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adventure.py
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ADVENTURE1 = """Throne of the Dead
Throne of the Dead is intended for four
characters with an average party level (APL)
of 3. Characters who complete this
adventure should earn enough experience
to reach halfway to 4th-level. A secret ruin
has been discovered beneath the king`s
palace and the adventurers must seek out a
missing wizard who went exploring. This campaign takes
place in Arden, although it can be set in your own world.
This adventure favors clerics and paladins though any
party composition should be able to ȴnish the adventure
with intelligent play.
Background
The royal palace was built on the remains of a keep that
was abandoned many years ago. Recent renovations have
uncovered a secret passage that leads deep beneath the
castle, and the court wizard Dorja went down to
investigate... he hasn`t been seen since. What no one
knows is that the ruins beneath the castle are actually a
temple to a dark god. Inside, undead husks roam that
once worshipped there before they were sealed in long
ago. The high priest of the temple, wishing to elongate his
life, made a pact with a dark god and became a vampire.
Now he waits on his throne for the day when he`ll be freed
from his self-imposed prison.
Adventure Hooks
The King`s Messenger. The characters received a letter
from the king requesting they come at once to his castle.
His court wizard has gone missing in the catacombs
beneath the palace.
Adventurers for Hire. The characters answered a
posting on the bounty board regarding a missing wizard
and were instructed to inquire at the king`s castle.
Into the Unknown The characters heard that ruins
were recently discovered beneath the royal palace. Eager
to explore, they answered the king`s call for adventurers.
The Ruins Down Below
The ruins beneath the palace are fairly ancient. They were
built centuries ago when this place was the center of
worship for a dark god. When that civilization fell, the
temple was partially destroyed and built over. Only
recently has its existence come to light.
General Features
Ceilings. The ceilings are made of ȴnely worked stone
and rise 10 ft. above the ȵoor.
Floors and Walls. The ȵoors and walls are made of
cobbled granite. A thick layer of dust and cobwebs cover
everything.
Doors. The doors are made of thick oak and are held
together by iron bands. They`re all unlocked unless stated
otherwise.
Empty Rooms. There are a handful of small rooms on
the map that lack a number. They can be bathrooms,
storage closets, or whatever you wish.
Lighting. Aside from the light coming in from the door
to the outside, the ruins are pitch black.
Unusual Features. An underground river ȵows
through the center of the complex. It`s 5 ft. deep and
frigid.
1. Entryway
This stone passage leads south to a door and
east to a portcullis. A mural is set into the
stone wall to the west just south of the
northern door.
The portcullis is jammed shut. It can be opened with a DC
18 Strength check. Alternatively, someone can unjam the
mechanism holding it closed with a DC 16 Dexterity
(Sleight of Hand) check.
Trap: Wall Darts. The mural on the wall hides a sinister
trap. If someone steps on the square of stone in front of it,
tiny needles shoot out at whoever is standing there. They
must make a DC 14 Dexterity saving throw taking 1d10
piercing damage on a failure and half as much on a
success.
2. Foyer
This small room contains two open armoires,
each containing what appear to be
ceremonial cloaks.
Obstacle: Only the Worthy May Pass. The southern
door is locked by magic and will only open for someone
wearing one of the ceremonial cloaks. It cannot be opened
otherwise.
3. Temple
Broken benches sit rotted on the ȵoor. At the
far end of the room, two inhuman statues can
be seen. In the center of the room, ȴgures
wearing tattered robes shuɞe about.
Encounter: The Chosen. The ȴgures are three
skeletons and two ghouls. They were the former
worshippers of the temple who were sealed in when the
entrance collapsed many years ago.
Treasure. Eyes of Night. The eyes of the statues are
made of polished onyx. They can be pried out with a DC 12
Dexterity (Sleight of Hand) check. There are four in total
and they`re each worth 25 gp.
4. Half-Flooded Chamber
Stairs lead down to a partially submerged
chamber. A river currently ȵows through it
and broken pottery and containers can be
seen scattered about at the water`s edge.
Treasure: All that Glitters. There is a +1 longsword at
the bottom of the river. It can be spotted with a DC 13
Wisdom (Perception) check.
Obstacle: So Very Cold. The water is quite frigid.
Anyone who enters it must make a DC 14 Constitution
saving throw or else they take 1d10 cold damage.
