View Full Version : #1 Adventure makers

Emperor Demonking
2007-12-11, 01:43 PM
This is a simple unofficial adventure making contest.

It'll end in around the 1st

You must design an original adventure with all that is needed to play it.

Marks will be awarded for completeness, how well the elements are put in, how original it is (all out of 10) and a maximum of 10 extra points.

Adventures must include:
A homunculus
An eversmoking bottle
A bat

And one of these three
A jealous npc
An npc with a broken leg
An npc who is in love with his weapon

An example

The missing blades
An adventure for first level characters

The heroes hear of sir Geoffry Knight who is offering his family gem worth 50 gp for anyone who can get one of his two ancestral blades back from who ever took them.

Act 1

Geoffry will meet them in the room with the other sword in. Meeting Geoffry he will grovel for them to help him, but if asked to raise his price he will say he has nothing else to give. Through this he makes it clear that he loves his weapon.
After the players agree to help, the room fills with smoke from an eversmoking bottle and the sword is stolen by the homunculus in three rounds. Meanwhile the players fight 8 bats (pg 268) If the players are finding it too hard let the bats escape.
When the players cork the bottle let them find the entrance to the tunnel. (You can leave it open or make them make a dc15 search check.)

Act 2

The tunnle goes straight on until they get to the swamp. They will see a man with brown hair and brown eyes who yells. "This should be my sword not my brother's. That is why the druid gave me a homunculus "
He then fights with his homunculus and won't listen to reason.
Fighter pg 117 level 1- feat power attack. He will attack the front rown combatents in turn.
homunculus pg 154

Any takers?

2007-12-11, 01:50 PM
Sounds pretty interesting, but I think you should give us a little bit more time. Holidays are coming, after all...

2007-12-11, 02:33 PM
I'm all for it and have an idea, but I don't have time to write it all up yet. I'll probably post it tonight or tomorrow.

Emperor Demonking
2007-12-12, 11:33 AM
No rush. More stuff

2007-12-12, 02:33 PM
Okay, here's one. Sections below the introduction are spoilered to conserve space.

Mystery of the Missing Magical Merchandise:
A Short Adventure for four PCs of 9th to 10th level

Dieter Alrickson (Human Expert 5), the owner of the local “magic shop” (really an alchemy shop and general store), has fallen on hard times. Three weeks ago, he fell off his roof while doing repairs and broke his leg. Since then, he’s been hobbling around on crutches and in general can barely even make it to his shop each day.

On top of all of this, he recently noticed some random items missing from his shop, and can’t explain where they’ve gone. He has no idea why anyone would want to steal some clay, mandrake root, sculpting tools, and various alchemical supplies, but nevertheless that’s all that’s missing. A passer-by came forward who claims to have been in the area and seem some funny goings-on at the shop three nights ago. He claims to have heard a voice in his head, and then saw some greenish creature jump on him and bite him. He fell asleep for several minutes, and woke up to find the shop’s door swinging in the breeze.

Dieter has offered a reward to any who can help solve the mystery, and the PCs arrive in town just in time to take up such an offer.

Part 1 - The Investigation
The PCs learn the details above, and are free to ask around town about possible locations they should investigate. If questioned, the local wizard, Fanduilis (Elf Wizard 6), reveals that he’s missing a scroll of the spell arcane eye. Dieter can explain exactly what is missing, and the PCs may make a DC 15 Knowledge (Arcana) or DC 20 Craft (Alchemy) check, with a +2 bonus on the roll if they’ve heard from Fanduilis about his missing scroll. Success reveals that these ingredients can be used to craft a Homunculus.

Further investigation (specifically, at the tavern) reveals a drunk that says he saw a green thing and a big human guy sneaking into the old abandoned building just down the street from the magic shop late last night.

If the PCs go to either the magic shop or the abandoned house after dark, they encounter a large man with a slight facial tic and glaring eyes. Upon seeing them, he tries to talk, twitches for a moment, and then runs into the house. A DC 25 Spellcraft check reveals that he is under the effects of a dominate person spell.

Part 2 - Into the House!
If the PCs enter the house, the man with the sword can be heard reporting to some unseen force, “There are snoopers about!” Afterwards, he turns around and stands at the ready, greatsword drawn.

The house is actually the lair of a Kerrax, a NE Fiendish Pseudodragon Sorcerer 10, who has recently come to town with a dominated fighter (Human Fighter 6) he just calls “Human.” Kerrax focuses on illusion and enchantment spells, and prefers to attack from hiding (owing to his high Hide modifier). He uses telepathy to unnerve his victims, and resorts to spells if the PCs attack his homunculus (which putters around the house at random) or “Human.”

