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1A Farewells & Into The Wilderness

Write a one-shot adventure for your world that is ready to run for a Game Master.

Written by Loremaster Aemon

The 15th Day of Firesun 18854KR

Read to the PC's
The Celebrations and feasting ended when the moon was at its brightest in the night sky, the drinking however lasted until the new sun began to rise in the east above The Frostfangs (The Frostfall Mountains). Family and friends enjoyed their remaining time with their young kin who were about to embark on the Tribes Ritual Life Quest, The Coming of Age Ceremony, once completed rejoining the Tribe of The Black Stallion as adults and full members of their chosen class, be it warrior, hunter, priest or druid.   This year sees the most tribal young folk participating in the Ritual in more than eighty years, with over seventy individuals (72 to be exact) arranged into twelve groups of six. Included in these groups are the Player Characters (The Companions), with the Chieftains own Son Mennon leading this group.
        Read to the PC's
Since dawn the other groups have been departing the Tribe, seen off by loved ones wishing them well and to return safe. Now is the time for Mennon and his group, which consists of two of his childhood friends Galba and Ghalia, and three others Hama, Nala and Obba, who are not as well known to them, to begin their quest into the wilderness.   The Companions finish packing their horses, checking weapons and gear, making sure they have everything they need for the months ahead. All the family members are their to see the group off with hugs, kisses and arm gripping (Customary action of greeting or farewell, when two people grip the other person by the forearm firmly), they mount their horses and leave the encampment, heading out across The Wintermist Plains.
  Read to the PC's  
The Wintermist Plains   The Wintermist Plains stretch for hundreds of miles in all directions and are made up of fertile grasslands, scrub plains, rolling hills, natural wooded areas, and marshland the closer you get to the eye of the moon (Lake/Inland sea) and the Frostfall River.
 

Survival In The Wilderness

Adventuring in the wilderness presents a host of perils beyond the threats of monstrous predators and savage raiders.   Read to the PC's  
The Companions had left the camp around mid-morning heading North, hoping to travel between 18 and 30 miles before setting up camp for the night. Mennon and Galba lead the party, followed by Hama and Ghalia, with Nala and Obba bringing up the rear. Mennon had asked his father for advice on where they should journey too, it was decided they should make their way North heading for the great river (The Frostfall), it would be good for food (fish), fresh water, and protection (having the river protecting your back at night). The party should follow the river East for many weeks, then make their way South again until they reach the Wintermist Woodlands where they can make an encampent to last the winter months (The Tribe of The Black Stallion will also be in this Woodland over the winter season).
 

Weather

You can pick weather to fit the adventure or roll on the weather table in the sidebar to determine the weather for a given day, adjusting for the terrain and season as appropriate.   Read to the PC's  
By midday the sun is high in the sky bringing a pleasant warmth, even in the high summer the temperature barely rises above 10 degrees Celsius/50 degrees Fahrenheit in The Northern Regions, the Far North being even colder. In Deep winter the temperature can drop to between -30 and -40 degrees Celsius/-22 and -40 degrees Fahrenheit.   The party take a short rest after 4 hours of riding, letting the horses graze while the PC's eat a meal and stretch their legs. After about an hour the party mount up and continue on their journey Northward.   By late afternoon the party decide to set up camp for the evening after covering roughly 20 miles in their 8 hours of travel, 9 including the rest stop. The party pitch two Yurts, one for the party, and the other for the horses to keep them sheltered and secure.   The party decide on setting up watch guards, two persons together on watch for four hours, beginning early evening when it is still fairly light (around 7pm).          
Who Hours
Mennon & Nala 7pm to 11pm
Ghalia & Hama 11pm to 2am
Galba & Obba 2am to 6am
 

Becoming Lost In The Wilderness

Unless they are following a path, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party's navigator makes a Wisdom (Survival) Check when you decide it's appropriate, against a DC determined by the prevailing terrain, as shown on the Wilderness Navigation table below. If the party is moving at a slow pace, the navigator gains a +5 Bonus to the Check, and a fast pace imposes a -5 Penalty. If the party has an accurate map of the region or can see the sun or stars, the navigator has Advantage on the check.   If the Wisdom (Survival) Check succeeds, the party travels in the desired direction without becoming lost. If the Check fails, the party inadvertently travels in the wrong direction and becomes lost. The party's navigator can repeat the Check after the party spends 1D6 Hours trying to get back on course.

Wilderness Navigation

Terrain DC
Forest, jungle, swamp/marshland mountains, arctic, or open sea with overcast skies and no land in sight 15
Arctic, desert, hills, or open sea with clear skies and no land in sight 10
Grassland, meadow, farmland 5
 

Random Encounters of The Wintermist Plains

You decide when a Random Encounter happens, or you roll. Consider checking for a random encounter once every hour, once every 4 to 8 hours, or once during the day and once during a Long Rest-whatever makes the most sense based on how active the area is.   If you roll, do so with a D20. If the result is 18 or higher, a random encounter occurs. You then roll on the appropriate random encounter table below to determine what the adventurers meet, re-rolling if the die result doesn't make sense given the circumstances.  

Random Encounter Table (Day)

D20 Encounter
1-3 A Wolf Pack
4 A Boar (Giant)
5-7 A Herd of Deer, Elk or Wild Horses
8 A Hyena Pack
9-10 A Tribe or Clan (Roll on The Tribe/Clan Encounter Table)
11-12 A Goblin Scouting Party
13 A Goblin Warband, Tribe or Clan
14 Gnoll Scouts
15 A Orc Hunting/Raiding Party
16 An Orc Warband
17 A Gnoll Warband
18 A Winter Wolf
19 A Hill Giant
20 A Dragon
 

Random Encounter Table (Night)

D20 Encounter
1-3 A Swarm of Bats
4-6 A Wolf Pack
7-8 A Tribal Hunting Party (Roll on Tribe/Clan Encounter Table)
9 A Poisonous Snake
10 A Hyena (Giant)
11 A Hyena Pack
12 A Tribe or Clan (Roll on Tribe/Clan Encounter Table)
13 A Goblin Hunting Party
14 A Goblin Warband, Tribe or Clan
15 Gnoll Scouts or A Orc Hunting Party
16 An Orc Warband
17 A Gnoll Warband
18 A Winter Wolf or A Frost Giant
19 A Hill Giant, Hill Troll or Cave Troll
20 A Dragon
If your Random Encounter Roll is A Tribe or Clan, then roll again on the table below to see which one.  

Tribe/Clan Encounter Table

D8 Tribe or Clan
1 The Tribe of The White Mare
2 The Herd of The Northwind
3 The Tribe of The Ram
4 The Tribe of The Running Horse
5 The Tribe of The Sheep
6 The Tribe of The Black Stallion
7 The Windrider Clan (Near The Frostfall River)
8 Other (DM's Choice or Roll again)
If your Random Encounter Roll is A Dragon then roll again on the tables below to choose from Chromatic and Metallic Dragons, Colour/Type of Dragon and then the Age of the Dragon.   Roll D6
1-3 Chromatic
4-6 Metallic
Roll D10
D10 Chromatic Dragons Metallic Dragons
1-2 Black Brass
3-4 Blue Bronze
5-6 Green Copper
7-8 Red Gold
9-10 White Silver
Roll D8

The Ages of Dragons

D8 Category Size Age Range
1-2 Wyrmling Medium 5 Years or less
3-4 Young Large 6 to 100 Years
5-6 Adult Huge 101 to 800 Years
7-8 Ancient Gargantuan 801 Years or more
 

The 16th Day of Firesun 18854KR

  Read to the PC's  
The Following morning after an Uneventful/Eventful (If Random Encounter Happened) Night, the party awake to a day of light rain, which makes the mood of the PC's not so great as they pack up camp. It was decided the night before whilst the party ate some of their dry rations (Oat Biscuits, Goat cheese, and jerky (Dried Venison) that they would partake in some hunting.
   

Lets Go Hunting

  The PC's can try out their skills to track and hunt for a Deer or Elk (If the rolls are not going the PC's way, allow them to find a Deer, but they will still need to bring the deer down with arrows (Allow them to kill the Deer)   Read to the PC's  
The Deer is brought down with arrows, Mennon and Obba prepare the Deer for travel. The party set off North again hoping to reach the wooded area they can see in the far distance which will make a great place to set up camp.
 