5. Collapsed Chamber
This chamber appears to have once ben a
large hall of some kind, however, it has since
collapsed in upon itself. Now, it resembles a
cavern more than a manmade structure.
Encounter: Stone Worms. Two grick can be found living
in this part of the complex. They hide at ȴrst and attack if
anyone tries to move through the center of the chamber.
6. Living Quarters
Numerous broken beds lie scattered across
the ȵoor here. Shuɞing about them are half a
dozen rotted corpses in tattered robes.
Encounter: The Fallen. There are six zombies in this
chamber. They attack as soon as someone enters the
room. They try to grapple and overwhelm anyone who
gets too close.
Treasure: Holy Relics. A container can be found under
one of the damaged beds. It contains an ancient holy
symbol worth 50 gp and clerical vestments worth 75 gp
7. Throne Room
A large stone bridge spans a river 10 ft. below.
On the far side, three statues can be seen
along with an onyx throne. On it, sits a man
with pale skin, white hair, and red eyes.
Encounter: Undeath Becomes Him. The man is a
vampire spawn. He was formerly the high priest of the
temple. When the entrance collapsed, he made a pact with
his dark god to evade his impending death and was
transformed into a vampire. He fed o his worshippers
until they all were dead and has been slumbering ever
since. When Dorja came down to investigate, he
inadvertently woke him up and became his ȴrst meal in
centuries. The vampire spawn is intelligent and ȴghts
accordingly. He fears the running water and will take acid
damage if he ends his turn in it. The characters might be
able to use this to their advantage. If he feels he is losing
the ȴght, he`ll use the secret door behind the throne to try
and ȵee.
Secret Door: Escape Passage. There is a secret door
hidden behind the throne. It can be spotted with a DC 16
Wisdom (Perception) check and opened with a DC 14
Intelligence (Investigation) check. It leads to the top of area
8.
8. Secret Passage
The secret passage leads from the water up to a small
chamber behind the throne room. Resting against the wall
near the secret door is the blood-drained corpse of Dorja
the wizard. Encounter: Dark as Night. There is a
darkmantle on the ceiling above the large stone in the
center of the chamber. It attacks the ȴrst creature to move
under it (including the vampire spawn). Treasure: A
Wizard`s Belongings. The wizard Dorja has a potion of
healing, a +1 quartersta, and his spellbook on him. It
contains the following spells.
Cantrips: ȴre bolt, light, mage hand, prestidigitation
1st-Level: detect magic, mage armor, magic missile,
shield
Aftermath
With the vampire spawn dead, the threat beneath the
palace has been neutralized. The king awards each party
member 50 gp and allows them to keep whatever they
found down below. Although the undead have been dealt
with, there`s always the possibility that something else
moves into the space in the future from deeper below.
"""
ADVENTURE2 = """2 MAINQUEST LINES
Each mainquest line rewards characters with enough XP so there is no need to use events only to award additional XP for characters.
Combine events (Chapter 3) with mainquest line. When characters are travelling between locations of the mainquest an event that fits on current environment is recommended.
If characters have earned enough XP parts of the mainquest that are lower than characters current level can be skipped or modified to match characters current level.
If characters decide to look for or create their own quests and goals let them do it! This campaign book is just a frame and an environment that can be used for endless amount of quests.
2.1 Defeat Bonecrushers
Defeat Bonecrushers is one of the main questlines for Clam Island campaign.
Bharad in Defenders of Justice barracks office works as the questgiver during this quest line.
Prologue (After tutorial)
`Ten days ago you and your companions started trip from city of Baldur`s Gate and now you have arrived to the town of Silverpearl in Clam Island. You have travelled by cargo ship that is loaded with cereals. To begin your work you should meet Bharad at Defenders of Justice barracks.`
Defeat Bonecrushers 1/10: Trip to warehouse (Level 1)
Characters meet Bharad (Human, male, officer) first time at Defenders of Justice barracks office. Bharad explains how jobs are rewarded:
`Government of Clam Island pays 1600 gold coins for Defenders of Justice when pirate captain `One-eye` is found - dead or alive. If you are able find the captain we will split the reward with you. So you are rewarded with 800 gold coins. We will help you to find the captain because we will benefit for cooperation with bountyhunters.`
Bharad asks characters to raid a warehouse.
Warehouse is located on beach 3 miles north from Whitestrand.
Bharad also gives one healing potion for each character as gift and reminds that alchemy shops have more for sale.
