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This is a placeholder for a free introductory adventure that will introduce the setting to new players and bring player-characters from level 1 to 2, ending with cliffhangers connecting it to our first full published module.
Players will have various kinds of encounters highlighting aspects of the DGA, meet Jengar, hear about Willem Analore, and learn about some of the history and current situation of Halag. They'll create characters who will have small advantages if they choose to connect them to the various NPCs and plots going on in the full adventure module, The Bandit Kings of Halag.
There should be 3 to 5 encounters with a total experience award of at least 2000 experience points.
|Challenging||APL + 1||600|
|Hard||APL + 2||800|
|Epic||APL + 3||1200|
|Encounter/Plot Point||Details Needed||Notes|
|The adventure opens with the PCs being chased through rocky terrain, carrying a few artifacts taken from Bal'dawir, a ruined pre-Collapse fortress. Arrows whizzing past, shouts from higher up, and a chase mechanic determining if the PCs can retain their lead.||
||This is the in media res start, with a chase scene leading into either the PCs hiding and hoping the search misses them or a short, brutal combat with the help of Jengar.|
|The PCs cross paths with Jengar, who was traveling to the same fortress ruin, and overheard the commotion. If the PCs have a lead, then Jengar leads them to a hidden cavern in the mountainside (he's much more familiar with the area). If the PCs do not have a lead, Jengar assists them in the inevitable combat with their pursuers. In either case, a strong connection needs to be made between Jengar and the PCs.||
|In the aftermath of evading their pursuers or winning the combat, the PCs end up describing their brief adventure, during which they were able to find a few of the artifacts they were hired to recover from the ruin - which they were told was uninhabited. This is accomplished through some improvisation and flashbacks, for which the PCs earn experience. Turns out Jengar was headed to the ruin to scout it out, but doesn't want to risk it now that he knows that it is inhabited and not at all welcoming||
||Starting with the PCs already in the middle of something, and then asking the players to use flashbacks to describe how they got there. Will need some leading questions to help the GM help the players.|
|The PCs, likely with Jengar in tow, return to the outskirts of Halag where they were first hired. Turns out, their employer has been killed by Rokinu's thugs, and a tense negotiation starts out, where the thugs want the artifacts, but aren't strong enough to overwhelm well-equipped adventurers. They're willing to pay, in gold and possibly favors||
Testudo Fighter 1
|Detour: If the PCs kill Rokinu's men, or refuse to negotiate, they can go with Jengar to someone who would be interested in the artifacts. This person should be a junior member of the Red Currant Syndicate, but the PCs don't know that yet. This can be foreshadowed by mentioning a currant plant in front of this person's workplace||
Definitely need to have these detours. I like to imagine a PC party that just kills every NPC they come across, and try to allow for that where I can.
Rokinu is assembling the winged totem in order to give it to a witch who, with the totem to increase her powers, will be able to provide far more magical "muscle" to his organization than he currently has
|Whether the PCs figure out that the artifacts fit together or not, the next step is for them to be hired to find the last piece of the proverbial puzzle. Rokinu hired another group to find the piece, and he believes they have, but they didn't make it to the rendezvous spot. After some tracking, one of his men found a Gulon kill-site near a camp that was still set up as if people would return to it presently. Rokinu needs the PCs to find this Gulon, kill it, cut it open and retrieve the last artifact||
The Totem of Dun'or could have been stolen from the Crypt of the same name long ago, and maybe returning the totem to the Crypt is what will purify it, and is Jengar's ultimate goal, and what will earn the PCs a number of beastfolk allies...
|The Gulon's trail leads to a small crypt that is about 40 feet up a cliff. The path is rough and dangerous to get to the crypt.||
CR 1 trap
Falling Rock hazard CR 1
|The crypt starts as a cave for the first ten feet, but it then becomes clear that it is a special place. The walls have carvings of Egalit Beastfolk walking in groups towards in the interior of the crypt. The passage goes for thirty more feet before stairs go up ten feet. The top of the stairs are twenty feet wide and open into a large pentagonal chamber.||Knowledge (History) or Knowledge (Local) reveals that the clothing worn by the egalit are hundreds of years old in their style.|
|With labored breathing, the Gulon rests at the base of a large statue depicting an egalit holding a large open book with a quill in hand - it can't pass the last piece of the totem, and is bloated and unhealthy, unable to eat for a couple days (only fast healing 1). They kill it, gut it, and retrieve the last piece of the artifact.||Gulon
|Looking at the rest of the chamber, the PCs learn about the early history of the Beastfolk, how they were created as slaves and how some like Dun'or gained better treatment. Dun'or is depicted as being among equals with humans and other Beastfolk. There is a large sarcophagus that contains his remains.|
|Since it is a two day journey back to Halag, the party has to camp overnight. In the middle of the night, they are ambushed by Boriwog's looking to capture one of the PCs that might be a magic user. While hired to double-cross the PCs for one of Rokinu's lieutenants by taking the artifact and anything else valuable from them, they are also looking to sell the PC in question to Witch Hunters for a profit.||
Boriwog Rogue 1 x2
One of them has a badly written message from the lieutenant that hired them that also mentions that he holds Jengar as a prisoner for Red Currant meddling
|Assuming the PCs go to rescue Jengar, they need to gather some information about the location of the lieutenant.||
Diplomacy - Gather Information
Intimidation of contacts
|Depending on the method used, additional information is gained about the lieutenant|
|Final encounter is with Rokinu's lieutenant. Will need to make sure the party is pretty fresh because this encounter will potentially be very challenging. If they didn't recover after the ambush the previous night, they might want to do so before assaulting the lieutenant.||Map of a small building and/or suggestion to use a particular Paizo flip map/map tiles||
Lupine Ranger (Beastmaster) 4
Boon Companion and pair of wolf animal companions
|Leading into the next module, the PCs have either kept the artifact or they have returned it to Rokinu. As written, the Crypt module should assume that Rokinu has the totem needed to purify the Crypt|