The Smell of Blood (A Wolf Pack Attacks)

  Read to the PC's
As the party travel through a slight hilly region, they can see the woods not to far away now...   Suddenly the air is filled with the howling of wolves as a pack leap into attack catching the characters by Surprise...   The pack must have followed the scent of blood from the slaughtered Deer and now they concentrate on Mennon who has the Deer secured across the rump of his horse.
  DM  

The wolf pack is rather small and only consists of 6 wolves (1 for each party member). If the lead/Alpha Wolf is slain the morale of the pack will fall and they will try to escape the fight.

 

The party should be able to defeat the wolf pack and gain some wolf fur, claws and teeth from them.

  Read to the PC's
After Combat the party make there way towards the wooded area, now more wary, keeping their eyes open for any surprise attacks from man or beast.   They reach the woods within the hour and prepare to make camp. The Yurts are set up, wood is gathered for a fire, water collected from a small stream, re-filling waterskins, and some snare traps are laid by Mennon to hopefully catch some woodland creatures during the night.   After eating and relaxing, then preparing their gear for tomorrow the party bed down for the night, choosing watch shifts like before. You can use the same watch partners as the night before or have different pairings tonight (I would pair up different so the characters can get to know each other more).

The 17th Day of Firesun 18854KR

  DM  

Uneventful unless you roll any Random Encounters (personally i wouldn't have any encounters today).

  Read to the PC's  
The party pack up the camp, eat a cold breakfast, and Mennon checked the snares finding nothing (better luck next time).   The weather Today is Light Rain almost all day, but the characters are quite well sheltered from the rain by the trees.   The Party manage to travel 10 miles today, slow going due to the thick underbrush. The party take one rest stop during the day, resting and eating a cold meal. At the end of the day when the party make camp, Mennon sets some more snares and then the party enjoy a hot meal of venison strips and bread.   The watch is set for the evening with Ghalia and Mennon taking the first four hour shift.
 

The 18th Day of Firesun 18854KR

  Read to the PC's  
At dawn the party begin to break camp, packing up the Yurts, and packing gear. Mennon checks the snare traps to find he has caught two hares this time. The party eat a cold breakfast of bread, cheese and some fruit (apple and pear) then mount up and continue on their journey north through the woodlands. The party decide to stay within the woods to provide cover from unwanted eyes and to forage and maybe hunt while travelling.   The sounds of woodland animals can be heard all around, birds singing and flapping their wings, squirrels scuttling up the trees and jumping across branches, making them sway and creek, and hares and rabbits scurrying through the underbrush, escaping from the oncoming horses.
DM

The party can forage and hunt in these woods if they want to, use the provided foraging table.

 

Natural Resources

Berries, Herbs, Fungus/Mushrooms, Spell Components (Flowers, Bark, etc), Wild Fowl, Hares, Rabbits and Squirrels, Deer, Elk, Foxes, Wolves, Firewood and fresh water Streams.   Read to the PC's  
The party have been travelling through the woods at a slow pace, foraging as they go for over two hours, Mennon thinks possibly not much longer than an hour to go before they come to the end of the woods.   Earlier all of the sounds of the woodland could be heard, but now only the sound of the horses snorting and their hooves on the packed earth and underbrush. The horses seem troubled, they sense something. From behind in the distance can be heard creatures running through the underbrush, the party prepare themselves drawing weapons, ready for a fight.
 

The Hunting Pack (A Wolf Pack Attacks)

  DM

The wolf pack is small and only consists of 8 wolves. If the lead/Alpha Wolf is slain the morale of the pack will fall and they will try to escape the fight.

 

The party should be able to defeat the wolf pack and gain some wolf fur, claws and teeth from them.

  Read to the Pc's  
After the wolf fight, the party continue onward hoping to reach the end of the woods as soon as possible. The party know it has begun to rain, hearing the rain on leaves and feeling odd raindrops hitting the exposed skin of faces, arms, legs and hands.   Another hour passes and the party reach the edge of the woods. The characters decide to stay within the trees and take a Short Rest, recuperate and eat.   It's about midday when the party mount up again, heading out from under the trees into the steady light rain, wrapping their cloaks more tightly they press onward hoping to travel another 12 to 15 miles before setting camp for the night.   The party managed to travel 12 miles, they now feel tired, sore, sodden, and hungry and dismount and begin the daily routine of setting up camp. The camp is set, a fire is burning within the Yurt and the party are drying out. Nala cooks a stew, using the hares that Mennon caught, some herbs and mushrooms they foraged, and vegetables that were brought with them. That evening they sit around the fire telling stories and eating lovely hot stew. The party work out the order of the watch for the night with Obba and Hama taking the first four hours.
 

The 19th Day of Firesun 18854KR

  DM

Uneventful unless you roll any Random Encounters (personally i wouldn't have any encounters today).

  Read to the PC's  
The weather today is warm but Light Rain falls for most of the day. After breaking camp and a breakfast of hot watered oats (porridge) the party make good speed across the plains. The party stop for a Short Rest after travelling for five hours, consuming a cold meal of bread with cheese and venison strips. That evening the party make camp in a small gully on the edge of some small hills, the terrain has steadily become more hilly as the day wore on, but they managed to travel 22 miles today.   The party are in good spirit even though it has rained most of the day, now they can relax and enjoy the lovely venison stew that Nala has cooked up this evening, using up the last of the mushrooms they foraged in the woods, along with some other vegetables, and dipping chunks of bread in the rich gravy.   The party decide on the watch shifts for the night and the first four hour shift is taken by Galba and Nala. Before Mennon sleeps he shows Obba and Hama how to set snares, that night twice as many snares are set (They could wake to a nice surprise in the morning).
  DM   Before the characters go to sleep use this time for downtime activities. The characters can make things if they have the relevant tools for the job, like arrows or carved objects or jewellery (necklaces of beads, semi-precious stones, claws or animal teeth). Let the characters decide what they want to do during any downtime moments.      

The 20th Day of Firesun 18854KR

  Read to the PC's  

The Low Hills

The party break camp early, Mennon, Hama and Obba check on the snares they had set the night before, they have been lucky again catching two hares, two wild fowl and a rat (The rat is discarded). They eat a hot breakfast of porridge, it warms the stomach and keeps hunger away for several hours.   The weather is mild, about 8 degrees Celsius but feels more like 4 degrees because of the wind that blows through these hills. The ground had a frost this morning and a low mist covers the ground up to about one foot, so far it is not raining.   The party travel slowly through this hilly region, making sure the horses don't lose their footing on the rough, rocky terrain.
  DM   After four hours of travel through this region i wouldn't roll for Random Encounters, unless you really feel it is necessary (Use wolves, Hill Troll or Cave Troll only), the party will be involved in several combat situations soon enough.   Read to the PC's
The party travel for four hours, not making great distance (only 8 miles) when the rain begins to fall (lightly). The party stop for a Short Rest and a cold meal of oat biscuits, cheese and fruit. Sounds can echo in hilly terrain, so the characters try their hardest not to make too much noise.
DM Roll for perception (Wisdom) checks to see if any characters notice small figures on a hill in the distance (It would be nice if some PC's notice the Goblin Scouts or the party will be surprised and will be under arrow fire first).  

