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#1

Clutchbone

Mar 04, 2015 18:07:35

This adventure is designed to take four player characters from level 3 to level 4. Although I have run published campaigns before, this is my first time making a homebrew adventure so any help or advice in regards to design, pacing, etc would be greatly appreciated!

 

PCs are sent by a patron to apprehend a rogue alchemist that resides somewhere within the Weirding Wood. PCs are to meet up with a Trader near the forest edge.

 

Approaching the Trading Post - bright light

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Save Trader Joe

  • Giant Vulture CR 1 x2 - attacking bleeding Trader Joe who takes dodge action

    • Reward: 400xp

    • Reward: Go to Trading Post

    • Treasure: 20gp, or 10% discount at shop

 

Trading Post on forest road

  • For sale: items below 25gp only, no armor, kits, shields or martial weapons

  • Quest: “Please find my husband!” Thinks bandits took him bc they resisted a previous extortion attempt. Bandits attacked her when she confronted them (with a crossbow), left her for dead. Vultures tried to finish job but she woke up and ran.

  • Quest: “Get rid of the bandits, and you can keep everything they’ve stolen.” She can’t leave to get help bc Trading Post would be left undefended.

    • If PCs roll investigate around building, they see no signs of struggle or forced entry.

    • If PCs roll survival around building, they see footprints going towards bandits.

    • Does not know about alchemist, but has seen “little black imps” around. They steal supplies from her shop.

    • Svirfneblins from in Woods might know, but hasn’t seen her regular trading partners for a while, doesn’t know exactly where they are.

 

Bandit Roadblock

  • Bandit Captain CR 2 - Egotistical and cruel. Thinks roadblock will make him rich.

  • Mastiff CR ⅛ - mean ol’ dog. Absolutely loyal to Captain, advantage on Wisdom saves.

  • Bandits CR ⅛ x3 - subdued but obedient. Insight check DC 12 to see bandits are unnerved. The Woods creep them out.

    • Captain says they are “toll collectors”, demand payment to cross roadblock.

    • If asked about husband, Bluff: “we have husband and you’d better pay up if you want him back alive”

      • Truth: (bribery, DC 15 diplomacy, or magical means) husband tried negotiation because they were disrupting trade. He thought Captain might listen to him over his hot-tempered wife. They attacked and chased him into the forest, but lost him.

      • Diplomacy (DC 20 diplomacy, or magical means), they reveal that they called off the chase when two of their members went missing.

    • If Captain and mastiff are slain, survivors surrender and reveal all info.

      • They’ve heard of “some nutter” that’s hiding out in the woods, suspect he’s deep inside woods and crazy to be there.

      • They point you in direction that they chased husband.

    • Reward: 550xp

    • Treasure: 5 gold bracelets (25gp each), 1952cp, 1216sp, 72gp

#2

Clutchbone

Mar 04, 2015 18:12:19

The Svirfneblin Grotto - darkness

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  • Enter underground tunnel system - darkness

  • Navigate fungal field

    • Survival DC 10, Nature DC 15, or Investigate DC 20 to get through. 3 checks.

    • Failure = Violet Fungus multiattack. Roll d% to attack front, middle, or back rank. 3rd Failure is shrieker, which summons svirfneblins to lead you out.

    • Reward: 160xp

  • In the Svirfneblin Grotto - dim light

    • Safe resting opportunity

    • 4 antitoxins, 2 healing potions, 1 herbalism kit for sale

  • Papi Svirfneblin:

    • Quest: Save Grotto from threat of Gargamel. He is constantly sending his homunculi to kidnap us, sometimes he comes hunting himself, sometimes with his apprentice, sometimes with his demon cat. We cannot safely leave our Grotto!

    • Why is he doing this? Maybe he wants our Svirfneblin Berries (plants with berries that act as goodberry spell). Each PC can have 5 berries each day, no more.

    • Path A: says “Go Northeast to find his realm, but to listen to the Forest and she may help you!” or something similar

    • Path B: “Go Northeast to find his realm.”

#3

Clutchbone

Mar 04, 2015 18:09:43

NPCs

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Trader Joe – Adventurers’ contact

Medium humanoid (human), neutral good

Armor Class 14 (studded leather)

Hit Points 11 (2d8)

'Speed 30 ft.

