Pathstrayer

A Narrow Path

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Ahead of you lies a daunting path that runs along a nearly vertical mountainside. The trail is barely a foot wide, and scattered with treacherous stones and gravel. As you cling to the rocky wall, you peer over the edge and see a vast, dark chasm below. Then, your eyes catch a glimpse of a shadowy opening in the rocks above you. A sense of unease washes over you as you get the feeling that something in that opening is watching you.

Quest Type: Combat

Encounter CR: 5

Playing time: 30 minutes

Two Manticores use a narrow mountain path as their ambush location and when hungry, they hunt the travellers crossing the mountain pass.

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Players! Want to play this quest? Stop reading and notify your DM. Save the fun for the game-table!

Running this Quest

You can adjust any of the information below according to your campaign, preference or imagination. Feel free to experiment and let other visitors know what works for you in the comments below.

Your journey takes you to the towering heights of the mountain range, where the trees bow down to the elements and the air grows thin. A cold rain drizzles down, intermittently transforming into fierce gusts that threaten to push you off the steep slope. The jagged mountainside is almost vertical at this point, and the depths below are shrouded in a dense mist that obscures your view. The path ahead gradually shrinks in width, until it is no more than a foot-wide ledge clinging precariously to the sheer rock face. This is the route that will take you across the mountain pass, but it looks treacherous indeed. The path is strewn with loose stones and gravel that could dislodge with every step, and the wind seems to be growing stronger with every passing moment.

The party can decide not to push through here. If they continue on, they will need to start making dexterity saving throws to see if they keep their balance.

Keeping your balance

Make a DC10 Dexterity Saving Throw, either as a group check or in single checks. If you fail you slide down. As a DM, you can make this a deadly adventure, but that’s probably not your intention. So, you have some options to enhance the story without killing everyone off. Roll a D20 and use this table to find out what happens:

D20 Result
20
Your foot suddenly slides a few inches sideways, and you start to topple backwards. You drop your weight low and lean towards the mountain. As quickly as you started, you stop sliding.
17-19
You suddenly lose grip and start sliding. You immediately drop your back against the mountain wall. You keep sliding but you create enough friction to stop just when you legs are dangling over the edge. You are now prone.
14-16
You suddenly lose grip with both feet. As you slide towards the edge you start swinging your arms wildly. Make a DC15 Acrobatics check. If you succeed you regain your balance, otherwise continue result 4-6.
10-13
You suddenly lose grip and start sliding. You quickly turn to the mountain side and drop on your knees, but you feet already slide over the edge. You feel your whole body get pulled down and barely manage to hold on to something at the last second. You are now dangling from your hands.
7-9
You suddenly lose grip and start sliding. Right before you topple over the edge, you manage to grab a bush growing from the rock wall. But slowly the bushes roots start to come lose, keeling you over the edge. Roll a D20. An 11 or higher lets you climb back up, otherwise the roots break (continue 4-6).
4-6
You suddenly lose grip and start sliding. Below you is a thin dead tree sticking horizontally out of the rocks above the canyon. Roll a D20. If you throw 11 or higher you land on the tree, which then starts to crack. Otherwise the tree breaks straight away (continue result 2-3).
2-3
You suddenly lose grip and start sliding. You immediately fall to the ground, but you keep sliding and topple over the edge. You start to fall freely when your clothes get stuck between the rocks. With a sudden jerk you are held up and are now dangling 10 feet below the path, upside down.
1
You suddenly lose grip and start sliding. The ground underneath your left foot disappears. You topple backwards over the edge and fall into the depths.

This mountain is hundreds of feet high, so falling flat on the rocks will be 20d6 damage. One might fall into water for half damage when succeeding a DC10 Acrobatics check? Perhaps you get snatched from the sky by a Giant Eagle. It all depends on what fits your game.

With cautious steps, you navigate the treacherous terrain, clinging to the rocks as the path narrows to its smallest point. Yet even as you manage to make it through the tightest sections, you can see ahead of you lies another stretch of rocky terrain, spanning a daunting 200 feet. The rain has dwindled to a gentle drizzle, and in the distance, the sound of a mountain hawk echoes through the air. As you lift your gaze towards the sky, your eyes are drawn to a peculiar sight: a patch of rocks, some 20 feet away and perched higher up on the slope, catches your attention. It appears to be some sort of opening, but you can’t quite make out the details. 