The Goblin Scouting Party

Read to the PC's
Mennon and Hama notice in the distance ahead some figures (maybe four) on the north-eastern most hilltop, they let the other party members know and make plans on what to do next.
DM There are 8 Goblin scouts on the hilltop, all with shortswords and bone daggers, 3 also have shields made from wood & bone. All the Goblins have ranged weapons, 4 have short bows (quiver with 12 arrows each) and 4 have slings (pouch with 20 stones each).   Combat will probably be Ranged weapons for a few Rounds or until one side runs out of missiles first. (The Goblins begin with Half-Cover, unless the PC's find cover they will be in the open, atmost they too can find Half-Cover)   If the PC's don't think to flank the Goblins (attack from the sides or from behind), maybe give a few hints on what might work. (It will take 3 Rounds to attack from the sides or 5 Rounds from behind)   It would be nice if the PC's engage in Melee quite quick, maybe within 4-6 Rounds.   Goblins are not known to be very courageous and will try to run if they lose half of their numbers, if caught they will surrender rather than fight.   After the fight the PC's can search the Hilltop and will find a weak spot in the earth/rock which will lead to a Tomb if the characters break through, unless it has already been found by two PC's or one PC and atleast two Goblins all standing/fighting together on the weak spot which will collapse dropping all of them 40 feet below, On a successful Dexterity Ability Check the creature manages to stop themselves falling through the hole, failing that taking 10 (4D6, 1D6 for every 10 feet) Falling Damage to each creature and knocked Prone. While the creature is falling there is one more chance at a Dexterity Ability Check to slow their descent, if successful taking only half Damage. Using a rope which needs to be secured by iron spikes the characters can easily climb down into the chamber below, a light source will also be needed.  

The Hidden Tomb

 

Ceilings: 20 feet High inside Rooms and 10 feet high in Corridors.

Doors: Stone connected to Pulley & Weight system to open.

Lighting: None unless stated.

Noises: Scratching or Scrabbling of rats and Dripping water.

Air: Damp, unless stated otherwise.

Odours: Dank and Moldy.

General Features: Bones (Small animals), Cobwebs, Damp and Cracked Ceilings, Floors and Walls, Dust, Fungi (common), Mold (common), Water (Dripping, small and large puddles). Roll on the Random Room, Chamber & Corridor Feature Table.

Numbered Locations: The Characters start in Location 4

Description given to PC's

DM info if any

Creatures & Treasure

 

1-Antechamber:

Description: Read to the PC's  
A pair of stone doors 3 feet wide each open up into a 5 foot wide corridor 10 foot long, which then opens up into a chamber 30 foot by 20 foot. The inner side of the stone doors are covered in copper which are engraved with a sky at night scene of a Moon with stars. There are no other doors in this room only a corridor straight ahead to the east leading off into the darkness. When the corridor opens up there is a basket with torches (6), a Tinderbox and a hidden Wand of ? to your right (south).
  DM   TRAP  

Swinging Stars

Mechanical trap (level 1-4, moderate, harm)

A pair of double stone doors covered in copper engraved with a scene of the night sky blocks the path. These doors pull open easily from the inside and push open easily from the outside. If opened from the outside it triggers a tension cable which is attached to only one door which triggers the trap.( The characters will not have to open these doors and can see the entire trap)

Trigger (Tension Cable): A creature that opens the doors together triggers the trap.

Effect (Swinging Object): A spiked ball on a chain swings down at the triggering creature. The trap attacks the triggering creature with a +6 attack Bonus, dealing 5 (1D10) Bludgeoning Damage and 5 (1D10) Piercing Damage if it hits. This attack can't gain Advantage or Disadvantage.

Countermeasures: A successful DC12 Wisdom (Perception) Check lets the creature spot the cable through some gaps around the hinges, and a successful DC12 Dexterity Check while using Thieve's Tools disables the trap.

    TREASURE:  
A basket of Torches (6), a Tinderbox and a Hidden Wand of ?
     

1a-Corridor:

  Description: Read to the PC's  
This corridor is 5 feet wide and 20 foot long with four empty iron wall sconces, two on each side, a basket of torches (8) are on your left (north) where the corridor begins. At the far end of the corridor are stone steps leading down.
  DM   TRAP

Uprising Underfoot

Hybrid trap (level 1-4, moderate, harm)

This corridor is entirely unlit. There are sconces along the length of the corridor, and a basket of torches at one end. The basket has enough torches for all the sconces (4). In the middle of the corridor, a Rune of Detection is inscribed on the wall.

Trigger (Bring Object): A creature that brings a lit torch 15 feet into the corridor triggers the trap (it doesn't need to be a torch from the basket).

Effect (Spikes): When activated, the Rune engages the mechanisms below the floor and spikes shoot up along the corridor. Each creature in the corridor must make a DC12 Dexterity Saving Throw, taking 7 (2D6) Piercing Damage on a failed save or half as much on a success.

Countermesures: A successful DC12 Wisdom (Perception) Check lets a creature spot the Rune and the holes in the floor for the spikes, although this check has Disadvantage if the creature has no other source of light and cannot see in the dark. A creature can disable the Rune with a successful Intelligence (Arcana) Check or a Dispel Magic Spell.

    TREASURE:
None, Just Torches (4) and a Tinderbox.
     

2-Robing Room:

  Description: Read to the PC's  
This chamber is 20 foot by 40 foot and the entrance is behind hanging tattered curtains (once gold and green silk), the walls have ten iron wall sconces most are empty, three have torch stubs in them. There are rotted wooden benches, rotted wooden chests and iron pegs all around the room, many ruined robes hang on the pegs (one robe has a ring stitched into its hem, another has a leather scroll case in an inside pocket containing a Dispel Magic Spell), only one hanging robe looks cleaner and in better condition than the others (Robes of the High Priest). Scattered throughout the room are many wooden staves and staffs (one is a Staff of ?) and four empty iron braziers. Also spread across the floor are rush/reed mats covered in mold.
    TREASURE:  
A Staff of ? , A Ring of ? , A Set of Robes of the High Priest, and a leather scroll case (Dispel Magic Spell).
     

2a-Corridor:

  Description: Read to the PC's  
This corridor is 5 feet wide and 30 foot long with six empty iron wall sconces, three either side and stone steps that lead down into darkness.   Two large stones are tied to the ceiling with hempen ropes, clearly visible to all, above the stone steps.
  DM   TRAP

Swinging Stones

Mechanical trap (level 1-4, setback, harm)

Two large stones are tied to the ceiling with hempen ropes, clearly visible to all, above the stone steps. A thin tripwire is stretched across the top step (leading down the steps) underneath the stones. The characters will be approaching from the chapel chamber (area 4) and will need to walk up the steps.

Trigger (Tripwire): A creature that walks through the tripwire triggers the trap.

Effect (swinging Object): The stones tied to the ceiling swing toward the triggering creature, who must make a DC10 Dexterity Saving Throw. A creature has Disadvantage on this Saving Throw as the area is only 5 feet wide. The creature takes 7 (2D6) Bludgeoning Damage on a failed save, or half as much on a successful one.

Countermeasures (Sensitive): A successful DC10 Wisdom (Perception) Check reveals the tripwire. A successful DC10 Dexterity Check using Thieve's Tools disables the tripwire, but a check with a total of 5 or lower triggers the trap.

    TREASURE:
None.
   

3-Storage Room:

  Description: Read to the PC's  
This room is 20 foot by 30 foot and the entrance is a stone door. there is an iron wheel located to the right of the door which is attached to a pulley and weight system. This room has six iron wall sconces with torch stubs and rows of rotted wooden shelves mounted on the walls, filled with clay pots, jars and bowls containing herbs, fragrant oils, lantern oil, among other things. Around the room are many large clay jars containing olive oil, wine (turned to vinegar), and water, some are broken and cracked which have leaked making the room smell of mold and various oils. Also spread across the floor are rush/reed mats covered in mold.
    TREASURE:  
Large Clay jars of Olive Oil (6), A Set of Stone Mason Tools (1), Clay Pots of Lantern Oil (6), Jars of Fragrant Oil (2), various jars of herbs and spell components.
   

4-Chapel:

 

This is where the PC's begin The Hidden Tomb Adventure, the PC's fall through the Ceiling or Climb down here:

  Description: Read to the PC's  
This room is 30 foot by 50 foot with ten rows of rotted wooden pews, a raised Dias with an altar, which has an altar cloth (not in too bad condition), a Bronze altar set (bowls, etc), a 3 foot tall tarnished Iron cross (Actually Silver), a Bronze/Silver Sceptre, a brass incense burner and various idols of Thentian gods made from wood, stone, clay, and bronze. There are two brass braziers, one either side of the altar and kneeling benches just in front. Four pillars covered with holy symbols and iron wall sconces, with torches are in the center of the room.   A medium sized wood and iron bound chest is by the NE wall, it is unlocked and contains various robes, vestments, candles, incense blocks, Religious leatherbound books, and prayer beads.
    TREASURE:  
A Bronze/Silver Sceptre worth 60gp, An Altar set of Bronze (6 items) worth 60gp, An Altar Cloth worth 20gp, a brass incense burner 20gp, various Idols (12) worth between 10-80gp, Leatherbound Religious books (8) worth between 20-60gp each and A 3ft Silver Cross worth 120gp (once cleaned).
     

