Dayeimbe Adventure II : 4th-6th Retrieve the Orb of Eternity
Sept 3, 2016 3:19:50 GMT
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Post by blakeryan on Sept 3, 2016 3:19:50 GMT
Dayeimbe Adventure II : 4th-6th Retrieve the Orb of Eternity
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 : Lusina Tirion (Big city)
Quest : Item-Orb of Eternity taken from Cogsworth Club (Steampunk Guild) by Goblin Thieves who escaped to the sewers. Two guild were members slain, three others were injured.
Player Hook 1-Cogsworth Club wants item back. 250 gp each, extra 250 gp each if item is functioning upon return. One of the PCs is a member/knows someone in the Club.
• Hired by - Loraleth Meadowbright. Her brother was wounded by the 'Goblins'. Chief Arcane researcher and summoner. Loraleth is loyal to the old empire and sees her job as her way to see that it receives the goods that it needs.
Player Hook 2-Church of Kiorel detected presence of evil below the city, want a report on what it is. They approach different pc to previous Hook. Kiorel church does not have money, but can offer 2 Healing, Cure Diesase and Cure Poison potions each.
Roll for encounters in the Sewers : 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.
• After two encounters, throw in the Thunderstorm, see below.
Encounters : D12; 1-2= Kurivaim (2D8-see below), 3-4=Giant Rats (5D20), 5=Stirge (2D8), 6=Otyugh (1-will flee Sonic attacks), 7-8=Thieves (Can be persuaded to flee or help search : D6+1), 9-10=Animated Armour (Cogsworth Club reject), 11-12= Lizardfolk (2D6).
Monsters : Monster Manual : Animated Armour=pg 19, Giant Rats=pg 327, Lizardfolk=pg 204, Stirge=Pg 284,.Thieves=Bandits pg 343.
Finding the Lair :
Perception Aids/Goals :
• Walls in sewers have ripples in the stone, larger as they get closer. Wisdom DC 12
Social Aid/Goals :
• Can ask those nearby for details on goblins-were actually Lizardfolk. Charisma DC 12
• Orb changes people, but only temporarily. Guild was using it to power their stapler machine. Charisma DC 16
Lizardfolk Lair :
Bad guys : Lizardfolk. Chief has been mutated by Item-Four arms and two heads.
Vulnerable to Lightning. +20 Hp, +2 Attacks/rd.
Difficulty : to Downgrade : PC's can kite baddies into tunnels and cave in the roof to trap them.
• to Upgrade : During the boss fight have two of his guards mutate : 4 arms & 2 heads. Vulnerable to Lightning. +20 Hp, +2 Attacks/rd.
Perception Aids/Goals :
• Guild map in Lizardfolk sewer lair, Lizardfolk got it from Guild traitor that one of the PCs has met. Wisdom DC 14
Lizardfolk may say – the orb called usss, make usss rule the flesshlingss yeesssss!
Lizardfolk may say – tentacless in sssewersss, not friend to ssscaled folk no.
Neutral party : Otyugh wandering around the sewers (Wis DC10 flee Cold)
Unrelated Events : Thunderstorm blows in, lasts for 6 hours. Windy (each rd=Str DC10 checks or prone)
• Deeper sewers (each rd in combat=dex dc10 check or prone)
Releated Tie Ins : Lizardfolk expanded into former Ork territory, have some Ork Greytusk tribe slaves.
Notes ; Some of the Kurivaim are hiding in sewers, Kurivaim may assist vs Lizardfolk.
LOOT : 500 cp, 4000 sp, 2300 gp, 120 pp, Amber (100 gp), 3 x Coral (100 gp), Garnet (100 gp), Jet (100 gp), 3 x Tourmaline (100 gp), Adamantine Armor (chain shirt), Instrument of the Bards (Mac-Fuimidh cittern), Staff of the Adder.
Future Link : later the Kurivaim want pcs to assist with being accepted in the city as citizens so they don't have to hide, there are 200.
Future Link : the use of the Eternity Orb has attracted Fey creatures, spread them over the next week - Sprites, Hag-Green & Flumph.
Kurivaim (nevvur) - dungeonmasterblock.freeforums.net/thread/720/dm-nastics-50-race-builder
Kurivaim are blue-skinned, hairless humanoids whose eyes change color depending on their mood, and whose skin visibly pulses with electric current. Male skin tones tend to be lighter than females, but both genders and subraces have uniquely colored patterns on their heads which serve to distinguish individuals from one another. All Kurivaim have dorsal fins and tails which aid in balance and locomotion. The bones of their elbows, shoulders, knees, and heels protrude from the skin, forming boney spikes that extend from 3 to 6 inches from the body.