Items:
2 x Potion of Healing
First encounter, Combat
Environment: Beach, rocks, sea
2 x Beast, Crab (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Second encounter, Combat
Environment: Beach, reed, sea
1 x Beast, Frog (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Third encounter, Combat
Environment: Beach, rocks, sea
2 x Beast, Crab (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Total XP:
4 x Beast (Challenge 1/8, 25 XP) = 100 XP
1 x Beast (Challenge 1/4, 50 XP) = 50 XP
= 150 XP
Defeat Bonecrushers 2/10: Warehouse near Whitestrand (Level 1)
Characters have arrived to the warehouse.
Use dungeon `Warehouse near Whitestrand (Level 1)` as part of this quest.
Defeat Bonecrushers 3/10: Back to Silverpearl (Level 1)
First encounter, Combat
Environment: Beach, rocks, sea
1 x Beast, Frog (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1 = 50
Second encounter, Combat
Environment: Beach, reed, sea
2 x Beast, Crab (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Third encounter, Combat
Environment: Beach, rocks, sea
1 x Beast, Frog (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1 = 50
Neutral NPCs:
1 x Rowboat
Rowboat is anchored on shore.
Total XP:
2 x Beast (Challenge 1/8, 25 XP) = 50 XP
2 x Beast (Challenge 1/4, 50 XP) = 100 XP
= 150 XP
Defeat Bonecrushers 4/10: Warehouse near Silverpearl (Level 2)
Bharad asks characters to raid a warehouse.
Warehouse is located on beach 4 miles east from from Silverpearl.
Use dungeon `Warehouse near Silverpearl (Level 2)` as part of this quest.
Defeat Bonecrushers 5/10: Pirate camp (Level 2)
Bharad asks characters to raid a Bonecrusher camp.
Camp is located at shore of lake 5 miles north-west from Silverpearl.
First encounter, Combat
Environment: Jungle, plants, trees
2 x Beast, Lizard (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Lizards are hiding in a bush. Roll Perception (Wisdom, passive) check, DC 10. If check fails combat begins as an ambush. Characters are surprised.
Second encounter, Combat
Environment: Jungle, lake, campfire, trees
2 x Humanoid, Pirate, Melee (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Third encounter, Combat
Environment: Jungle, lake, campfire, trees
1 x Humanoid, Pirate, Ranged (Challenge 1/2, 100 XP)
= 100 XP
Challenge rating: 100 x 1 = 100
For third encounter use same environment as in second encounter.
Fourth encounter, Combat
Environment: Jungle, plants, trees
1 x Beast, Dinosaur (Challenge 1/2, 100 XP)
= 100 XP
Challenge rating: 100 x 1 = 100
Total XP:
2 x Beast (Challenge 1/4, 50 XP) = 100 XP
2 x Humanoid (Challenge 1/4, 50 XP) = 100 XP
1 x Humanoid (Challenge 1/2, 100 XP) = 100 XP
1 x Beast (Challenge 1/2, 100 XP) = 100 XP
= 400 XP
Defeat Bonecrushers 6/10: Invaded Castle, Pirates (Level 2)
Bharad asks characters to raid a castle.
Castle is located along road 6 miles east from Whitestrand.
Use dungeon `Invaded castle, Pirates (Level 2)` as part of this quest.
Defeat Bonecrushers: 7/10: Defense of Silverpearl, Pirates (Level 3)
Characters are sleeping at inn, eating at tavern or otherwise spending time in Silverpearl when Bonecrushers attacks the town.
First encounter, Combat
Environment: Town, street, houses
1 x Humanoid, Pirate, Melee (Challenge 1/4, 50 XP)
2 x Humanoid, Pirate, Ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Combat begins as an ambush. Characters are surprised.
Second encounter, Combat
Environment: Town, street, houses
1 x Humanoid, Pirate, Melee (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
For second encounter use same environment as in first encounter.
Third encounter, Combat
Environment: Town, marketplace
1 x Humanoid, Pirate, Melee (Challenge 1/2, 100 XP)
1 x Humanoid, Pirate, Ranged (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Fourth encounter, Combat
Environment: Town, marketplace
2 x Humanoid, Pirate, Melee (Challenge 1/4, 50 XP)
1 x Humanoid, Pirate, Ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
For fourth encounter use same environment as in third encounter.