5-Guardroom:

Description: Read to the PC's  
This room is 30 foot by 40 foot with the ceiling in the center being 20 feet, then there are twelve Columns which hold up a lower 10 foot high ceiling. A single source of light near the center of the room comes from a large copper bowl. This combination casts dark and solid shadows along the walls. Leaning against six columns facing the light source are six open wood and brass fitted coffins (slightly rotted) with an armed and armoured Skeleton inside each.
  DM   TRAP

Covert Counteraction

Hybrid trap (level 1-4, moderate, hinder)

The chamber has many columns around its edge and a single source of light near its center, a large copper bowl with a Continual Light Spell cast upon it. This combination casts dark and solid shadows along the walls. A Rune of Detection is inscribed near the light source, and bags of sand are concealed on the ceiling of the shadowed areas, ready to drop.

Trigger (Step into the Darkness): A creature that enters an area in shadow triggers the trap.

Effect (Falling Objects): When activated, the Rune firstly releases an iron portcullis across the entrance to the chamber, trapping all inside. At the same time bags of sand are released over the triggering creature, who must make a DC12 Dexterity Saving Throw. On a failure, the creature becomes Blinded for 1 minute. Any Attack Roll against a Blinded creature has Advantage if the attacker can see it, and the affected creature automatically fails Stealth Checks.

Countermeasures: A creature can spot the Rune with a successful DC12 Wisdom (Perception) Check; if a creature makes this check they can spot the bags of sand. A creature that can reach the Rune can disable it with a successful DC12 Intelligence (Arcana) Check, and a creature that can reach the bags without entering the shadows can remove them quite easily using a pole or long spear. Casting a Dispel Magic Spell on the Rune also disables the trap. If a creature thinks to increase the light in the room this will help to bypass the trap, leaving less areas in shadow.

 

COMBAT: SKELETON Warriors (6)

  TREASURE:  
6 Sets of Leather Armour (partially Ruined), 4 Bronze Spears, 2 Bronze Shortswords, 2 Bronze Shields (Medium), 6 Iron Tipped Spears, 3 Iron/Bronze Maces, and 6 Iron Shortswords.   Each Skeleton has a leather purse containing 4gp, 7sp and 6cp each (All Thentian coins).
     

5a Corridor:

Description: Read to the PC's  
This corridor is 5 foot wide and 60 feet in length with ten empty iron wall sconces, five on each side of the corridor. Stone steps lead down from the Chapel (4) to this corridor which has puddles of water and small animal bones scattered across the floor. At the 30 feet point of the corridor, on the left (north) is a turning, 3 feet ahead is a stone door with an iron wheel to open the door on the right hand side. At the fifty feet point of the corridor, on the right (south) are a set of stone steps that go up into the darkness and at the far end of the corridor are a set of stone steps leading down.   At the top of the stone steps leading from the Chapel (4) sits a basket containing Torches and a Tinderbox.
  DM  

TRAP

Uprising Underfoot

Hybrid trap (level 1-4, moderate, harm)

This corridor is entirely unlit. There are sconces along the length of the corridor, and a basket of torches at one end. The basket has enough torches for all the sconces (10). In the middle of the corridor, a Rune of Detection is inscribed on the wall.

Trigger (Bring Object): A creature that brings a lit torch 30 feet into the corridor triggers the trap (it doesn't need to be a torch from the basket).

Effect (Spikes): When activated, the Rune engages the mechanisms below the floor and spikes shoot up along the corridor. Each creature in the corridor must make a DC12 Dexterity Saving Throw, taking 7 (2D6) Piercing Damage on a failed save or half as much on a success.

Countermesures: A successful DC12 Wisdom (Perception) Check lets a creature spot the Rune and the holes in the floor for the spikes, although this check has Disadvantage if the creature has no other source of light and cannot see in the dark. A creature can disable the Rune with a successful Intelligence (Arcana) Check or a Dispel Magic Spell.

  TREASURE:
None, Just Torches (10), and a Tinderbox.
     

6-Workshop for embalming the dead:

Description: Read to the PC's

 
The stone door to this room is at the top of the stone steps leading from the corridor (5a) below. The iron wheel to open the door is located on the right hand wall. Inside the chamber is 10 foot by 10 foot with a workbench of stone in the center of the room and many wooden shelves containing Jars, Bottles, Bowls and bandages. There are two iron wall sconces with torch stubs, a large iron Brazier, a wood and brass bound chest in the SE corner and on the workbench are various tools and knives.
    TREASURE:
1 Silver/Iron Sacrificial Dagger +1 (on the workbench), 1 Set of Embalming Tools (on the workbench), Healing Kits (12,5 are Ruined) in the chest and Uncommon Potions of Healing (6) (on the shelves).
   

7-Main Tomb Chamber:

Description: Read to the PC's

 
The stone doors to this chamber are located at the foot of the steps leading from the corridor (5a), the doors are covered with copper engraved with holy symbols and writings in a language you don't understand (Thentian). On either side of the doors are iron levers that connect to a pulley & weight system, the doors open inwards noiselessly.The room is 30 foot by 50 foot with a high 30 foot ceiling, the walls have religious carvings and tapestries (mostly covered in mold) and iron wall sconces. Also in the room are nine statues (depicting the Thentian Pantheon, the Pc's won't know this) standing between four and six feet tall each, and a shrine with a medium sized copper Offering bowl filled with gemstones, various Candles and some incense blocks. In the SE corner stands a long stone table with an altar set, some books, various candles, and a few idols made from wood, clay and stone upon it.
  DM  

TRAP

Poison Darts, Minor

Mechanical trap (level 1-4, usually dangerous, harm)

Several holes along the walls of this chamber are disguised with carvings. A pressure plate is hidden near the center of the chamber.

Trigger (Pressure plate): A small size or larger creature that steps on the pressure plate triggers the trap.

Effect (Darts): The trap makes three Ranged attacks against the triggering creature. Each attack has a +8 Attack Bonus and deals 2 (1D4) Piercing Damage, and usually plus 3 (1D6) Poison Damage (the poisons potency has faded completely). These attacks can't gain Advantage or Disadvantage.

Countermeasures (Sensitive): A successful DC15 Wisdom (Perception) Check reveals the pressure plate. A successful DC15 Dexterity Check using Thieve's Tools disables, but a check with a total of 10 or lower triggers the trap.

 

Thentian Pantheon Statues

1-The Father: Life & Knowledge Domains (A Handsome man holding an open Book)

2-The Mother: Life & Knowledge Domains (A Beautiful lady holding an infant)

3-he Smith: Tempest & Forge Domains (A bearded man with a Hammer)

4-The Warrior: War & Death Domains (A bearded man with a sword)

5-The Hunter: Nature & Death Domains (A man with a Bow)

6-The Old One: Death & Grave Domains (A bent over old woman holding a crooked stick)

7-The Mage: Knowledge, Light & Arcana Domains (A long bearded old man with a Staff)

8-The Trickster: Trickery Domain (A Cloaked figure, faceless)

9-The Farmer: Life & Nature Domains (A Bearded man with a Sickle)

 

TRAP

Acid Splash Offerings

Mechanical Trap (level 1-4 setback, harm)

Atop a shrine rests a medium sized copper Offering bowl filled with gemstones, 16 (2D12) Gems worth 10gp each.

Trigger (Pressure Plate): A creature that removes the entire bowl or just the offerings from the bowl triggers this preset weight trap.

Effect (Acid/Slime Blast): When triggered, the pressure plate activates a hidden nozzle which sprays a jet of acid, making a Ranged Attack against the triggering creature, and 1 additional creature within 5 feet of the triggering creature. the attack has a +5 Attack Bonus and deals 3 (1D6) Acid Damage (weak now due to age). this attack can't gain Advantage or Disadvantage.

