Imagine a party of first-level characters caught out in a storm in a remote area where the only shelter appears to be a hollowed-out tor, once used as a tomb and recently unsealed by an earlier storm that knocked the stone blocking the entrance aside. It's likely they'd go in... but will they come out again?
A short backstory gives the history of the area and the tor itself, and the adventure synopsis explains what takes place during the course of the storm whilst the party is sheltering there. A few hooks are provided to get the party interested, useful if you think trying to stay dry is not sufficient incentive to get them into the tor in the first place. A sidebar introduces the concept of 'storm-peace', a custom that allows beings that would be likely to fight each other to seek shelter from the violent electrical storms that plague this area in the same place without having to watch their backs.
The adventure itself starts with the storm, violent even by the standards of this area. It soon becomes apparent that the only shelter available is within the tor, and then a site-based delve begins. You'll have to map the surrounding area for yourself, but there is a plan for the tor's interior and copious notes on what is to be found there as well as an assortment of events that will take place during the course of the adventure.
It should prove exciting enough for first-level characters, and ought to pose sufficient challenge to make them think about what they are doing and consider their tactics carefully. There's a suggestion for further adventure once the tor has been cleared out, and some nice low-level magic items to find.
Overall, it's a neat little site-based adventure to keep to hand for when a first-level party is travelling around in a suitable part of your campaign world. It provides the sort of exploits that could help some newbies to the adventuring game start making a name for themselves.
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