STR 11 (+0) DEX 14 (+1) CON 12(+1) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)

Skills Deception +5, Insight +4, Nature +4, Persuasion +5

Senses passive Perception 10

Languages Common, Sylvan

Challenge 1/8 (25 XP)

 

Papi, svirfneblin elder

Small humanoid (gnome), neutral good

Armor Class 12 (16 with barkskin)

Hit Points 37 (5d8 + 10)

Speed 20 ft.

STR 15 (+2) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 14 (+2) CHA 10 (+0)

Skills Insight +4, Medicine +4, Nature +4, Stealth +4

Senses darkvision 120 ft ., passive Perception 12

Languages Gnomish, Terran, Undercommon, Sylvan

Challenge 2 (450 XP)

Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following

spells, requiring no material components:

At will: nondetection (self only)

1/day each: blindness/deafness, blur, disguise self

Spellcasting. Papi is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, mending, thorn whip

1st level (4 slots): entangle, goodberry longstrider, speak with animals

2nd level (3 slots): animal messenger, barkskin

ACTIONS

Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) bludgeoning damage.

Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature.

Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

#4

Clutchbone

Mar 04, 2015 18:10:40

Monsters

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Gargamel

Medium humanoid (human), neutral evil

Armor Class 11 (16 with barkskin)

Hit Points 39 (6d8 + 12)

Speed 30ft.

STR 10 (+0) DEX 12 (+1) CON 14 (+2) INT 16 (+3) WIS 9 (-1) CHA 9 (-1)

Saving Throws Wis +1

Skills Medicine +3, Nature +5, Arcana +5

Senses passive Perception 9

Languages Common, Sylvan, Undercommon

Challenge 2 (450 XP)

Spellcasting. Gargamel is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): mending, poison spray, produce flame

1st level (4 slots): entangle, healing word, longstrider, thunderwave

2nd level (3 slots): barkskin,, heat metal

ACTIONS

Ladle. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

 

Scruple

Medium humanoid (human), neutral evil

Armor Class 12

Hit Points 22 (4d8+4)

Speed 30ft.

STR 8 (-1) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 12 (+1) CHA 14 (+2)

Skills Arcana +2, Medicine +3, Deception +4

Senses passive Perception 12

Languages Common

Challenge ½ (100 XP)

Spellcasting. Scruple is a 1st-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He has following sorcerer spells prepared:

Cantrips (at will): acid splash, mage hand, shocking grasp

1st level (3 slots): grease, ray of sickness, unseen servant

ACTIONS

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 4 (1d4+2) piercing damage.

 

Azrael

Small beast, unaligned

Armor Class 14

Hit Points 19 (3d8+6)

Speed 40ft.

STR 4 (-3) DEX 18 (+4) CON 14 (+2) INT 4 (-3) WIS 15 (+2) CHA 7 (-2)

Skills Perception +4, Stealth +6

Senses darkvision 60ft., passive Perception 14

Languages - (understands Common)

Challenge 1 (200 XP)

Keen Hearing and Smell. Azrael has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 6 (1d4 + 4) slashing damage.

#5

Clutchbone

Mar 04, 2015 18:11:49

RESERVED

 

 

Once again, any critical analysis would be fantastic!

#6

CCS

Mar 04, 2015 19:16:02
Looks good to me. I like how it becomes apparent your in a Smurf adventure. ----------------------- I wouldn't send the players directly to the traders. Instead I'd give them a map showing several roads (?) Leading into/through the woods. All of them trapped by bandit ambushes. One of wich has the trading post marked on it. Let the players CHOOSE to talk to the trader. When they get there they find the place has been attacked/robbed, the woman lying unconcious (only the pcs actions can bring her back) under attack by the vulture, and the husband missing. The husband? Yes, he was taken by the bandits. But he escaped, fled deeper into the woods, and got snared by the saytrs/dryad.
#7

Clutchbone

Mar 05, 2015 11:49:35

Hmm, thanks for the input. Yeah, maybe having the trader start off unconscious would work, and be easier on the encounters' dice rolls!

 

I should definitely place some bandits in the trading post, I mean if they ran off both merchants why wouldn't they ransack it?