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Time for Crab

  Time for Crab, a level 3 adventure. Enemy; Kuo-Tao, Archpriests, Whips Plot: The adventurers are tasked to find a missing child; The Kuo-Tao god, Taone (TAY-own), told the followers it wants a child. The followers, driven to madness, misinterpreted this request of procreation for the kidnapping of a child as a sacrifice. Because of their insane nature, the god did not question this, and figures it can use the child as a sacrifice anyway to create a mate. Both parties are ill-informed and will cause destruction to the land if the child is sacrificed. Location: Off the shore is a cave on a shoreline that is a common spot for families to spend during the warm summer months. The cave is mostly hidden by shrubs and other beach-related foliage. As of recently, these shrubs have been moved to the side, almost crushed, by webbed feet and hands. Ending: Players will need to either kill the Archpriest who is conducting the sacrificial ritual, or rescue the child. Stat Blocks n...

Wererats in the sewers – a level 1 adventure

There has been a rat infestation within the town. Further investigation will lead the party into the sewers where a wererat guild has set up base, but is ready to move to a new location to obtain more members. The rats who join do the bidding of wererats. Prep; Use city/hub map, make sewer system if one doesn’t exist. The guild has 1d6(4) wererats within it. The guild also has moved a few times and will have 1d4 abandoned lairs. These are littered with rat droppings, rat skeletons, and maybe a humanoid skeleton. The rats mostly travel in packs, but some have stragglers. Enemies and pages in Monster Manual Wererat: 209 Giant rat: 327 Rat: 335 Swarm of rats: 339 Plot: The leader of the pack is Mallick Quintel. He wears an eyepatch that he uses to see in the darkness of the sewer, but can fully see when the eyepatch is removed. Due to this, he can get 30 additional feet of sight with Darkvision for 2 turn by using an action to remove the eyepatch. He carries a scimitar with no sheath, whi...

One-Off; Ettercaps

  Ettercap (level 1-2 adventure) Enemies; Ettercap (pg 131) Plot: Druids need help clearing their hermitage of Ettercaps. Reward: Fresh grown food, and a one-use cantrip scroll, or a lightly magic item. Also given the location to a shop if not already known; Madam Philestephanie’s House of Wonderment. The Ettercaps have driven the Fey to speak with the druids, who did not believe them at first. But, as the forest grew darker and gloomier, the druids started to believe them. The spiders and insects usually are friendly towards the druids, but have since abandoned the friendship for the Ettercaps, who have taken over their minds. The Fey cannot offer much other than a quick trick or two for getting this job done. Even then, travelers have been unsure to take up the offer. The Dryads have mostly hidden away within their trees to keep them safe from the angry evils of the Ettercaps.   Check the inspiration for this one off here