The Rhino Horn of Rhazgat:
Background
In the heart of the rugged lands of Rhazgat, a legend has been whispered for generations: the tale of the Rhino Horn, a mystical creature with a horn that grants immense power to those who possess it. Recently, sightings of the Rhino Horn have increased, and with it, stories of its destruction and power. The town of Granshire, located on the edge of Rhazgat, has called for brave adventurers to hunt the creature and bring peace to their lands.
Adventure Hook
The adventurers are summoned to Granshire by the town’s mayor, Elara Windrider, who explains the dire situation. She offers a substantial reward of 1,000 gold pieces and a magical artifact from the town’s vault to any group that can bring proof of the Rhino Horn’s demise.
Setting the Scene
The adventurers arrive in Granshire, a small town bustling with activity and tension. The townsfolk are anxious, and whispers of the Rhino Horn can be heard in every corner.
Key Locations:
- The Broken Blade Inn: The local inn where adventurers gather information and hear rumors about the Rhino Horn’s recent sightings.
- Mayor’s Residence: Where Elara Windrider provides more details and the official bounty notice.
- The Market Square: A place to gather supplies and hear gossip from traders and hunters who have ventured near Rhazgat.
Key NPCs:
- Elara Windrider: The determined and fair mayor of Granshire.
- Garrett the Tracker: A seasoned hunter who claims to have seen the Rhino Horn and barely escaped with his life.
- Lila the Herbalist: A knowledgeable herbalist who provides the adventurers with healing potions and crucial information about the dangers of Rhazgat.
The Journey to Rhazgat
The adventurers set out towards the untamed lands of Rhazgat. They must navigate through dense forests, treacherous cliffs, and hostile wildlife.
Encounters on the Way:
- Wildlife Ambush: A pack of dire wolves attacks the party as they traverse through the forest.
- Dire Wolves (4): Use the statistics for dire wolves from the Monster Manual.
- Toxic Marsh: The party encounters a poisonous marsh filled with toxic plants and quicksand.
- Challenge: A series of skill checks (Survival, Nature) to navigate safely through the marsh. Failure results in taking poison damage.
- Bandit Raid: A group of bandits sees the adventurers as easy prey.
- Bandits (6): Use the statistics for bandits from the Monster Manual.
- Bandit Captain (1): Use the statistics for a bandit captain from the Monster Manual.
The Lair of the Rhino Horn
Deep in Rhazgat, the adventurers find a cave that appears to be the lair of the Rhino Horn. The entrance is guarded by dangerous creatures and natural traps.
Guardians of the Cave:
- Stone Golems (2): Guarding the entrance, these golems must be defeated or bypassed to enter the cave.
The Rhino Horn Encounter: Inside the cave, the adventurers face the mighty Rhino Horn creature.
- Rhino Horn Creature:
- Use the statistics for a Rhino with modifications to fit the legend. The Rhino Horn has legendary actions and increased hit points.
- Legendary Actions:
- Gore: The Rhino Horn makes a horn attack.
- Stomp: The Rhino Horn causes a tremor, forcing all creatures within 10 feet to make a Dexterity saving throw or be knocked prone.
- Charge: The Rhino Horn moves up to its speed without provoking opportunity attacks and makes a horn attack.
Final Battle: The Rhino Horn fights fiercely to protect its domain. The adventurers must use strategy and teamwork to defeat it.