Countermeasures (sensitive): A successful DC10 Wisdom (Perception) Check reveals the pressure plate. The pressure plate can be disabled with a successful DC10 Dexterity Check using Thieve's Tools, but a check with a total of 5 or lower triggers the trap.

  TREASURE:  
1 Gold Altar set (6 Items) worth 600gp, 16 (2D12) Gems worth 10gp each, Candles & incense blocks, Idols (6) worth between 5-25gp each, some Religious books (4) worth between 20-75gp each, and 1 Bronze covered Book (Lifestory, History of Felios Isarius, worth 30-60gp to any Library or 300-600gp to the Isarius Family).
     

8-False Crypt:

Description: Read to the PC's

The entrance to this chamber is a stone door at the foot of the stone steps with an Iron Lever on the right hand side of the wall. Once inside, the chamber is 30 foot by 20 foot with iron wall sconces, 2 or 3 to a wall with unlit torches still in them. In the center of the room, engraved in the flagstones is a religious symbol and around this laid out like the main points of a compass, N, E, S, W, are four stone Sarcophagus. Standing beside each sarcophagus is a Skeleton warrior wearing armour and holding a weapon.
    DM  

TRAP

Choking Vapours

Mechanical trap (level 1-4, Usually dangerous, harm)

The floor of this chamber is paved with uneven flagstones.

Trigger (Weight Sensitive Surface): When 20 or more pounds of weight are placed on the central flagstone, it depresses and cracks a glass vial filled with liquid.

Effect (Poison Gas): The liquid quickly becomes a 20-foot-radius sphere of poisonous, yellow-green fog centered on the triggering creature. The fog spreads around corners. It lasts for 10 minutes or until strong wind disperses the fog. The area becomes heavily obscured. When a creature enters the fog cloud area for the first time on a turn or starts its turn there, that creature must make a DC15 Constitution Saving Throw. The creatures take 6 (usually 16, rolling 3D10) Poison Damage on a failed save, or half as much damage on a successful one. The poison has weakened in potency due to the age of the trap.

Countermeasures: A successful DC15 Wisdom (Perception) Check reveals the trapped flagstone and hidden vial beneath, and a successful DC15 Dexterity Check while using Thieve's Tools disables the trap.

  COMBAT: SKELETON Warriors (4)   TREASURE:  
2 Sets of Bronze Chain Mail, 2 Bronze Helmets, 4 Bronze Spears, and 2 Sets of Leather Armour (partially Ruined).   Each Skeleton has a leather purse containing 4gp, 7sp and 6cp each (All Thentian coins).
         

9-Crypt:

 

Description: Read to the PC's

The entrance to this chamber is a secret door hidden behind a Tapestry. If a PC looks behind the Tapestry or tears it down, it will reveal a blank stone wall, A Wisdom (Perception) Check is needed, a success means the character can make out the outline of a door or see slight scuff marks on the flagstones. The nearest iron wall sconce can be pulled like a Lever, this opens the Secret door, inwards. Beyond the secret door is a Secret Crypt chamber which is 40 foot by 20 foot which has either two or four empty brass wall sconces on each wall.   In the center of the chamber a Dragon symbol has been engraved on the flagstones and upon a raised Dias towards the Eastern wall is a large stone Sarcophagus, engraved with holy symbols and writing, and possibly names and dates (All in Thentian). It will take a combined Strength of 30 to open the lid of the Sarcophagus, Behind sits a Large wood, iron, and brass chest (Locked).   Inside the Sarcophagus are the skeletal remains of Captain Felios Isarius wearing tattered/moldy red robes, 2 gold coins cover the eye sockets, a gold medallion on a chain depicting a black dragon is worn around the neck, and a gold dragon head ring with rubies for eyes is on the third skeletal finger on the right hand. Upon the brow sits a wreath of dusty green leaves (if touched crumbles into dust) revealing a plain golden circlet. Also in the sarcophagus are a Bronze Dagger (With Dragon Head Pommel, Emeralds for eyes), and a Bronze Shortsword (with Ruby gem pommel), both in red leather scabbards.   Standing by the Sarcophagus are four Skeleton warriors in armour and holding weapons.
    DM  

TRAP

Spear Strike, Minor

Mechanical trap (level 1-4, moderate, harm)

Three spears are hidden within the wall of this area. A thin, almost invisible tripwire is strung across the entrance, under the spears.

Trigger (Tripwire): A creature that walks through the tripwire triggers the trap.

Effect (Spears): Spears thrust toward the triggering creature, who must make a DC12 Dexterity Saving Throw. The creature takes 10 (3D6) Piercing Damage on a failed save, or half as much on a successful one.

Countermeasures (Sensitive): A successful DC12 Wisdom (Perception) Check reveals the tripwire. A successful DC12 Intelligence (Investigation) Check reveals the nature of the trap and allows a creature to make a DC12 Dexterity Check using Thieve's Tools to disable the trigger, disabling the trap.

  COMBAT: SKELETON Warriors (4)  

TRAP

Sinister Seal

Hybrid trap (level 1-4, setback, block)

A unique and ornate seal is carved into the floor of this room; a Rune of Detection is hidden in the design of the seal.

Trigger (Pass Area): A creature that walks over the seal activates the Rune, which activates a timed mechanism. After 1 minute, the trap effect occurs. The DM can set specific criteria for what activates the Rune.

Effect (Barrier): A heavy stone slab slams down in the entrance to the room.

Countermeasures: A successful DC10 Wisdom (Perception) Check lets a creature spot the rune, and a creature that succeeds on a DC10 Intelligence (History or Religion) Check recognises the seal and knows about the trap. A successful DC10 Intelligence (Arcana) Check or casting Dispel Magic on the rune disables the trap.

  TREASURE:  
Sarcophagus: 1 Bronze Dagger +1 (With Dragon Head Pommel, Emeralds for eyes) in a red leather scabbard, 1 Bronze Shortsword +1 (with Ruby gem pommel) in a red leather scabbard, 2gp, a Gold Medallion on a Chain depicting a Black Dragon (worth 400gp), a Gold Dragon head ring with rubies for eyes (worth 250gp), and a Plain Golden Circlet (worth 100gp).   Chest: 1 Set of Bronze Plate: Breast/Back plate, Arm Greaves, Leg Greaves, 1 Leather Kilt (Ruined/Mold), 1 Bronze Helmet with Ruined red Plume, 1 Bronze round Shield, with Black Dragon Symbol (Medium), 1 Red Cloak (Ruined) with Fur collar, 1 pair of Leather Boots (Partially Ruined), 6 Leather purses (moldy ) and 2 wooden boxes (moldy) but containing a total of 300gp, 600sp, 400cp, 100ep and 20pp all Thentian coins).   Skeleton warriors: 4 Sets of Bronze Plate, 4 Bronze Helmets, 4 Bronze Shields (Medium), and 4 Bronze Shortswords Each Skeleton has a leather purse containing 4gp, 7sp and 6cp each (All Thentian coins).
 

Felios Isarius of The City of Isara

Captain of The 7th Thentian Legion of Northern Kelldoria

Born: The 8th Day of Arn 14900KR Died: The 27th day of Forst 14942KR (Aged 42 years)

All Carved in the Thentian Language and the Dates in Dwarvish Runes on the Sarcophagus

Rufius Stonemeld Dwarven Master Mason

Master Mason Rufius did the stone carvings on the Sarcophagus, The Statues of The Thentian Pantheon (With Help) and various small carving and shaping jobs throughout the entire Tomb.

The Apprentices of Rufius did many carvings throughout the Tomb including: Stone Doors, Steps, Columns and Pillars, Altar's, Tables, Workbenches and helped with the Thentian Statues.

  DM   You have reached the End of The Hidden Tomb.      

