Dayeimbe Adventure I : 1st-3rd : Rescue Caravan Guards
Sept 3, 2016 3:15:40 GMT
joatmoniac likes this
Post by blakeryan on Sept 3, 2016 3:15:40 GMT
Okay this is my first go at writing adventures for other people so here goes...
Dayeimbe Adventure I : 1st-3rd : Rescue Caravan Guards
This adventure is one of a series of adventures set in Dayeimbe – they are designed to be part of a campaign, mingled with other adventures of your own choosing.
Location : Farstep (Small town) five days north west of Lusina Tirion.
Quest : Church of Priute hires you to rescue caravan guards, four were taken from Farstep to Lusina Tirion road.
Player Hook 1 : Church of Priute hires pcs to find out what happened to four missing Caravan guards. Reward is 100 gp each, extra 100gp each if get all four back alive. One of the Caravan guards is sibling or cousin of a pc.
• Wisdom/Insight DC 14 – Church knows the goods were not taken, just the Guards.
Player Hook 2 : A different PC to the previous hook is associated with Rival tribe-Frosthorn may notice more raids than usual from the Greytusk tribe.
• Wisdom/Insight DC 14 – One of the Tribesfolk noticed the Orks howling in battle, never done that before.
Roll for encounters in the Farstep area : each Morning, Afternoon, Evening and Early Morning.
• Feel free to give +1 or +2 to the roll if they are using their brains to follow the clues.
• Sometime at night-throw in the Stirge encounter, see below.
• Sometime during the day-throw in the Quicksand trap, see below.
Encounters : D12; 1-2= Wildfowl (5D8), 3-4=Bison (5D20), 5=Stirge (5D8), 6=Racoons (use Giant Rat stats 5D20), 7-8=Giant Snake (1), 9=Frosthorn Tribe-Humans (2D8) 10-11=Greytusk Ork tribe (2D8), 12=Werewolf (Human form unless full moon & night).
Bad guys : Ork Greytusk tribe are working with a Werewolf. A subtribe of the Ork Greytusk tribe want to capture allies for aid since main tribe taken over by a Werewolf.
Monsters : Monster Manual : Barbarians=Scout pg 349, Orcs=Pg 246, Raccoons (Gi Rats)=Pg 327, Stirge=Pg 284, Werewolf=Pg 211.
Nets – Both Orks and Werewolf use nets to capture others. The Subtribe of orks want allies against the Werewolf. The Werewolf wants allies for a new pack. Nets are on PHB pg 148.
Perception Aids/Goals : Subtribe & Werewolf Allied Orks are afraid of the Werewolf. Wisdom DC 14.
Greytusk Ork Tribe - Social Aids/Goals :
• Sub-tribe can give silver short sword if they treat them well/don't auto attack. Charisma DC 14.
Frosthorn Tribe (Humans) : Insist on wrestle-str test before chatting unless they know our heroes. They do not know about the Werewolf, only that their rival tribe has stopped trading and starting raiding them again. If the PCs treat them well, Charisma/Persuade DC 14 they can lead you to some tracks that lead to the Werewolf lair, one day journey.
Werewolf Lair (place the lair where you feel its right during the game)
Perception Aids/Goals : Ork bones and silver dagger in Werewolf lair. Wisdom DC 12.
• Prisoners that are alive have holy symbols, Werewolf targeted them, thinks their devotion will make them stronger Werewolves. Wisdom DC 16.
Social Aids/Goals : Werewolf wants a tribe, will keep prisoners until next full moon. (He thinks he can't infect unless its full) Charisma DC 14.
Difficulty : Werewolf (Callum) is new to his form, only Resistant to regular weapons not immune.
• to Upgrade the boss fight - when at 1/2 hit points the Werewolf gets +1 attack from Frenzy.
• to downgrade : He wants to capture them and create his pack.
Orks in Werewolf Lair : D12; 1-4=Use the chance to run away, 5-8=Loudly warn Werewolf of Intruders, 9-12=Join the Werewolf against PC’s if a fight breaks out.
• Caravan Guard prisoners are beaten, hungry and tired. The Werewolf gets angry but does not kill them in Human form.
Werewolf may say something like – I can help you, we can be strong, we can keep these lands safe.
Werewolf may say something like – these guards don’t get it, the Orks understand, let me bite you.
Neutral party : Stirge at night (party can run away to avoid)
Unrelated Events : Quicksand in woods between Ork hills and Werewolf caves. Quicksand is in DMG pg 110.
Notes : One week until full moon.
• River from hills to the west goes through town towards the great lakes to the north.
LOOT : 1600 cp, 1500 sp, 110 gp, 2 x Bloodstone (50 gp), Chrysoprase (50 gp), Citrine (50 gp), Jasper (50 gp), Moonstone (50 gp), Zircon (50 gp), Cloak of the Manta Ray, Driftglobe, Rope of Climbing, Saddle of the Cavalier.
Future Link : Greytusk vs Frosthorn tribe rivalry escalated, and now they want Farstep town to side with one or the other.
Future Link : Pruite church are impressed with the pcs and offer another job hunting a recent Stirge population explosion in the area.
Frosthorn & Greytusk tribes - dungeonmasterblock.freeforums.net/thread/538/dm-nastics-40-odins-beard
Deity - Priute (rorrik) dungeonmasterblock.freeforums.net/thread/353/dm-nastics-23-pantheon-builder - ruite's tenets focus on self-improvement, achieving excellence & team work.
