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Dark Begginings

Create non-combat situation where Harfling is alone.(ask people what their


doing in camp/town?)
Harfling hears a voice behind him, its a halfing laborer:
Cade Tosscoble: "Hey there! Hope you don't mind~. I know you heros get a
lot of attention. Just wanted to show my thanks, for saving the city. It's why I
joined the army!
[Tries to shake Harflings hand] Wisdom save DC=10
Names Cade Tosscoble. Harfling, right? You had quite the name for your self,
back when the Talltower army still stood. Shame what happened to the Rebel
army though. Seemed like it had a real chance. Did you fight for them as
well?
[wait for response]
So you just left your fellow soldiers
Didn't you join them, after the Talltower army fell? Seems thats what most
respectable soldiers were doin."

{Snarky response] If ya say so...


[if they fail to prod further] DC=10 Insight check

You never heard what happened?


Way back then, the remains of all the armies in the land were rallying, to a
small tourist village in the north-east. Kings Pass. But, the witch kings scouts
were able to detect their movements, and a trap was set. They had no hope.
Now its just a prison for those who survived.

Anyway, thanks again for what you all did at Kingsport. [leaves to continue
his work]
(the place is cursed, entrance/exit is prevented by a wall of air)
[party decides to check it out]
They have a long way to go. Supply lines are too short to bring any
substancial military force. The entourage they have with them at camp was
not prepared to travel such a long distance.

Travel Encounters:
Survival Check each week DC=17
Failed check = encounter checks
Owlbear encounter:
DC=16 any one person
Fail a survival check and the 2 bears appear at night. Eating your food.
Succeed and realise you're setting up your camp right next to their nest.
Group stealth check or you wake them DC=12
Owlbear
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 59 (7d10 + i 1)
Speed 40ft.
STR
DEX
CON
INT
20 (+5) 12 (+1) 17 (+3) 13 (- 4)

WIS
12 (+1)

CHA
7 (-2)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
languages Challenge 3 (700 XP)
Keen Sight and Smell. The owl bear has advantage on Wisdom
(Perception) checks that rely on sight or smell.
ACTIONS
Multiattack. The owl bear makes two attacks: one with its beak
and one with its claws.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft ., one creature.
Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach

Bandit Village Encounter


You've noticed a distinct lack of something. Marchants and other kinds of
traders are none existant on this road. There was a healthy amount between
Kingsport and sorrounding villages, but here, none.
3 spot checks.
DC=18
DC=17
DC=16
Each one that is failed, adds bandits = players and commoners x2= players

BANDIT
Medium humanoid (any race), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30ft.
STR
DEX
11 (+0) 12 (+1)

CON

INT

12 (+1) 10 (+0)

WIS

10 (+0)

Senses passive Perception 10


Languages any one language (usually Common)
Challenge 1/8 (25 XP)

ACTIONS
CHA

10 .(:tO)

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one'


target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80


ft./320ft., one target. Hit: 5 (1d8 + 1) piercing damage.

COMMONER
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30ft.
STR
DEX
10 (+0) 10 (+0)

CON
INT
10 (+0) 10 (+0)

WIS
10 (+0)

Senses pass ive Perception 10


Languages any one language (usually Common)
Challenge 0 (10 XP)
ACTIONS

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.


Hit: 2 (1d4) bludgeoning damage.

A near by village, that is a little out of the way for thr average merchant, has

been devastated by the lack of trade since the way. Now they turn to stealing
for their livelyhood.
Times are hard. If you can't put food on the table from working or tradin,
stealing the next best thing.

The party finnaly reaches within a couple hours of Kings Pass. They can see a
clearing at the end of the road.
Spot check
DC=14
There is an increasing amount of wreakage toward where the clearing starts.
Closer look, it looks like Detrious piled on a beach shore after a naval
battle/disaster. Except there's no water. It's all pushed up against the tree line
as if the tide brought it in.
Anyone scouting ahead?
You see a lone tree in the distance. Its extremely wind swept, with all its
branches pointing to one side.
The wall
DC=21 spot check, 16 if they where aware
Trying to move past the detrius without seeing the wall of air triggers the
same effect as standing in the same space as an air elemental.

Air Elemental
Large elemental, neutral

Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90ft. (hover)
STR
DEX
CON
14 (+2)
20 (+5) 14 (+2)

INT

WIS

CHA

6 (-2)

10 (+0)

6 (-2)

Damage Resistances lightning, thunder; bludgeoning, piercing,

and slashing from nonmagical weapons


Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60ft., passive Perception 10


Languages Au ran
Challenge 5 (1 ,800 XP)

Air Form. The elemental can enter a hostile creature's space


and stop there. It can move through a space as narrow as 1
inch wide without squeezing.
ACTIONS

Multiattack. The elemental makes two slam attacks.


Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4-6). Each creature in the el emental's
space must make a DC 13 Strength saving throw. On a failure,
a target takes 15 (3d8 + 2) bludgeoning damage and is flung
up 20 feet away from the elemental in a random direction and
knocked prone. If a thrown target strikes an object, such as a
wall or floor, the target takes 3 (1d6) bludgeoning damage for
every 10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the
bludgeoning damage and isn't flung away or knocked prone.

Once defeated, it only takes a DC 12 Strength, Dex, Athletics, or Acrobatics


check to move through the wall.

A group STR check of DC=10 if they tie them selves together, or some other
manner of connection/support.

When they make it through, they spot a child/halfing standing next to the
lone tree. It's holding a wooden pole with what looks like a lantern on the end.
[It's Cade Tosscoble]

"We have such sights... to shOW YOU..."


It fades out of sight.
The Village
[Do random spot checks from here on]

Crossing the large empty field, you spot mass graves with oddly maintained
corpses
[spot check up close DC=12, none have hands].
Its built in a valley between two mountains as a main pathway toward the

center of the continent. You can spot steam rising from the village and the
mountains on either side of it. This place seems to have many natural hot
springs.
The fields around it are poor for farming as they are tundra and rocky. The
wall of air that circles the area makes this worse, as it pushes the moist warm
air back toward the town.

Getting closer, you can see a thick fog covering the streets, barely a foot
high. It billows down the slopped streets and out the front gate, where the
breeze curles it back inward.

[SCARY SPOT CHECKS, REMEMBER]


First spot check near entrance before they enter, they notice a hastily written
bloody message, on a wall: "HIDE~__" *the letter 'E' trails off, as if the writer
was suddenly jostled sideways*

Once inside the town, it is a DC=24 to detect the creatures under the fog.
The town has obvious signs there was a battle.
The town has all the normal tourist traps/bars and lodgings. As well as a very
large hotspring resort at the far end of town (The Big Steamer).

1d10+10 X # of players: Claws appear when found.


Crawling Claw
Tiny undead, neutral evil
Armor Class 12
Hit Points 2 (ld4)
Speed 20 ft ., climb 20ft.
STR
DEX
CON
13 (+1)
14 (+2)
11 (+0)

INT
5 (- 3)

WIS
10 (+0)

CHA
4 (- 3)

Damage Immunities poison


Condition Immunities charmed, exhaustion, poisoned
Senses bli nd sight 30 ft. (b lind beyond this radiu s),
passive Perception 10
Languages unde rstands Common but can't speak
Challenge 0 (10 XP)
Turn Immunity. The claw is immune to effects that
turn undead.
ACTIONS
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft ., one

target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage


(claw's choice) .

Cade Tosscoble moves using:


BROOM OF FLYING

Wondrous item, uncommon


This wooden broom, which weighs 3 pounds, functions
like a mundane broom until you stand astride it and
speak its command word. It then hovers beneath you
and can be ridden in the air. It has a flying speed of 50
feet. It can carry up to 400 pounds, but its flying speed
becomes 30 feet while carrying over 200 pounds. The
broom stops hovering when you land.
You can send the broom to travel alone to a
destination within 1 mile of you if you speak the
command word, name the location, and are familiar
with that place. The broom comes back to you when you
speak another command word, provided that the broom
is still within 1 mile of you.
Has spells:
Bardic Inspiration: Bonus action to give 1d10 within 60 feet on his turn
Cantrip: Thamaturgy, Blade Ward, Visiouse Mockery, Dancing Lights
Level 1: Cure Wounds, Thunderwave, Longstrider, Tashas Hideous laughter
Level2 : Blindness/Deafness, Silence, Lesser Restoration
Level 3: Haste, Greater Invisibility
Proficiency bonus= 4
Initiative: +7
HP = 60
STR
DEX
CON
INT
WIS
CHA
8(-1)
14(+2) 13(+1) 10(+0) 16(+3)
12(+3)
Acrobatics: 10
Athletics: 3
Arcana: 4
Deception:7
Stealth: 10
Perception: 9
Saving throws: Dex: 6 Charisma: 7
Passive Perception: 18
Is double proficient in: Acrobatics, Stealth, perception, performance
Feats: Observant, Skulker

Vic io u s M o c k e r y

Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string o f insults laced with subtle
enchantments at a creature you can see within range. If
the target can hear you (though it need not understand

you), it must succeed on a W isdom saving throw or take


1d4 psychic damage and have disadvantage on the next
attack roll it makes before the end o f its next turn.
This spells damage increases by 1d4 when you reach
5th level (2d4), 11th level (3d4), and 17th level (4d4).

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