Fifth encounter, Combat
Environment: Town, street, houses
1 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Sixth encounter, Combat
Environment: Town, walls, broken gate
1 x Humanoid, Pirate, Melee (Challenge 1/2, 100 XP)
1 x Humanoid, Pirate, Ranged (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Seventh encounter, Combat
Environment: Town, wall, broken gate
1 x Humanoid, Pirate, Melee (Challenge 1/4, 50 XP)
2 x Humanoid, Pirate, Ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
For seventh encounter use same environment as in sixth encounter.
Total XP:
9 x Humanoid (Challenge 1/4, 50 XP) = 450 XP
4 x Humanoid (Challenge 1/2, 100 XP) = 400 XP
2 x Humanoid (Challenge 1, 200 XP) = 400 XP
= 1250 XP
Defeat Bonecrushers 8/10: Warehouse near Blackhollow (Level 3)
Bharad asks characters to raid a warehouse.
Warehouse is located on beach 7 miles north from from Blackhollow.
Use dungeon `Warehouse near Blackhollow (Level 3)` as part of this quest.
Defeat Bonecrushers 9/10: Invaded mine, Pirates (Level 3)
Bharad asks characters to raid a mine.
Mine is located in jungle 5 miles north-east from from Whitestrand.
Use dungeon `Invaded mine, Pirates (Level 3)` as part of this quest.
Defeat Bonecrushers 10/10: Pirate cove in north (Level 4)
Bharad asks characters to raid a cove.
Cove is located on beach 23 miles north from Blackhollow.
Use dungeon `Pirate cove in north (Level 4)` as part of this quest.
Reward:
800 x Gold coin (400 gp per character)
2.2 Defeat Cursed Club Clan
Defeat Cursed Club Clan is one of the main questlines for Clam Island campaign.
Trebirok in House of Mercenaries office works as the questgiver during this quest line.
Prologue (After tutorial)
`Ten days ago you and your companions started trip from city of Baldur`s Gate and now you have arrived to the town of Silverpearl in Clam Island. You have travelled by cargo ship that is loaded with cereals. To begin your work you should meet Trebirok at House of Mercenaries office.`
Defeat Cursed Club Clan 1/10: Trip to cave (Level 1)
Characters meet Trebirok (Half-orc, male) first time at House of Mercenaries office. Trebirok explains how jobs are rewarded:
`Government of Clam Island has made a contract with House of Mercenaries to raid several Cursed Club Clan hideouts. House of Mercenaries hires mercenaries to raid known locations for per-job rewards. Our fixed payment is 25 gold coins per mercenary per day.`
Trebirok hires characters to raid a cave.
Cave is located in jungle 3 miles north from Whitestrand.
After the cave is raided characters should return to Trebirok for reward. Trebirok expects the job takes three days.
Trebirok also gives one healing potion for each character as gift and reminds that alchemy shops have more for sale.
Items:
2 x Potion of Healing
First encounter, Combat
Environment: Beach, rocks, sea
2 x Beast, Crab (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Second encounter, Combat
Environment: Beach, reed, sea
1 x Beast, Frog (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Third encounter, Combat
Environment: Beach, rocks, sea
2 x Beast, Crab (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Total XP:
4 x Beast (Challenge 1/8, 25 XP) = 100 XP
1 x Beast (Challenge 1/4, 50 XP) = 50 XP
= 150 XP
Defeat Cursed Club Clan 2/10: Cave near Whitestrand (Level 1)
Characters have arrived to the cave.
Use dungeon `Cave near Whitestrand (Level 1)` as part of this quest.
Defeat Cursed Club Clan 3/10: Back to Silverpearl (Level 1)
First encounter, Combat
Environment: Beach, rocks, sea
1 x Beast, Frog (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1 = 50
Second encounter, Combat
Environment: Beach, reed, sea
2 x Beast, Crab (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Third encounter, Combat
Environment: Beach, rocks, sea
1 x Beast, Frog (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1 = 50
Neutral NPCs:
1 x Rowboat
Rowboat is anchored on shore.
Total XP:
2 x Beast (Challenge 1/8, 25 XP) = 50 XP
2 x Beast (Challenge 1/4, 50 XP) = 100 XP
= 150 XP
Reward:
150 x Gold coin (150 gp)
Defeat Cursed Club Clan 4/10: Cave near Silverpearl (Level 2)
Trebirok hires characters to raid a cave.