A Wolf Pack Circles (A Wolf Pack Attacks)

Read to the PC's
The party exit the Tomb through the ceiling, the same way they had entered, into an afternoon of heavy rain.The horses tied up at the base of the small hill are making an awful noise and stamping their hooves. Straight away Mennon knows the horses are under attack, first thinking it must be more Goblins.....Then the howling begins....A Wolf Pack.
DM The wolf pack is small and only consists of 6 wolves. If the lead/Alpha Wolf is slain the morale of the pack will fall and they will try to escape the fight.   The party should be able to defeat the wolf pack and gain some wolf fur, claws and teeth from them.   Read to the PC's  
After the wolf attack the party decide they will make camp here, at the base of the Tomb hill tonight. The party set up the camp, prepare a fire and Nala starts to prepare the evenings meal. Wild fowl stew with vegetables and bread. It has been a very tiring day with all the fighting so it is decided an early night could be for the best. Watch shifts are discussed and Ghalia and Obba take the first four hour shift.
 

The 21st Day of Firesun 18854KR

Read to the PC's
Mennon and Nala took the last watch, the whole night being uneventful which gave the party a good night of rest. The breaking down of camp starts early, just after dawn, a quick breakfast of porridge is consumed then the party get underway, wanting to leave these hills behind them.   The temperature had dropped during the night, mist lingered on the hills, the morning was cold and frosty, but atleast it was dry, it wasn't raining yet.
DM I wouldn't roll for Random Encounters, unless you really feel it is necessary (Use wolf Packs, Hyena Pack, Hill Troll or Cave Troll only, within the Hilly region).   Read to the PC's  
The party travel for six hours covering just over 10 miles of terrain and reach the end of the hilly region, looking ahead the terrain returns to scrub plains and grassland. The party take a Short Rest keeping a watchful eye on the hills behind them for any surprise attacks. A cold meal of oat biscuits, cheese and fruit are eaten, the horses are fed and watered then the party mount up again wanting to put some distance between themselves and the hills.   The party travel for five more hours covering 15 miles when it is decided the horses need a good rest, so the PC's stop and make camp for the night. The Yurts are up, the fire is burning, Obba found a small bubbling stream and collected water, returning to camp for all the waterskins and then going back to the stream and refilling all of them.   Back at camp Galba and Hama rubbed down the horses, brushing away dirt, sweat and any parasites, paying close attention to their legs and hooves. Mennon went with Ghalia and they laid snare traps together, after Mennon showed her how.   Nala prepared the evening meal, she enjoyed to cook and it looked like she had become the party cook, tonights special was hare stew again with vegetables and almost the last of the bread.   After the meal, Mennon took out his Lute and began to play, Galba joined in with his Drum, to everyone's surprise Ghalia began to sing. Ghalia had a good singing voice and the song she sang told of a maiden in love with a man, the man loved the maiden but both did nothing about it not knowing the other felt the same way.   Ghalia and Obba took the first four hour watch that evening.
   

The 22nd Day of Firesun 18854KR

Read to the PC's
The party are up at dawn and consume a breakfast of porridge and fruit before breaking camp, it is not too long after eating that it begins to rain lightly and the temperature is not more than 5 degrees Celsius. It takes just over an hour to pack up everything and be on their way.   The party travel across the plains, in the rain that has become steadily heavier in the last three hours, but the temperature has risen to almost 10 degrees Celsius. The party have made good progress considering the weather covering almost 9 miles and can see in the distance another woodland area, the Wintermist Plains have many scattered wooded areas.   The party head towards the woodland deciding they will take rest before entering.
   

Into The Woods

Read to the PC's  
The party reach the woodland after covering a total of 11 miles in four hours. They decide to build no fire and eat a cold meal of venison strips, the last of the bread and some cheese just within the shelter of the trees. After the Short Rest of about an hour the party decide to walk the horses and forage while travelling.   Travel through the woodland is very slow as the underbrush is thick, making up for this slow pace the party manage to forage plenty of berries, mushrooms, root vegetables and herbs.   Mennon and Hama leave their horses with the rest of the party and scout ahead, Mennon wants to teach Hama some hunting techniques. The pair get further ahead of the party than expected, Hama spots a Deer, they follow at a distance. Without warning the Deer bolts towards them with an arrow in its flank, that's when they hear the voices of the Goblins.   Attack or Hide, Your decide?..
   

The Goblin Tribe

Read to the PC's    
From the clearing ahead come running Six Goblins with Bows and Spears.   COMBAT or STEALTH?   In the clearing ahead are a Tribe of Goblins living in rough hide tents (20), surrounding a central fire pit.
  DM  

The Boneshield Clan (Goblin Tribe)

 

1 Chieftain (Goblin Boss) Gruuka

 

4 Bodyguards Grib, Borl, Grick and Hak

 

17 Warriors Total (Only 11 here at the moment, the other 6 will return (if not dead) within 4 Rounds)

 

Females, Elderly & Children are not counted (51)

  All of the Goblin Weapons are of low quality, made from Iron, Wood and Bone, except Gruuka's Spear and his bodyguards Shortswords. The Tribe named themselves for the Wood and Bone Shields they carry.   TREASURE:  
Scattered Throughout the Tents: 2 Jugs of Wine (Average) worth 30sp each, Root Vegetables, Various Copper Plates, Cutlery, Jugs and Bowls worth between 3-9gp each, Idols (Wooden,Goblin Deities), Gruuka's Bronze Spear, 4 Iron Shortswords (Good Quality), A mixture of hides and skins (Fox, Bear, Boar, Rabbit, Wolf and Beaver) worth between 10-60gp each, 4 Oil flasks (Leather), 2 Clay Jugs of Oil (Large), Various clay pots of Salt, Herbs and Spell Components and leather purses containing a total of 183gp (3 per adult), 305sp (5 per adult), 427cp (7 per adult) and 6 Onyx Gems worth 10gp each. (All the coins are a mixture of Thentian, Pelosian and Amorian).
 
Gruuk's Chest (Locked): A Silver Flask (Wine, Good Quality) worth 30gp, A Twisted Gold Bracelet worth 50gp, A small pouch of Jade chunks (9) worth 8gp each and 3 Leather purses containing a total of 102gp, 205sp, 403cp, 8ep and 1pp (A mixture of Thentian, Pelosian and Amorian).
   
Gruuk wears: A Twisted Gold Bracelet worth 50gp (Twin of the other), A Gold Ring shaped like a snake with onyx eyes worth 30gp, A Silver Ring set with a chunk of Jade worth 15gp and a Gold Earring worth 3gp. Gruuk also carries a brass key on a leather thong around his neck (key to chest).
  Read to the PC'S
Here Ends the Adventure Farewells & Into The Wilderness.
Snowfields of The Northern Wastes.jpg
by Jan Huber
The Coming of Age Ceremony
Tradition / Ritual | Apr 22, 2021
     
A Yurt
Building / Landmark | Oct 2, 2020
     
The Wintermist Plains
Geographic Location | Apr 22, 2021
     
The Frostfall Mountains
Geographic Location | Dec 26, 2020
     

Speed

Every character and creature has a speed, which is the distance in feet that the character or creature can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. The following rules determine how far a character or creature can move in a minute, an hour, or a day.  

Travel Pace

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table below. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see p182 of the PHB, Activity While Traveling section).  

Forced March

The Travel Pace table assumes that characters travel for 8 hours in a day. They can push on beyond that limit, at the risk of exhaustion.   For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution Saving Throw at the end of the hour. The DC is 10+1 for each hour past 8 hours. On a failed Saving Throw, a character suffers one level of exhaustion.  

Mounts and Vehicles

For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.   Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of its crew, ships might be able to travel for up to 24 hours per day.   Certain special mounts, such as Pegasi or Griffon's, or special vehicles, such as a Carpet of Flying, allow you to travel more swiftly. The Dungeon Master's Guide (DMG) contains more information on special methods of travel.  

Travel Pace

Distance Traveled per...
Pace Minute Hour Day Effect
Fast 400 feet 4 miles 30 miles -5 penalty to passive Wisdom (Perception) Scores
Normal 300 feet 3 miles 24 miles -
Slow 200 feet 2 miles 18 miles Able to use Stealth
 

Difficult Terrain

The travel speeds given in the Travel Pace table above assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground-all considered difficult terrain.   You move at half speed in difficult terrain-moving 1 foot in difficult terrain costs 2 feet of speed-so you can cover only half the normal distance in a minute, an hour, or a day. (See p182 in the PHB for Special Types of Movement).  

