Michael Talley 759
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Basic Adventure Outline
- Lord Maxwell Conner is in need of adventurers to deal with a Thieves Guild that has started to cause problems for his beloved fiancee, Lady Abagail Wincroft.
while unsure of the abilities of most adventurers he has sent a few of his men to seek out a group that might be able to nip the "start of a great problem should it be left to fester"
While he does hope the Players can catch the would-be Thieves Guild before it takes root in the city he lives and hopes to wed in (a secret to no one should people listen to him more
then 5 minutes) to Lady Abagail Wincroft (whom incidentally has a family that runs many wealthy trade routes in the merchant quarter and would reward heroes amazingly)
He offers the group a reward of 500 GP each for getting rid of the problem before it becomes too great, and even sweetens the pot by letting them know other wealth on the thieves is also
allowed as other merchants would consider it a reward to remove the thieves guild before it takes root as well.
Part one of the Adventure Encounters/Traps- (Level one Party, group size 4-5 Players)
6 CR 2 Traps - Poisoned Bolt Traps
{Type- Mechanical, Perception/Disable DC 20, Trigger- Location, Reset- Manual, Effect: +10 ranged Attack 1d6+4 Damage Plus Black Adder Poison}
2 CR 3 Traps - Poisoned Spiked Pit Traps
{type- Mechanical, Perception/Disable DC 20, trigger- Location, reset- Manual, Effect: 10' Deep Pit (1d6 Falling Damage), Pit Spikes ( +10 Attack Melee, 1d4 Spikes per Target for 1d4+2 Damage Plus Black Adder Poison)
reflex Save DC 20 Avoids, Multitarget in a 10' Area}
8 CR 1/2 or 2 Groups of 3 thieves (CR 3)
City Thief CR 1/2
Human, NE, Rogue 2
Initiative: +2 , Senses: Perception +4
AC: 14 Touch: 12 Flat-Footed: 12 (+2 Armor, +2 Dex)
HP: 11 (HD 2d8+2)
Fortitude +1 Reflex +5 Will -1
SD: Evasion
Melee: Cold-Iron Dagger +1 (1d4/19-20 P)
Ranged: Darts +3 (1d4/x2 20ft Range p)
SA: Sneak Attack +1d6
Str 11 Dex 15 Con 12 Int 10 Wis 8 Cha 9
BA: +1 CMB: +1 CMD: 13
Feats
Deft Hands, Skill Focus [Disable Device]
Skills
Appraise +5, Climb +5, Craft- Trapmaking+5, Craft- Alchemy +5,
Disable Device +12 (+13 Versus Traps), Escape Artist +7,
Intimidate +4, KS- Local +5, Perception +4 (+5 Versus Traps),
Sleight of Hand +9, Stealth +7
SQ- Trapfinding, Rogue Talent (Quick Disable)
Gear
Cold-Iron Dagger, 8 Darts, Leather Armor, Rogue kit, Potion of Cure Moderate Wounds
2PP, 1 GP, 9 SP, 10 CP
1 CR 4
Guild Master
Human, NE, Rogue 5
Initiative: +7, Senses: Perception +7
AC: 17 touch: 13 Flat-Footed 14
HP 43 (5d8+15)
Fortitude +4 Reflex +7 (+8 Vs Traps) Will +0
SD: Trap Sense +1, Evasion, Uncanny Dodge, 101 Pt's of Protection from Magic Missile
Melee: MWK Cold-Iron Dagger +5 (1d4+1/19-20 P)
Ranged: Darts +6 (1d4+1/x2 P 20ft range)
SA: Sneak Attack +3d6
Str 13 Dex 16 Con 16 Int 10 Wis 8 Cha 12
Bab +3 CMB +4 CMD 17
Feats
Deft Hands, Improved Initiative, Lightning Reflexes, Skill Focus (Disable Device)
Skills
Appraise +8, Craft- Alchemy +8, Craft- Trapmaking +8, Disable Device +16 (+18 vs traps)
Escape Artist +11, Intimidate +9, KS- Local +8, Perception +7 (+9 Versus traps)
Sleight of Hand +13, Stealth +11
Rogue talents- Quick Disable, Fast Stealth
Gear
Mithril Shirt, MWK Cold Iron Dagger, Broach of Shielding, Potion of Cure Moderate Wounds, 2 Potion's of Vanish, Rogue's Kit
6 PP, 11 GP, 9 SP, 10 CP
real Thieves Guild, The current Guild Master of this group has notes about them and where they can actually be found, and while she knows they have a guild Master of Their own
she has no idea whom they actually are and got tired of working for an unknown, no matter how good she had it, and found like-minded thieves that wanted out.
The Layout of the traps you can decide on, Generally, I have one group of thieves attempt to attack the party in town and another in the Thieves guild during their break
in. The Total Experience Point for a party of 4-5 Players would be 2,000 and enough to level the group to level two and yes Ultimately Lord Maxwell Conner is the main villain and wants to hire outside
his actual thieves guild so he doesn't draw attention to his operations.
This is the start for a game to bring the players together, this first Scenario part brings them from level one to level two, if people want I'll post the rest of the notes of what I call
Barebones adventure building, right now I have written in a notebook enough adventure to bring them all the way from level 1 to level 4 (like most Adventure Paths)