Cave is located in jungle 4 miles east from Silverpearl.
Use dungeon `Cave near Silverpearl (Level 2)` as part of this quest.
Reward:
50 x Gold coin (50 gp)
Defeat Bonecrushers 5/10: Goblin Camp (Level 2)
Trebirok hires characters to raid a camp.
Camp is located at shore of lake 5 miles north-west from Silverpearl.
First encounter, Combat
Environment: Jungle, plants, trees
2 x Beast, Lizard (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Lizards are hiding in a bush. Roll Perception (Wisdom, passive) check, DC 10. If check fails combat begins as an ambush. Characters are surprised.
Second encounter, Combat
Environment: Jungle, lake, campfire, trees
2 x Humanoid, Goblin, Melee (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Third encounter, Combat
Environment: Jungle, lake, campfire, trees
1 x Humanoid, Goblin, Ranged (Challenge 1/2, 100 XP)
= 100 XP
Challenge rating: 100 x 1 = 100
For third encounter use same environment as in second encounter.
Fourth encounter, Combat
Environment: Jungle, plants, trees
1 x Beast, Dinosaur (Challenge 1/2, 100 XP)
= 100 XP
Challenge rating: 100 x 1 = 100
Total XP:
2 x Beast (Challenge 1/4, 50 XP) = 100 XP
2 x Humanoid (Challenge 1/4, 50 XP) = 100 XP
1 x Humanoid (Challenge 1/2, 100 XP) = 100 XP
1 x Beast (Challenge 1/2, 100 XP) = 100 XP
= 400 XP
Reward:
50 x Gold coin (50 gp)
Defeat Cursed Club Clan 6/10: Invaded Castle, Goblins (Level 2)
Trebirok hires characters to raid a castle.
Castle is located along road 6 miles east from Whitestrand.
Use dungeon `Invaded castle, Goblins (Level 2)` as part of this quest.
Reward:
50 x Gold coin (50 gp)
Defeat Cursed Club Clan: 7/10: Defense of Silverpearl, Goblins (Level 3)
Characters are sleeping at inn, eating at tavern or otherwise spending time in Silverpearl when Cursed Club Clan attacks the town.
First encounter, Combat
Environment: Town, street, houses
1 x Humanoid, Goblin, Melee (Challenge 1/4, 50 XP)
2 x Humanoid, Goblin, Ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Combat begins as an ambush. Characters are surprised.
Second encounter, Combat
Environment: Town, street, houses
1 x Humanoid, Goblin, Melee (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
For second encounter use same environment as in first encounter.
Third encounter, Combat
Environment: Town, marketplace
1 x Humanoid, Goblin, Melee (Challenge 1/2, 100 XP)
1 x Humanoid, Goblin, Ranged (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Fourth encounter, Combat
Environment: Town, marketplace
2 x Humanoid, Goblin, Melee (Challenge 1/4, 50 XP)
1 x Humanoid, Goblin, Ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
For fourth encounter use same environment as in third encounter.
Fifth encounter, Combat
Environment: Town, street, houses
1 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Sixth encounter, Combat
Environment: Town, walls, broken gate
1 x Humanoid, Goblin, Melee (Challenge 1/2, 100 XP)
1 x Humanoid, Goblin, Ranged (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Seventh encounter, Combat
Environment: Town, wall, broken gate
1 x Humanoid, Goblin, Melee (Challenge 1/4, 50 XP)
2 x Humanoid, Goblin, Ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
For seventh encounter use same environment as in sixth encounter.
Total XP:
9 x Humanoid (Challenge 1/4, 50 XP) = 450 XP
4 x Humanoid (Challenge 1/2, 100 XP) = 400 XP
2 x Humanoid (Challenge 1, 200 XP) = 400 XP
= 1250 XP
Defeat Bonecrushers 8/10: Cave near Blackhollow (Level 3)
Trebirok hires characters to raid a cave.
Cave is located in jungle 7 miles north from Blackhollow.
Use dungeon `Cave near Blackhollow (Level 3)` as part of this quest.
Reward:
50 x Gold coin (50 gp)
Defeat Bonecrushers 9/10: Invaded mine, Goblins (Level 3)
Trebirok hires characters to raid a mine.
Mine is located in jungle 7 miles north-west from Blackhollow.
Use dungeon `Invaded mine, Goblins (Level 3)` as part of this quest.