Foraging In The Wilderness

Characters can gather food and water as the party travels at a normal or slow pace on foot. A foraging character makes a Wisdom (Survival) Check whenever you call for it, with the DC determined by the abundance of food and water in the region.  

Foraging DCs

Food & Water Availability DC
Abundant food and water sources 10
Limited food and water sources 15
Very little, if any, food and water sources 20
If multiple characters forage, each character makes a separate check. A foraging character finds nothing on a failed check. On a successful check, Roll 1D6+ the characters Wisdom Modifier to determine how much food (in pounds) the character finds, then repeat the roll for water (in gallons).  

Food And Water

Characters who don't eat or drink suffer the effects of Exhaustion. Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.  

Food

A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.   A character can go without food for a number of days equal to 3+ his or her Constitution Modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of Exhaustion.   A normal day of eating resets the count of days without food to zero.  

Water

A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC15 Constitution Saving Throw or suffer one level of Exhaustion at the end of the day. A character with access to even less water automatically suffers one level of Exhaustion at the end of the day.   If the character already has one or more levels of Exhaustion, the character takes two levels in either case.   Horses and other creatures require different quantities of food and water per day based on their size. Water needs are doubled if the weather is hot.  

Food And Water Needs

Creature Size Food per Day Water per Day
Tiny 1/4 pound 1/4 gallon
Small 1 pound 1 gallon
Medium 1 pound 1 gallon
Large 4 pounds 4 gallons
Huge 16 pounds 16 gallons
Gargantuan 64 pounds 64 gallons

Conditions

Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a Spell, a Class Feature, a monster's attack, or other effect. Most Conditions, such as Blinded, are impairments, but a few, such as Invisible, can be advantageous.   A Condition lasts either until it is countered (the Prone Condition is countered by standing up, for example) or for a duration specified by the effect that imposed the Condition.   If multiple effects impose the same Condition on a creature, each instance of the Condition has its own duration, but the Condition's effects don't get worse.   A creature either has a Condition or doesn't.   The following definitions specify what happens to a creature while it is subjected to a Condition.  

Blinded

  • A Blinded creature can't see and automatically fails any Ability Check that requires sight.
  • Attack Rolls against the creature have Advantage, and the creature's Attack Rolls have Disadvantage.
 

Charmed

  • A Charmed creature can't Attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has Advantage on any Ability Check to interact socially with the creature.
 

Deafened

  • A Deafened creature can't hear and automatically fails any Ability Check that requires hearing.
 

Frightened

  • A Frightened creature has Disadvantage on Ability Checks and Attack Rolls while the source of its fear is within line of sight.
  • The creature can't willingly move closer to the source of its fear.
 

Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called Exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of Exhaustion, as specified in the effect's description.
Level Effect
1 Disadvantage on Ability Checks
2 Speed Halved
3 Disadvantage on Attack rolls and Saving Throws
4 Hit Point maximum Halved
5 Speed Reduced to 0
6 DEATH
If an already Exhausted creature suffers another effect that causes Exhaustion, its current level of Exhaustion increases by the amount specified in the effect's description.   A creature suffers the effect of its current level of Exhaustion as well as all lower levels. For example, a creature suffering level 2 Exhaustion has its speed halved and has Disadvantage on Ability Checks.   An effect that removes Exhaustion reduces its level as specified in the effect's description, with all Exhaustion effects ending if a creature's Exhaustion level is reduced below 1.   Finishing a Long Rest reduces a creature's Exhaustion level by 1, provided that the creature has also ingested some food and drink.  

Grappled

  • A Grappled creature's Speed becomes 0, and it can't benefit from any Bonus to its Speed.
  • The Condition ends if the grappler is Incapacitated (see the Condition).
  • The Condition also ends if an effect removes the Grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the Thunderwave Spell.
 

Incapacitated

  • An Incapacitated creature can't take Actions or Reactions.
 

Invisible

  • An Invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can't be detected by any noise it makes or any tracks it leaves.
  • Attack Rolls against the creature have Disadvantage, and the creature's Attack Rolls have Advantage.
 

Paralyzed

  • A Paralyzed creature is Incapacitated (see the Condition) and can't move or speak.
  • The creature automatically fails Strength and Dexterity Saving Throws.
  • Attack Rolls against the creature have Advantage.
  • Any attack that hits the creature is a Critical Hit if the attacker is within 5 feet of the creature.
 

Petrified

  • A Petrified creature is transformed, along with any non-magical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is Incapacitated (see the Condition), can't move or speak, and is unaware of its surroundings.
  • Attack Rolls against the creature have Advantage.
  • The creature automatically fails Strength and Dexterity Saving Throws.
  • The creature has Resistance to all Damage.
  • The creature is Immune to Poison and Disease, although a poison or disease already in its system is suspended, not neutralized.
 

Poisoned

  • A Poisoned creature has Disadvantage on Attack Rolls and Ability Checks.
 

Prone

  • A Prone creature's only movement option is to crawl, unless it stands up and thereby ends the Condition.
  • The creature has Disadvantage on Attack Rolls.
  • An Attack Roll against the creature has Advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack Roll has Disadvantage.
 

Restrained

  • A Restrained creature's Speed becomes 0, and can't benefit from any Bonus to its Speed.
  • Attack Rolls against the creature have Advantage, and the creature's Attack Rolls have Disadvantage.
  • The creature has Disadvantage on Dexterity Saving Throws.
 

Stunned

  • A Stunned creature is Incapacitated (see the Condition), can't move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity Saving Throws.
  • Attack Rolls against the creature have Advantage.
 

Unconscious

  • An Unconscious creature is Incapacitated (see the Condition), can't move or speak, and is unaware of its surroundings.
  • The creature drops whatever it's holding and falls Prone.
  • The creature automatically fails Strength and Dexterity Saving Throws.
  • Attack Rolls against the creature have Advantage.
  • Any attack that hits the creature is a Critical Hit if the attacker is within 5 feet of the creature.
   

Random Room, Chamber & Corridor Features

 
D12 Feature
1 Bones (Small Animals)
2 Cobwebs
3 Damp & Cracked Ceilings
4 Damp & Cracked Floors
5 Damp & Cracked Walls
6 Dust (Undisturbed)
7 Dust (Rodent Prints)
8 Fungi (Common)
9 Mold (Common)
10 Water Dripping
11 Water, Small Puddle
12 Water, Large Puddle
           

Random Items Throughout The Tomb

 
D100 Items
01 Bells, Brass
02 Candles
03 Chimes
04-05 Cloth, Altar
06-07 Tapestry (Good Condition)
08-09 Drum
10 Gong, Brass
11 Holy or Unholy Symbol
12-13 Holy or Unholy Writings
14 Idol, Stone, Clay or Wood
15 Incense Burner, Brass
16 Lantern, Brass
17 Pipes, Musical
18 Robes (Good Condition)
19 Statuette, Small
20-21 Vestments
22 Bottle, Clay
23 Bowl, Clay
24 Bowl, Copper
25 Bowl, Bronze
26-27 Chalk
28 Dish, Clay
29 Dish, Copper
30 Dish, Bronze
31-32 Flask, Leather
33 Flask, Iron
34 Idol, Bronze
35 Jar, Clay
36 Jar, Glass (Poor)
37 Bottle, Glass (Poor)
38 Herbs & Salves
39 Incense Block
40 Horn, Cattle or Ram
41 Antlers
42 Mortar & Pestle
43 Pan, Copper
44 Pan, Bronze
45-46 Parchment, Unused
47-48 Pipe, Clay Smoking
49 Pipe, Wooden Smoking
50 Ear Spoon, Copper
51 Pot, Clay
52 Pot, Copper
53 Pot, Bronze
54-55 Quill
56 Scroll
57 Scroll Case, Leather
58 Ewer, Bronze
59 Skull, Humanoid
60-61 Fork, Iron
62 Spoon, Copper
63 Spoon, Bronze
64 Skull, Small Animal
65 Skull, Medium Animal
66 Skull, Large Animal
67-68 Tongs, Iron
69 Fork, Bronze
70 Hourglass
71-72 Jug, Clay
73 Jug, Copper
74 Plate, Platter or Saucer
75 Lens (Concave or Convex)
76-77 Tweezers
78-79 Vial
80-82 Awl
83 Bandages
84 Basket
85 Book, Historical
86 Book, Religious
87-88 Brush, Wooden
89-90 Candle Snuffer, Iron
91-92 Candle Snuffer, Bronze
93 Comb, Wooden
94 Comb, Bronze
95-96 Flagon, Mug, or Tankard
97-98 Knucklebones or Dice
99-00 Mirror, Brass
     

