TEXT:  
   
   
  OP8 - CHANNEL OF HAGAR 
  An Adventure in Filbar™ 
  You and your three friends have 
  opted to leave your mundane 
  lives and become adventurers. 
  As you arrive at a small village 
  you notice everything is on fire 
  or destroyed…so much for 
  easing into the new career! 
  By Frank Schmidt 
  @FilbarRPG 
   
  
                        
   
  Player’s Info: You and your three best 
  friends have decided to take the plunge and 
  become adventurers. You are tired of your 
  mundane lives and head out to the Village 
  of Sago to start your heroic enterprise! 
   
  DM Info: This short scenario is designed for 
  a quartet of 1st level adventurers. As the 
  PCs reach the small village they notice that 
  it has been put to the torch. A cult leader 
  named Melvin has come to the community 
  in search of a pair of magical gems. These 
  enchanted orbs have the power to animate 
  a Stone Golem on the far side of the water 
  channel nearby.  
  The Golem was an agent of evil and was 
  stopped several years ago by plucking out 
  the jeweled eyes that acted as the magic 
  source for the creature. The forces of good 
  have kept the eyes away from the statue 
  until now.  
  As the party arrives they will find a hidden 
  lady and her two children. She will advised 
  them of the cult leader and the theft of the 
  stones. Her husband had been one of the 
  heroes that crippled the Golem in the first 
  place. She will need healing from the 
  temple cleric immediately but can’t be 
  moved. There are no random encounters.  
  1. Village of Sago – Small community with multiple burned buildings and dead bodies. This encounter will introduce 
  the party to who, what, and probably where the adventure will lead them. There is only one river crossing (#3). 
    
  2. Kemo’s Pass – A trail that leads through the mountains. Inhabited by mountain goats, lost sheep, and six Cultists who will try 
  and stop the party. Cultists of the Red Eye (6): AC12 HP 9, D +3 1d6 +1 scimitar, Advantage on Charm/Fear rolls. 3gp each 
   
  3. Temple of Dilo – Friendly cleric that will rush back to Sago to help Kemo’s wife. He can provide 1d8 healing for 4gp (each) 
   
  4. Channel Bridge – The party will find the bridge over the channel at the narrowest point. The wooden bridge is suitable for 3 
  PCs wide but is quite wobbly. After getting halfway across four more cultists and a charmed Half-Ogre will meet them. The bridge 
  sway will cause disadvantage.  
  Cultists of the Red Eye Faction (4): AC12 HP 9, D +3 1d6 +1 scimitar, Advantage on Charm/Fear rolls. 3gp each 
  Half-Ogre: AC 12 HP 30, D +5 2d8 +3 using a Battle Axe one handed (will fight behind the Cultists 15gp  
  Critical failure (1) will cause PC to lose next initiative.  
   
  5. 
  Trapped Pass – As the PCs get to this point a rolling log will come at them. A DC15 vs. Dexterity needs to be made or lose next 
  d4 initiatives. Half-Ogre looking for his brother will attack after rolling the log: Half-Ogre: AC 12 HP 30, D +5 2d8 +3 using a 
  Battle Axe one handed 8gp 
   
  6. 
  Thyme Village – Peaceful locale unaware of the threat. Healing available for 7gp each but 1d8 +2 recovery available.  
   
  7. 
  Fargone Mines – Busy with miners extracting ore that will report seeing a bunch of “religious nuts” run by a short time ago. They 
  will confirm the “big nasty” is on the other side of the mountains overlooking the channel. Fastest route of travel to the other side 
  of the mountains.  
  Five cultists near exit: Cultists of the Red Eye Faction (6): AC12 HP 9, D +3 1d6 +1 scimitar, Advantage on Charm/Fear rolls. 
  3gp each 
   
  8. 
  Hagar’s Golem: Kneeling in a clearing is an enormous Stone Golem looking over the channel it once controlled. A man in green 
  robes with a red eye stitched into is attempting to put a second, round gem into the empty eye socket of the creature but can’t 
  reach it. He will stop and confront the PCs telling them to leave or face death. Cult Leader: AC 14 (Chain shirt) HP 38, D +2 1d6 
  +3 (Mace blinds on natural 20 for 1d4 rounds) 
  Spells: Sacred Flame, Thaumaturgy, Darkness, Cause Wounds x2, Guiding Bolt, Sanctuary, Hold Person, and Spiritual Weapon, 
  Dispel Magic - carries 80gp worth of coins and his magic mace (not usable by PCs – works at disadvantage & no blindness) 
   
   
  Putting the second eye in will animate the Stone Golem which will immediately attack (and kill) the party. Taking the eyes back to 
  Kemo’s wife will garner them 50gp and a +1 dagger! 
   
   
     
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/OP8 Channel of Hagar (Filbar; 5e).pdf