill. If done so, Magnar has bragging rights and can take a trophy from the remains to use as a personal totem, mark of badge of office. He is allowed to the title of Monster Hunter, and the Goblins may request his help in hunting them down, and vice versa. They pretty much will act as fellow Monster Hunters and give him a pouch with 10 small clay pellets. When crushed it will summon 1d10 Goblins to his side to fight with him against a powerful monster. Can only be used once per pellet, and acts over any distance. They will also magically appear out of somewhere shadowy within 15 feet of him.
There is 65 gold in a sack in the corner of the cave. Also a mark of a stylised trident in red & black is on it.
Along with this is a corpse drained of blood and dressed in rough Near East clothing and the remains of chains & shackles on it. Crumpled in it's hand is a page of a notebook. It is from a notebook and shows that the cave has been chosen to help grow Vampiric Wyrms as an eyrie to be plundered in the future by the Vampire Nation.
Also, it mentions that the Elders will be happy when the One will soon arrive when in time to claim a bride in the region to the east and dominate the night. This bride will be mentioned as the Bride of the Other World and her husband is to die of old age or drained of blood whenever the Vampiric Wyrms become strong enough here.
Comments