Random Treasure Throughout The Tomb

D100 Item
01 Bell, Silver
02 Candle Holder, Silver
03 Candlestick, Silver
04-05 Bowl, Silver
06-07 Dish, Silver
08-09 Flask, Silver
10 Incense Burner, Silver
11 Horn, Ivory
12-13 Idol, Silver
14 Idol, Gold
15 Holy or Unholy Symbol, Silver
16 Candle Snuffer, Silver
17 Statuette or Figurine, Silver
18 Robes, Silk
19 Statuette or Figurine, Gold
20-21 Awl, Silver
22 Ear Spoon, Silver
23 Ewer, Silver
24 Bowl, Gold
25 Dish, Gold
26-27 Plate, Silver
28 Platter, Silver
29 Knife, Silver
30 Ear Spoon, Gold
31-32 Hairpin, Silver
33 Plate, Gold
34 Platter, Gold
35 Stopper, Silver
36 Awl, Gold
37 Ewer, Gold
38 Knife, Gold
39 Hairpin, Gold
40 Tray, Silver
41 Vase, Glass
42 Dagger, Silver
43 Cloth, Silk
44 Vase, Silver
45-46 Bracelet, Silver
47-48 Vestments (Cloth of Gold)
49 Chalice, Copper with Silver filigree
50 Pipe, Smoking (Ivory)
51 Sceptre, Silver
52 Ring, Silver
53 Chain or Medallion, Silver
54-55 Hairpin, Silver & Gems
56 Necklace, Silver
57 Necklace, Silver & Gems
58 Scroll, Magical*
59 Circlet, Silver
60-61 Spoon, Silver
62 Tray, Gold
63 Vase, Gold
64 Ring, Gold
65 Birdcage, Silver with Electrum Filigree
66 Box of Turquoise Figurines
67-68 Box of Jade Figurines
69 Tongs, Silver
70 Dice, Silver engraved
71-72 Arm Ring, Gold
73 Birdcage, Gold with Silver Filigree
74 Jug, Silver
75 Circlet, Gold
76-77 Hairpin, Gold & Gems
78-79 Necklace, Gold
80-82 Necklace, Gold & Gems
83 Chain or Medallion, Gold
84 Jug, Gold
85 Mirror, Silver
86 Ring, Gold & Gems
87-88 Bracelet, Gold
89-90 Brush, Silver
91-92 Comb, Ivory
93 Comb, Silver
94 Comb, Gold
95-96 Tankard, Silver
97-98 Chalice, Silver
99-00 Mirror, Gold
BATS
Species | Nov 20, 2020
       
BOAR
Species | Nov 16, 2020
       
CENTAUR
Species | Jan 3, 2021
       
DEER
Species | Jun 20, 2020
       
ELK
Species | Nov 16, 2020
       
FROST GIANT
Species | Jun 19, 2020
       
GIANT BOAR
Species | Nov 17, 2020
     
GIANT HYENA
Species | Jun 21, 2020
     
GNOLL
Species | Nov 15, 2020
     
GOBLIN
Species | Nov 5, 2020
     
GOBLIN BOSS
Species | Nov 5, 2020
     
HILL GIANT
Species | Jun 19, 2020
     
HYENA
Species | Nov 11, 2020
     
ORC
Species | Nov 15, 2020
     
POISONOUS SNAKE
Species | Nov 19, 2020
     
SKELETON
Species | Nov 1, 2020
     
WINTER WOLF
Species | Nov 7, 2020
     
WOLF
Species | Nov 17, 2020
 

Weather

Roll for the Day, Every six hours or The DM's Choice.

D20 Temperature
1-14 Normal for the season
15-17 1D4x10 Degrees fahrenheit colder than normal
18-20 1D4x10 Degrees fahrenheit hotter than normal
D20 Wind
1-12 None
13-17 Light
18-20 Strong
D20 Precipitation
1-12 None
13-17 Light rain or light snowfall
18-20 Heavy rain or heavy snowfall
 

Temperature Table

Celsius Fahrenheit
40 104
35 95
30 86
25 77
20 68
15 59
10 50
5 41
0 32
-5 23
-10 14
-15 5
-20 -4
-25 -13
-30 -22
-35 -31
-40 -40
 

Extreme Cold

Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC10 Constitution Saving Throw at the end of each hour or gain one level of Exhaustion. Creatures with Resistance or Immunity to Cold Damage automatically succeed on the Saving Throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.  

Strong Wind

A strong wind imposes Disadvantage on Ranged weapon Attack Rolls and Wisdom (Perception) Checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by non-magical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.   A strong wind on open plains or grasslands can create a blizzard that imposes Disadvantage on Wisdom (Perception) Checks that rely on sight.  

Heavy Precipitation

Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have Disadvantage on Wisdom (Perception) Checks that rely on sight. Heavy rain also extinguishes open flames and imposes Disadvantage on Wisdom (Perception) Checks that rely on hearing.  

The Thirty Days of Firesun 18854KR

 
1
2
3
4
5
6
7
8
9
10
11
12
13
14 Midsummer's Eve
15 Midsummer's Day/Ritual Celebrations
16 Farewells & Into The Wilderness   Travelling & Hunting   Wolf Attack
17 Travelling across The Wintermist Plains
18 Travel Through The Woodlands   Wolf Attack
19 Travel Through The Woodlands & The Low Hills
20 The Goblin Scouts   The Hidden Tomb   The Wolf Attack
21 Travel Through The Low Hills & The Wintermist Plains
22 Travelling Through The Woodlands   The Goblin Tribe
23
24
25
26
27
28
29
30 Highsun

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Cover image: by Jan Huber
This article has no secrets.

Comments

Author's Notes

Information and References taken from:

 

D&D 5e Players Handbook (PHB) By Wizards of The Coast (WotC)

 

D&D 5e Dungeon Master's Guide (DMG) By Wizards of The Coast (WotC)

   

D&D 5e Monster Manual by Wizards of The Coast (WotC)

 

5E Treacherous Traps by Nord Games


Please Login in order to comment!
30 Apr, 2021 12:31

Very well done! I like the pacing this sets for the adventure!

— The wolf of Tales of Justice, Creator of Legends of Elohey, Star Wars: Shards, Fiven Chronicles and more!
1 May, 2021 15:42

Thanks Buddy, yeah i was going for a day by day feel to the starting adventure of my campaign. I didn't want too much combat, just enough. The Hidden Tomb was an added thing, the party may not even find there way in, you never know, lol.   I'm glad i managed to finish the adventure in time, i'm a bit gutted i haven't finish the character articles though. oh well, you can't always get everything done.   Aemon

1 May, 2021 16:00

True, you can't always get everything done ... but really... what you did get done? This was massive! :D

— The wolf of Tales of Justice, Creator of Legends of Elohey, Star Wars: Shards, Fiven Chronicles and more!
2 May, 2021 15:58

Your not wrong about massive, Over 15k words in this article...   "Na wander ma fingars ar Urtin"

2 May, 2021 13:01

That looks like a fun adventure overland journey, random encounters, a crypt, and the sadistic wolf attack when the wounded PCs emerge and a raid on a goblin camp. Lots of themed treasure and lore. Very immersive.   An entertaining read and has given me a few ideas. Well done.

2 May, 2021 15:54

Thanks Attacus i'm glad you enjoyed the read and that it stirred the creative juices for you, looking forward to reading your next sessions as always anyway. Thanks for the Like my friend.   Aemon