The Meteorite

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# Outline
## Players Information 
A number of weeks ago, a shooting star was seen to pass over Haven, falling to the north. It was later learned that it had impacted somewhere in the Khuz Mountains (the ancestral territory of the dwarves).
 
Two of the temples of Haven, Maedhros (the god of fire) and Vairë (goddess of the underworld), desire possession of this meteorite. Each feels that the metal of this "piece of the heavens, where the gods live", will prove to have many arcane properties and effects. Both temples are readying expeditions to recover it and are renowned for their antagonism to each other.
 
## GM's Notes 
Both temples have priests stationed at the major gates of the city, the Caravan Gate and the Horse Gate, questioning travelers for any information. There is a 65% chance that any group of adventurers will be approached by one or the other (or maybe even both) to check for information. The priests of Maedhros wear robes that resemble flames, of red and golden dyed material. The priests of Vairë are clad in black robes with much silver piping and trim. All are clean-shaven but do retain their hair. There is a 10% chance for each person in a party that some member of an adventurer's group will have some tidbit that one group or the other of the priests will consider of import. If so, the party will be asked if they wish to join the expedition.
 
The priests are looking for fighter-types, thieves, and scholars primarily. Fighters should have a minimum total of 10 points in each of the physical requisites (STR, DEX, CON). Thieves should have proficiency in Stealth and Investigation, since they will be doing the majority of the scouting for the group. 
 
Pay scales depend on the skills possessed by the person, each person being considered separately. Mountaineering skill, knowledge of tracking, cartographic ability, and first aid knowledge are being sought. Trapping skill and a knowledge of the native tongue of the dwarves are also considered assets. Base pay for a fighter or thief would be 5gp per day, with a 1gp per day increase for any skill in the first four, and 5sp (half a gold piece) per day for either of the secondary skills. Base pay for a scholar would be double that of the fighter or thief, with a corresponding increase in the bonuses for the skills - scholars would be expected to have primary fields of knowledge in either arcane lore, natural history, astrology (astronomy), or cultural history and analysis (particularly the dwarven culture). 
 
If a bard would be willing to travel with the expedition, he would be welcomed (bards frequently fulfill diplomatic duties, similar to those of the Heralds) and would receive the same pay scale as the scholars. 
 
Pay will also depend on experience: Green characters will receive the minimum, Intermediates receive a 33% increase, Veterans a 100% raise, and Elites a 200% increase. There should be a maximum of about 50 (including 10 priests of each temple) in a given temple's expedition. The GM may wish to fill out the expeditions with NPCs.
 
The GM is responsible for designing the actual territory involved (there is a limit to how much we can put in one book). The meteorite landed in a high valley situated nearly in the middle of the Mountains, some 150 leagues north by northwest of Haven. The trip should require some 120 miles worth of trekking through mountainous terrain, with appropriate encounters with the local flora and fauna. There are scattered villages of dwarves, and a few hunters and trappers of other races, located throughout the mountains. These may provide encounters which will point the proper way to the valley where the siderite landed. This valley is easily identified once one has located it, since the landing caused a fire which has burned out the center of the valley. The meteorite itself weighs some 1,600 pounds (a rather large fragment), and will not be easy to transport - a wagon might be required, and a road would probably have to be cut through the forested mountains to allow its passage.
 
This scenario may be run as a team adventure, by having one team representing each temple. Internecine warfare is possible, and the scenario should be carefully run if handled in the team manner. It is assumed that both temples have spies in the other camp, and neither will be able to gain much more than a one day lead on the other by leaving early. Peace has been enforced on both temples by the Council, and is enforced by the City Guard (who will incarcerate any who violate the prohibition - this is a minor crime, and will draw only 10 to 40 days of prison, unless someone has been killed). Of course, once outside the city's boundaries, anything goes - and the chances are good that one or the other side of this contest will meet a bloody end.
 
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### World Anvil Metadata
**Id:** 75fac0c9-9e23-4daf-9621-d06ef5f88554<br>
**Entity Type:** Article / plot<br>
**Category:** Haven Encounters and Scenarios<br>
**Tags:** FCoH-plot
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