Deity-Kiorel - Goddess of children and birth (DM Rowan) dungeonmasterblock.freeforums.net/thread/353/dm-nastics-23-pantheon-builder
Cogsworth Club - dungeonmasterblock.freeforums.net/thread/564/dm-nastics-who-grinds-gears
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 : Lusina Tirion (Big city)
Quest : Item-Orb of Eternity taken from Cogsworth Club (Steampunk Guild) by Goblin Thieves who escaped to the sewers. Two guild were members slain, three others were injured.
Player Hook 1-Cogsworth Club wants item back. 250 gp each, extra 250 gp each if item is functioning upon return. One of the PCs is a member/knows someone in the Club.
• Hired by - Loraleth Meadowbright. Her brother was wounded by the 'Goblins'. Chief Arcane researcher and summoner. Loraleth is loyal to the old empire and sees her job as her way to see that it receives the goods that it needs.
Player Hook 2-Church of Kiorel detected presence of evil below the city, want a report on what it is. They approach different pc to previous Hook. Kiorel church does not have money, but can offer 2 Healing, Cure Diesase and Cure Poison potions each.
Roll for encounters in the Sewers : 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.
• After two encounters, throw in the Thunderstorm, see below.
Encounters : D12; 1-2= Kurivaim (2D8-see below), 3-4=Giant Rats (5D20), 5=Stirge (2D8), 6=Otyugh (1-will flee Sonic attacks), 7-8=Thieves (Can be persuaded to flee or help search : D6+1), 9-10=Animated Armour (Cogsworth Club reject), 11-12= Lizardfolk (2D6).
Monsters : Monster Manual : Animated Armour=pg 19, Giant Rats=pg 327, Lizardfolk=pg 204, Stirge=Pg 284,.Thieves=Bandits pg 343.
Finding the Lair :
Perception Aids/Goals :
• Walls in sewers have ripples in the stone, larger as they get closer. Wisdom DC 12
Social Aid/Goals :
• Can ask those nearby for details on goblins-were actually Lizardfolk. Charisma DC 12
• Orb changes people, but only temporarily. Guild was using it to power their stapler machine. Charisma DC 16
Lizardfolk Lair :
Bad guys : Lizardfolk. Chief has been mutated by Item-Four arms and two heads.
Vulnerable to Lightning. +20 Hp, +2 Attacks/rd.
Difficulty : to Downgrade : PC's can kite baddies into tunnels and cave in the roof to trap them.
• to Upgrade : During the boss fight have two of his guards mutate : 4 arms & 2 heads. Vulnerable to Lightning. +20 Hp, +2 Attacks/rd.
Perception Aids/Goals :
• Guild map in Lizardfolk sewer lair, Lizardfolk got it from Guild traitor that one of the PCs has met. Wisdom DC 14
Lizardfolk may say – the orb called usss, make usss rule the flesshlingss yeesssss!
Lizardfolk may say – tentacless in sssewersss, not friend to ssscaled folk no.
Neutral party : Otyugh wandering around the sewers (Wis DC10 flee Cold)
Unrelated Events : Thunderstorm blows in, lasts for 6 hours. Windy (each rd=Str DC10 checks or prone)
• Deeper sewers (each rd in combat=dex dc10 check or prone)
Releated Tie Ins : Lizardfolk expanded into former Ork territory, have some Ork Greytusk tribe slaves.
Notes ; Some of the Kurivaim are hiding in sewers, Kurivaim may assist vs Lizardfolk.
LOOT : 500 cp, 4000 sp, 2300 gp, 120 pp, Amber (100 gp), 3 x Coral (100 gp), Garnet (100 gp), Jet (100 gp), 3 x Tourmaline (100 gp), Adamantine Armor (chain shirt), Instrument of the Bards (Mac-Fuimidh cittern), Staff of the Adder.
Future Link : later the Kurivaim want pcs to assist with being accepted in the city as citizens so they don't have to hide, there are 200.
Future Link : the use of the Eternity Orb has attracted Fey creatures, spread them over the next week - Sprites, Hag-Green & Flumph.
Kurivaim (nevvur) - dungeonmasterblock.freeforums.net/thread/720/dm-nastics-50-race-builder
Kurivaim are blue-skinned, hairless humanoids whose eyes change color depending on their mood, and whose skin visibly pulses with electric current. Male skin tones tend to be lighter than females, but both genders and subraces have uniquely colored patterns on their heads which serve to distinguish individuals from one another. All Kurivaim have dorsal fins and tails which aid in balance and locomotion. The bones of their elbows, shoulders, knees, and heels protrude from the skin, forming boney spikes that extend from 3 to 6 inches from the body.
Deity-Kiorel - Goddess of children and birth (DM Rowan) dungeonmasterblock.freeforums.net/thread/353/dm-nastics-23-pantheon-builder
Cogsworth Club - dungeonmasterblock.freeforums.net/thread/564/dm-nastics-who-grinds-gears