The party now has 80 ft of path behind them and in front of them. At this point the Manticores are alerted of their presence, but they themselves stay hidden. Only succeeding a DC25 Perception check will make someone see a shimmer of light onto its eyes in the dark.

As you cast your gaze upwards, you can definitely see some kind of a hole in the rock wall, about 15 ft above the path. Despite its apparent filthiness, with debris strewn about its entrance, you can’t help but feel that the darkness beyond the opening seems to hold an ominous aura, as though some unseen presence lurks within its depths. Though there is nothing visible to the eye, there is the palpable sensation of someone or something watching from within.

If the party decides to investigate and climb into the hole, read The Manticores’ Lair below. Otherwise, at this point, the party should make another Dexterity Check to see if they maintain balance.

As you tread carefully along the path, your gaze remains fixed on the ominous hole overhead. However, the moment you pass beneath it, a deep, guttural growl echoes through the air. You stare into the darkness, watching in horror as a creature slowly emerges from the depths.

Its face is eerily human, but its mouth is filled with razor-sharp teeth that glint in the dim light. Thick red fur surrounds its broad shoulders, and its enormous tiger-like claws and body loom before you. Suddenly, with a thunderous roar that reverberates across the mountains, it unfurls its massive, bat-like wings and fixes its fiery gaze upon you.

With a few powerful flaps of its wings, it leaps from the rockface and ascends into the air, hovering ominously before you. It is then that you notice the spikes jutting menacingly from its tail, each pointed directly at you. Your heart racing, you realize that you are in grave danger and must find a way to defend yourself against this fearsome foe.

Player options

Players have basically two options: fight or run. They can only move along the mountain path, and if they run, have them succeed Acrobatics or Athletics checks not to fall off. Also, a Manticore will block off their escape by perching on the path. They could try and push through, but the Manticores will keep hunting them down.

Risks and Rewards

This time around, there isn’t that much reward except for escaping with your lives. You might find the little bit of treasure that is inside the Manticores’ lair.

The Manticores' Lair

The entrance is situated 15ft above the path. It is about 10ft high and wide (one Manticore can block it). To reach it, either climb the rock wall (DC15 Acrobatics, on a fail you slide back and make a Dexterity check for keeping balance), use a rope (thrown with a stick or stone tied to the end for a DC15 Dexterity Check), stand on each other’s shoulders (DC15 Strength for bottom one), or think of another way to get in.

As you approach the entrance, you notice the unsightly marks of excrement staining the rocks below. A thick, unpleasant smell fills the air, composed of animal musk and the reek of decay. When you enter, your eyes gradually adjust to the darkness, and you can make out the form of a cave before you. It measures about 20 feet high and 30ft wide, stretching roughly 50 feet in length, although the ceiling slopes down and it narrows towards the far end. The ground is littered with the remains of various animals, some of which are already decomposing. Upon closer inspection, you also spot what appears to be humanoid remains.

Searching the cave will reveal 2 mostly decayed remains of dwarven workers. You find a rusty hammer head, a rusty short sword, a broken shield, mouldy leather bracers, 16cp and 12sp. There’s also a more recent body of a human soldier. It has a leather headcap, studded leather armor, a small shield, and a herb container filled with some herbs, 6cp, 27sp and 3gp.

Fighting

The Manticores are working together to single out one prey. They prefer to do this by stunning their prey from a distance, firing poisoned spikes from their tail. This poison is an added feature which isn’t in the standard statblock (See Monsters and NPC’s below).

Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage and 4 (1d8) poison damage, the target must succeed a DC13 Constitution saving throw or be Stunned for 1 minute. A stunned creature must succeed a DC15 Constitution saving throw at the end of its turn to end the condition.

Once stunned they swoop in and grab their prey. They can carry up to medium sized creatures. They will take the stunned prey back to the lair and start to eat them alive. If the prey ends the Stunned condition at this point it is considered Grappled and Prone. The Manticores will take turns eating and defending the entrance to the lair. They stop attacking if they have each eaten one prey, or if their HP drops below 25, in which case they will flee.

Monsters and NPC's

Manticore

Large monstrosity, lawful evil

Armor class 14 (Natural Armor)
Hit points 68 (8d10+24)
Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
17 (+3)
16 (+3)
17 (+3)
7 (-2)
12 (+1)
8 (-1)

Senses Darkvision 60 Ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)

Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

Actions

Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

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