Kerrax opens combat by sending forward “Human” and summoning either a swarm of bats or a fiendish dire bat (summon swarm or summon monster III) to hold the enemies at bay while he sees how tough these intruders (the PCs) really are. From there he attacks with ray spells or whatever illusion, enchantment, or necromancy spells he feels are appropriate. Furthermore, he sends his homunculus to the center of the large interior room of the house with a small bottle. The homunculus places the bottle (and eversmoking bottle) on the ground and on Kerrax’s command releases the stopper, allowing smoke to pour into the room. Kerrax can hide in the smoke, though it still gives his opponents total concealment. (Which, however, doesn't stop a well-placed fireball.) If drawn into melee, Kerrax attacks with his sting, hoping to put opponents to sleep with his poison.

If he’s defeated, Kerrax attempts to flee into the night, leaving the homunculus (even though he takes damage if it’s destroyed) and “Human.” PCs investigating the lair find a pile of gold pieces, along with a few minor wondrous items or magic weapons. Dieter accepts that his goods aren’t coming back (having been used to make a homunculus), but offers the PCs a meager reward of a few alchemical items and other general supplies, and doesn’t ask for any of the loot that they recovered from the house.

CE Male Fiendish Pseudodragon Sorceror 10
Tiny Dragon (extraplanar)
HD 2d12 + 10d4 + 24 (67 hp)
Init: +4
Speed: 15 ft. (3 squares); fly 60 feet (good)
AC 22 (+2 size, +4 mage armor, +4 Dex, +4 natural, +2 deflection); touch 18, flatfooted 18
Base Attack/Grapple: +7/-2
Attack: Sting +11 melee (1d3-1 plus poison)
Full Attack: Sting +11 melee (1d3–1 plus poison) and bite +6 melee (1)
Space/Reach: 2-1/2 ft./0 ft. (5 ft. with tail)
Special Attacks: Poison, smite good
Special Qualities: Blindsense 60 ft.; darkvision 60 ft.; immunity to sleep and paralysis; low-light vision; spell resistance 19; telepathy 60 ft.; damage reduction 10/magic; resistance to cold and fire 10
Saves Fort +6, Ref +6, Will +10
Abilities: Str 9 Dex 18 Con 14 Int 10 Wis 10 Cha 18
Skills: Concentration +10, Craft (Sculpting) +3, Hide +34*, Knowledge (Arcana) +14, Spellcraft +5
Feats: Weapon FinesseB, Skill Focus (Hide), Ability Focus (Poison), Craft Wondrous Items, Craft Magic Armors and Armor, Craft Construct
CR 13

Gear: Ring of protection +2; potion of cure moderate wounds; potion of invisibility; 2 flasks of alchemist’s fire; orange ioun stone; various scrolls (stolen from shop)


Kerrax's tactics are detailed above.

Poison (Ex): Injury, Fortitude DC 16, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Blindsense (Ex): Kerrax can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents he can’t actually see still have total concealment against him.

Telepathy (Su): Kerrax can communicate telepathically with creatures that speak Common, provided they are within 60 feet.

Smite Good (Su): Once per day Kerrax can make a normal melee attack to deal an extra 12 damage against a good foe.

Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

Sorcerer Spells (CL 11th [with orange ioun stone]):
5th – (4/day) dominate person (DC 19)
4th – (6/day) confusion (DC 18), phantasmal killer (DC 18)
3rd – (7/day) fireball (DC 17), hold person (DC 17), summon monster III
2nd – (7/day) hideous laughter (DC 16), invisibility, scorching ray, summon swarm
1st – (7//day) charm person (DC 15), expeditious retreat, mage armor, magic missile, ray of enfeeblement
0 – (6/day) acid splash, arcane mark, detect magic, flare (DC 14), mage hand, mending, prestidigitation, read magic, resistance

N Human Male Fighter 6
Medium Humanoid (Human)
HD 6d10+6 (48 hp)
Init.: +2
Speed: 20 ft. (4 squares)
AC 19 (+6 armor, +2 Dex, +1 natural); touch 12; flatfooted 17
Base Attack/Grapple: +6/+10
Attack: +1 greatsword +12 melee (2d6+9); or with full PA, +1 greatsword +6 melee (2d6+21)
Full Attack: +1 greatsword +12/+7 (2d6+9); or with full PA, +1 greatsword +6/+1 melee (2d6+21)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: --
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 18 Dex 14 Con 13 Int 10 Wis 8 Cha 12
Skills: Climb +13, Jump +13
Feats: Dodge, Power Attack, Cleave, Great Cleave, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Endurance, Diehard
CR 6

Gear: +1 greatsword; +1 breastplate; gauntlets of ogre strength +2; bracers of natural armor +1; 2 potions of cure moderate wounds

“Human” wades into combat swinging his greatsword in great arcs. If he manages to land a hit or so on one opponent, he power attack away his full base attack bonus to gain a further +12 damage.

EDIT: I'm not used to character and creature creation above, say 5th level, so there are probably mistakes in the stat blocks somewhere. Particularly in the skills, but they're not that important for this adventure and I just sort of rushed through them.

Emperor Demonking
2007-12-13, 11:18 AM
A brilliant first entry.