Help with a quest [Archive] - Wizards Community

Post/Author/DateTimePost
Ziv

03-21-08, 01:43 AM
Hey there, I'm a bit of a noob to D&D. I've been DMing for a few friends of mine for the past month or so (once a week for 4 weeks) and I'm writing a quest. I've made about a 10th of it so far but I just want to know what I can do to make it better. Thanks!

It was a dark night in Mythendom when a scrawny Halfling came running in to the tavern, drenched in sweat. In exhausted breaths he yelled out “They’ve gone mad, every one of them! They’ve enslaved the King and they’re destroying the kingdom! The Drow have invaded Moroden” The Halfling looks around the tavern and spots a group of adventurers, he walks over to them and explains that there will be a great reward of gold and items if the adventurers accept the quest.

The group knows that Moroden is the capitol of the Kingdom, if it falls, the kingdom is sure to follow so they must do something

The Halfling leads the group up to the outskirts of the city, there is a dark, menacing feeling about the city. There was a large stone wall circling the city with a 300ft tall gate that was closed. The Halfling isn’t sure how you enter but he says that there must be a way. He tells you that once you enter the city you must go to the Castle on the northern tip of the city, be wary though, there are Drow invaders everywhere.

The wall can be scaled or they can perform a search check, a successful search check of 21 will reveal a crumbling section of the wall, easily broken down.

If they do break the wall down, they will alert 2 drow guards

•Hit Points:1d8hp
•Initiative: 20+1
•AC 16
•Base Attack: +1
•Saves: Fort +2, Ref +1, Will -1
•Attack: Rapier +3 Melee, 1d6+1/18-20
•Treasure: 75g each, 75xp each

The town appears to be barren, near deserted city. There are boarded up shops, burnt down homes, and scorched fields everywhere you look. Upon the horizon you see the faint outline of a castle and a very dense forest. You continue up a path that leads into the forest. You come upon an intersection between trees, you see wide path and you see a narrow path.

What do you do?

If Narrow Path: Path is considerably harder.

During the adventure on the Narrow path they will encounter 4 sets of 3 Small Monstrous Spiders of Loth

•Hit Points:1d8hp
•Initiative: 20+3
•AC 14
•Base Attack: +0
•Saves: Fort +2, Ref +3, Will +0
•Attack: Bite +4 Melee, 1d4-2
•Treasure: 50g each, 75xp each

In the forest there are 3 traps spread between encounters
Trap 1:
•Basic Arrow Trap: Attack +10 (1d6/x3)
•Search DC: 20
•Disable Device DC: 20
•Reflex Saving Throw: 19

Trap 2:
•Acid Needle Trap: Attack +8 (1d8/x3)
•Search DC: 22
•Disable Device DC: 20
•Reflex Saving Throw: 19

Trap 3:
•Camouflaged Pit Trap: Instant hit, 1d6
•Search DC: 24
•Disable Device DC: 20
•Reflex Saving Throw: 19

After clearing the last set of spiders they will be in a clearing and they will have sight of the Castle

The wide path is easy until the end

During the adventure on the Wide path they will encounter 2 sets of 2 Small Monstrous Spiders of Loth

•Hit Points:1d8hp
•Initiative: 20+3
•AC 14
•Base Attack: +0
•Saves: Fort +2, Ref +3, Will +0
•Attack: Bite +4 Melee, 1d4-2
•Treasure: 50g each, 75xp each

And a Handmaiden of Loth

•Hit Points:1d12hp
•Initiative: 20+5
•AC 16
•Base Attack: +3
•Saves: Fort +3, Ref +4, Will +1
•Attack: Bite Melee, 1d8
•Treasure: 100g each, 100xp each

Upon defeating the Handmaiden the adventurers will see the castle in a clearing at the end of the forest, there is a trap right before they enter the clearing

Trap 1:
•Camouflaged Pit Trap: Instant hit, 1d4
•Search DC: 24
•Disable Device DC: 20
•Reflex Saving Throw: 19

http://i41.photobucket.com/albums/e262/sjblythe/11111233.jpg
Box= Battle
T= Trap

The group approaches the castle and they’re now standing in front of a large double stone door. There are magical runes bordering the door, creating an ominous blue glow. The group must use the “Read Magic” spell (pg. 269 PH) and perform a search check that is ≥20. There is a heavy lock on the door, they must roll a 23 to unlock. If they fail to pick the lock twice in a row, 3 Drow warriors come out and investigate the situation

•Hit Points:1d8hp
•Initiative: 20+1
•AC 16
•Base Attack: +1
•Saves: Fort +2, Ref +1, Will -1
•Attack: Rapier +3 Melee, 1d6+1/18-20
•Treasure: 75g each, 75xp each

After killing the last of the drow the group walks through the door. They’re now standing in a long hallway that is no greater than 5ft wide and a ceiling that is 18ft tall. There are torches evenly spaced on the two walls, leading up to a large stone door with a chandelier hanging above it. The group walks down the hallway and performs a search check on the door. With a search check equaling 15-20 they find out that the door is locked, if it’s equaling 21-25 they find out that the door must have a lever pulled or switched to open. With a spot check of the room equaling 22 or higher they will notice that the Chandelier is hanging lopsided on the ceiling. The character must either jump or scale the wall and grab on the chandelier. Once they manage to pull the chandelier the door opens, there is one Drow warrior standing guard, he turns around and is stunned by the group that is standing in front of him.

•Hit Points:1d8hp
•Initiative: 20-5
•AC 16 (-10 for first round only)
•Base Attack: +1
•Saves: Fort +2, Ref +1, Will -1
•Attack: Rapier +3 Melee, 1d6+1/18-20
•Treasure: 75g each, 75xp each

Beyond the door there appears to be a whole different world in front of them. There are massive marble pillars that stand hundreds of feet tall in the room. There are torches lit on all sides of the massive throne room illuminating the deep ebony and gold flooring.
Directly ahead of the group they could see a drow rounding a corner by one of the massive pillars. What do you do?

(To give you a visulization)
http://i41.photobucket.com/albums/e262/sjblythe/1111123.jpg

• Stealthy Way: The group could perform a move silently check, if the check equals 25, they can sneak past the guard to point C when the guard is at point A.

• Snipe him: A ranger or anyone skilled with a bow could shoot an arrow at him when he reaches point B. This is not an instant death but it is handled the same way as a Critical hit and it negates his AC.

• Brute Force: Bum rush him. Plain and simple

Upon defeating the Drow or sneaking past him (they will remain in move silently if they succeeded in the check, the Drow, DM, will be rolling a listen and spot check every turn) they have the opportunity to scan the room a bit. If they search the room they will see that there is a Halfling sized throne in the middle of the room, rubies and diamonds formed King Leagallow’s family crest. They will also see a large spiraling staircase leading upwards. There is a small treasure chest with an acid needle trap. The chest has a very basic lock on it.

Trap 1:
• Acid Needle Trap: Attack +8 (1d8/x3)
• Search DC: 22
• Disable Device DC: 20
• Reflex Saving Throw: 19

There is 200gp, 3 Minor healing potions, and a ring of protection (-1 to damage taken blunt damage taken)

There is nothing else in the room, the characters now need to go upstairs.