Reward:
50 x Gold coin (50 gp)
Defeat Bonecrushers 10/10: Cave in north (Level 4)
Trebirok hires characters to raid a cave. Trebirok expects the job takes two days.
Cave is located on mountain 23 miles north from Blackhollow.
Use dungeon `Cave in north (Level 4)` as part of this quest.
Reward:
100 x Gold coin (100 gp)
3 EVENTS
Events are divided into categories by location of the event. Use events while characters are travelling around the region.
3.1 Events, Beach
These events fit on situations when characters are travelling on beach.
Coastal cave (Level 2)
Characters are travelling on beach and notice a cave entrance.
Use dungeon `Coastal Cave (Level 2)` as part of this quest.
Coastal cave (Level 3)
Characters are travelling on beach and notice a cave entrance.
Use dungeon `Coastal Cave (Level 3)` as part of this quest.
Fishing nets (Level 3)
Characters are travelling on beach when Bakved (Human, male, fisherman) asks for help. Sea monsters are near his fishing nets and he is afraid to collect his catch.
First encounter, Combat
Environment: Beach, reed, sea, fishing net
1 x Fish, Octopus (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Fishing net is located deep enough in water that sea monsters can move around it.
Second encounter, Combat
Environment: Beach, rocks, sea, fishing net
2 x Fish, Piranha (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Fishing net is located deep enough in water that sea monsters can move around it.
Bakved is very pleased for the help but he has nothing to give in return. (No reward)
Total XP:
2 x Fish (Challenge 1/2, 100 XP) = 200 XP
1 x Fish (Challenge 1, 200 XP) = 200 XP
= 400 XP
3.2 Events, Jungle
These events fit on situations when players are travelling in jungle.
River (Level 2)
Characters are travelling in jungle and arrive to a river.
A crocodile is hiding underwater. Roll Perception (Wisdom, passive) check, DC 11. If check fails combat begins as an ambush. Characters are surprised.
First encounter, Combat
Environment: Jungle, river, plants
1 x Beast, Crocodile (Challenge: 1/2, 100 XP)
= 100 XP
Challenge rating: 100 x 1 = 100
Flooded cave (Level 2)
Character are travelling in swamp and notice a cave entrance.
Use dungeon `Flooded cave (Level 2)` as part of this quest.
Raptor`s nest (Level 3)
Characters are travelling in jungle and notice a large nest. If characters go close to the nest a dinosaur attacks.
First encounter, Combat
Environment: Jungle, trees, plants, nest
1 x Beast, Dinosaur (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
3.3 Events, Road
These quests fit on situations when characters are travelling on road.
Overgrown ruins (Level 2)
Characters are travelling on road and notice overgrown ruins.
Use dungeon `Overgrown ruins (Level 2)` as part of this quest.
Cave behind waterfall (Level 3)
Characters are travelling on road and notice a waterfall.
Use dungeon `Cave behind waterfall (Level 3)` as part of this quest.
3.4 Events, Sea
These events fit on situations when characters are travelling on sea.
Training battle (Level 1)
This is tutorial quest.
Characters are on ship at Sea of Swords. They are travelling from Baldur`s Gate to Silverpearl. Defenders of Justice soldiers are protecting the ship from pirates. It has been an uneventful day at the sea and guards of the ship are willing to practice combat skills with characters.
First encounter, Combat
Environment: Ship, main deck, two masts, sea
2 x Humanoid, Guard, Melee (Challenge: 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Second encounter, Combat
Environment: Ship, main deck, two masts, sea
1 x Humanoid, Guard, Ranged (Challenge: 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1 = 50
Third encounter, Combat
Environment: Ship, main deck, two masts, sea
Use premade characters (Chapter 1.7) as enemies for this encounter. For two characters use two premade characters as enemies.
3.5 Events, Silverpearl
These events fit on situations when characters are purchasing equipment or otherwise spending time in town of Silverpearl.
Collecting oysters (Level 2)
Characters are walking through the marketplace when Hoklah (Lizardfolk, female, oystervendor) approaches characters and offers a deal.
Hoklah is willing to buy oysters. Hoklah knows that a lucky collector is able to find about 12 oysters per day from the beaches of Clam Island. Hoklah pays 2 gold coins for each oyster.
First encounter, Combat
Environment: Beach, rocks, sea
3 x Beast, Crab (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150