Quest

Published on March 2017 | Categories: Documents | Downloads: 82 | Comments: 0 | Views: 625
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Session 1: The PC's start in a Goblin mine. They have no equipment, and are being forced to labor. Suddenly, they hear a whisper in their ear; “On my signal we're going to break out of here. Wait for the big guy to fall.” if any of them react to this, the bugbear overseer will walk towards them, screaming “get back to work” in goblin. As he reaches them, he will pause, rub his eyes confusedly, then collapse. The other nearby goblins will assume the PC did this as opposed to the sorcerer, and the first battle will commence. All PC's have heavy picks, and there are lots of rocks lying around if they want to try and throw them. Encounter 1; 1 Bugbear(CR 2), 3 Goblins(CR 1/3), 1 Goblin Dog(CR 1) Treasure;Leather armor, heavy wooden shield, morningstar, three javelins, waterskin, 3xsmall(leather armor, light wooden shield, short sword, shortbow with 20 arrows, waterskin) 10x(iron ore weighing 2 lbs worth 5 cp) In the mining pit; 4 miner's picks, 4 manacles with simple locks, 20 ft chain, wagon, 4 sacks. In the lab; antitoxin, alchemists fire, thunderstone, tanglefoot bag, acid, holy water, sunrod, tindertwig x3, confiscated spellbook, confiscated thieves tools, confiscated healer's kit, everburning torch. The PC's then have to choose to go back towards the goblin village through the left tunnel, or down the right tunnel, which they have no knowledge of. If they go towards the village, they will find 9 more goblins with three dogs. The village is a dead end, so eventually they will have to go into the tunnels, where they will wander for a while before reaching the mouth of the cave, where an ogre is gnawing on the remains of a group of dwarven soldiers. If the PC's were quiet they can try to sneak past the ogre, who is focused on his meal and has a passive perception of 12. Village treasure; whatever equipment it seems the players are in most desperate need of. Ogre treasure; 2 scale mails, 1 chain shirt with dwarven seal, 1 greataxe, 1 warhammer, 1 light crossbow, 1 heavy steel shield, 1 large great club, 1 large hide armor, 4 large javelins, 2 cure light wounds potions (pale glow, freezing cold water) 1 command potion (light red, oily and burns your throat) past the ogre, it's about midday. A steep slope of loose rocks and dirt (DC 12 acrobatics or climb, critical miss causes small landslide) leads down to a collapsed stone watchtower looking out over a several hundred foot drop. In the distance, the players can see the marshlands. An overgrown cobblestone path leads away from the watchtower. Following this will lead to the ruins of Cloudsgate. The deserted buildings are dead silent, except for the hum of the wind through the flutes at the actual gate. If the players go up there, they will find a circular clearing with massive stone pillars lining the cliffs edge. In the center, a stone monolith with dozens of holes drilled through it produces the humming. Many of the holes are blocked with dirt or birds nests. From the cliff they can see a large lake nestled between the mountains. A stream pours out from the lake and follows the road down out of the mountains. When the players stop dicking around and head out of the mountains, they will reach the marshes by around nightfall. They can see strange balls of glowing gas, and hear animal calls. The highway is slightly raised above the marsh, making it easy to walk on and an easier target. Regardless of whether they choose to make camp here or not, they will be attacked by a crocodile (stealth dc 19). Survival dc 13 or knowledge local will reveal that crocodiles teeth are worth about a silver piece, and he has 79. if the players get in serious trouble, Kr'shhht (stealth dc 25) will reveal that he is following them by hitting it with a javelin. After the fight, if he got involved, he'll come out and greet them, and offer them the dinner they helped him hunt. If he didn't, he'll continue following them. Eventually, the light will start to come up. As the player's continue on during this next day, they will encounter a giant slaying team(9 handlers and a jack, lowest stealth 8) who will surround them if

 

not noticed, and demand to see papers. If the players submit, they'll be taken back to the fort, where they'll be thrown in a pit. If they don't, they'll be beaten unconscious and wake up in the pit. Either way, they'll get the feeling that they're in trouble. A dc 20 search reveals a hole in the floor underwater that they can swim out of into the swamp. In the middle of the night, if the players are still there, they'll hear noises DC 24. whether they hear them or not, after Kr'shhht is done killing the handlers, he'll let the players out. “You're free my friends. Of course we are friends. Any enemy of this scum (kicks body) is a friend of mine.” he'll explain that the soldiers killed a lizardfolk hunting party, before inviting the PC's to a celebratory feast. If they agree, he'll take them back to the a lizardfolk village, where they'll be given provisions and bedrolls. If they disagree, he'll show them to the highway and point them in the direction of the city. “Farewell my friends. I hope to see you again soon.” A day into traveling, the players will come to a village, where a large group of humans are gathered in the town square, many with torches or sharp farming implements, a few with short swords. “How are we supposed to feel safe in our own homes?” a little bit of questioning will reveal that there have been several attacks recently, first on livestock, but most recently a hunter was found mauled just outside of town. There is a “crazy old man” who lives outside of town with his dog, whom the townsfolk suspect. The townsfolk are trying to nerve up to lynch the owner of the dog. A DC 10 diplomacy check will send them storming off into the woods, DC 15 will convince them to let the players handle it, and DC 20 will convince them that it was more likely something else, like wolves. The players can also just move past and ignore the whole ordeal. However they leave town, on their way out they'll be accosted by an old man that begs them to kill the monster that ate his son. He'll press a sword with Wolfsbane imprinted into the hilt onto whichever of them can wield it. The sword is slightly larger than a longsword, but not quite a greatsword. Its surface is as clear as a mirror.. (masterwork silvered bastard sword, worth 450 gp) If they do, the werewolf will catch up to them in human form sometime in the next day, and ask to travel with them, along with his dog who seems very good natured. “Apparently we're no longer welcome in town.” if they move on, the werewolf will transform that night and attack them. If they stay, he'll transform when the townsfolk or the players come to deal with him, at which point the terrified townsfolk will run for the hills. 1 werewolf. Chainmail, longsword, light crossbow with 20 bolts, 5 pelts around the shack worth 10 gp each, bone charm necklace worth 20 gp. Dog will bark like crazy at anyone who approaches the cabin, will start barking when the pc's start to fight.

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