Dayeimbe Adventure I : 1st-3rd : Rescue Caravan Guards
This adventure is one of a series of adventures set in Dayeimbe – they are designed to be part of a campaign, mingled with other adventures of your own choosing.
Location : Farstep (Small town) five days north west of Lusina Tirion.
Quest : Church of Priute hires you to rescue caravan guards, four were taken from Farstep to Lusina Tirion road.
Player Hook 1 : Church of Priute hires pcs to find out what happened to four missing Caravan guards. Reward is 100 gp each, extra 100gp each if get all four back alive. One of the Caravan guards is sibling or cousin of a pc.
• Wisdom/Insight DC 14 – Church knows the goods were not taken, just the Guards.
Player Hook 2 : A different PC to the previous hook is associated with Rival tribe-Frosthorn may notice more raids than usual from the Greytusk tribe.
• Wisdom/Insight DC 14 – One of the Tribesfolk noticed the Orks howling in battle, never done that before.
Roll for encounters in the Farstep area : each Morning, Afternoon, Evening and Early Morning.
• Feel free to give +1 or +2 to the roll if they are using their brains to follow the clues.
• Sometime at night-throw in the Stirge encounter, see below.
• Sometime during the day-throw in the Quicksand trap, see below.
Encounters : D12; 1-2= Wildfowl (5D8), 3-4=Bison (5D20), 5=Stirge (5D8), 6=Racoons (use Giant Rat stats 5D20), 7-8=Giant Snake (1), 9=Frosthorn Tribe-Humans (2D8) 10-11=Greytusk Ork tribe (2D8), 12=Werewolf (Human form unless full moon & night).
Bad guys : Ork Greytusk tribe are working with a Werewolf. A subtribe of the Ork Greytusk tribe want to capture allies for aid since main tribe taken over by a Werewolf.
Monsters : Monster Manual : Barbarians=Scout pg 349, Orcs=Pg 246, Raccoons (Gi Rats)=Pg 327, Stirge=Pg 284, Werewolf=Pg 211.
Nets – Both Orks and Werewolf use nets to capture others. The Subtribe of orks want allies against the Werewolf. The Werewolf wants allies for a new pack. Nets are on PHB pg 148.
Perception Aids/Goals : Subtribe & Werewolf Allied Orks are afraid of the Werewolf. Wisdom DC 14.
Greytusk Ork Tribe - Social Aids/Goals :
• Sub-tribe can give silver short sword if they treat them well/don't auto attack. Charisma DC 14.
Frosthorn Tribe (Humans) : Insist on wrestle-str test before chatting unless they know our heroes. They do not know about the Werewolf, only that their rival tribe has stopped trading and starting raiding them again. If the PCs treat them well, Charisma/Persuade DC 14 they can lead you to some tracks that lead to the Werewolf lair, one day journey.
Werewolf Lair (place the lair where you feel its right during the game)
Perception Aids/Goals : Ork bones and silver dagger in Werewolf lair. Wisdom DC 12.
• Prisoners that are alive have holy symbols, Werewolf targeted them, thinks their devotion will make them stronger Werewolves. Wisdom DC 16.
Social Aids/Goals : Werewolf wants a tribe, will keep prisoners until next full moon. (He thinks he can't infect unless its full) Charisma DC 14.
Difficulty : Werewolf (Callum) is new to his form, only Resistant to regular weapons not immune.
• to Upgrade the boss fight - when at 1/2 hit points the Werewolf gets +1 attack from Frenzy.
• to downgrade : He wants to capture them and create his pack.
Orks in Werewolf Lair : D12; 1-4=Use the chance to run away, 5-8=Loudly warn Werewolf of Intruders, 9-12=Join the Werewolf against PC’s if a fight breaks out.
• Caravan Guard prisoners are beaten, hungry and tired. The Werewolf gets angry but does not kill them in Human form.
Werewolf may say something like – I can help you, we can be strong, we can keep these lands safe.
Werewolf may say something like – these guards don’t get it, the Orks understand, let me bite you.
Neutral party : Stirge at night (party can run away to avoid)
Unrelated Events : Quicksand in woods between Ork hills and Werewolf caves. Quicksand is in DMG pg 110.
Notes : One week until full moon.
• River from hills to the west goes through town towards the great lakes to the north.
LOOT : 1600 cp, 1500 sp, 110 gp, 2 x Bloodstone (50 gp), Chrysoprase (50 gp), Citrine (50 gp), Jasper (50 gp), Moonstone (50 gp), Zircon (50 gp), Cloak of the Manta Ray, Driftglobe, Rope of Climbing, Saddle of the Cavalier.
Future Link : Greytusk vs Frosthorn tribe rivalry escalated, and now they want Farstep town to side with one or the other.
Future Link : Pruite church are impressed with the pcs and offer another job hunting a recent Stirge population explosion in the area.
Frosthorn & Greytusk tribes - dungeonmasterblock.freeforums.net/thread/538/dm-nastics-40-odins-beard
Deity - Priute (rorrik) dungeonmasterblock.freeforums.net/thread/353/dm-nastics-23-pantheon-builder - ruite's tenets focus on self-improvement, achieving excellence & team work.