Desert Buffs Community Board
Job Boards (AKA Mission Boards or Quest Boards) are places in a city or town where people or businesses can post want ads for work they need done that they can't staff themselves. These tasks range from bounty hunting to gathering materials and making deliveries.
Bounty hunting notably comes with a ranking system to declare the perceived difficulty of the quarry:
A couple local "adventurers" tried to pull a scam by ritually summoning a dungeon or something under my bar and then charging me to clear it out, but the I guess the idiots bit off more than they could chew because they went in and never came out. Turned half my basement into a real mess is about all they managed to do. Based on how the scam normally works, should go back to normal once somebody makes it through to the last room.
550gp plus whatever gear those two scammers had on them. They looked pretty kitted up to fit the part. DM Notes: The back half of the Pub's basement into the entrance to a dungeon, with muddy stone walls and a door with glowing text that shifts between languages: "Face ye, these trials three, Thrice failed and there'll a reconing be". Beneath that, three stone eye reliefs protrude from the face of the door. The two on the right are open staring blankly forward, but the leftmost is shut and appears to be leaking viscous black "tears".
The door is not locked, and behind it is a small, rectangular room with similar muddy walls, lit by torches that flick on as the first person steps foot over the threshhold. Once the party is inside, the door shuts behind them and vanishes into the muck as 10 impish creatures pull themselves out of the layer of sludge on the stone floor, walls, and ceiling: mud mephits, who immediately attack.
Once those are dispatched, the mud flowing down the walls stops and a door at the far end of the room appears in the cobbled stone surface and opens into a dark space beyond. Again, torches flick on as the party steps down into a large hexagonal room shaped more like a triengle with the corners chamfered off. There is a thick layer of mud flowing down the walls and onto the floor, coating the party's legs and creating suction around boots. The entire floor of the room is rough terrain.
Again, the door closes behind the party and vanishes as 3 large humanoid shapes lumper out of the "corners" of the room as if out of invisible doors, their pear-shaped bodies constantly shedding muck and grime as if under perpetual mud-waterfalls: mud hulks, who immediately move to attack.
As the mud hulks melt into the sloppy messes of loose muck and slime, the flow of mud from the walls ceases and the myre of the floor sinks in between the cobbled stones to reveal the body of one of the scam-adventurers.
They're completely caked with mud from head to toe, outside and within. Human, from what you can tell, and even beneath the layers of slurried earth, it's clear that they're wearing wery ornate Studded Leather armor, with a good quality Short Sword, an ornate looking Shield, and a very fancy cloak.
A DC 13 Investigation finds 17gp and 20sp in their pouches.
With the walls nolonger spewing muck, another door appears on one of the short walls where a mud hulk had emerged, again, dark until someone steps foot inside. The third room is a perfect hexagon with a large stone pillar inthe center. Mud covers the walls and flows from fountain heads on eithe side of the pillar, filling the room up to 2' deep (rough terrain). As the door behind disappears once more, there is a rumbling as 2 shapes rise up out of the mud on either side of the pillar (with a third directly behind). Unlike the previous foes, that are completely dry, with harsh rocky exteriors and large frames, almost looking more like distant mountains than very near threats; (3) earth elementals pose the final challenge.
Vicotrious, the party wades through the rapidly draining muck towards the final wall, where pattern dictates the next door to be, when out from under the retreating bog emerges the crumpled corpse of the other scam-adventurer. This one is too damaged to identify race or gender at a glace, as they're coverd in a ruined set of heavily ornamented plate armor. On their back is another very fancy cloak, matching their compatriot in the previous room, and in their hands, in an almost pristine condition, is a unique looking warhammer (Earthshaker), undamaged despite the state of its late wielder.
A DC 17 Investigation finds 37gp in their pouches.
Past the deceased, another door appears, this time with the interior already lit. Inside is a small rectangular room not mauch larger than a walk-in closet, warmly lit by torches- ceiling, walls, and floor a clean, dry brown cobblestone. Across the back wall, in glowing golden letters reads the message "Let this be a lesson; do not invoke The Burried Lord's power for idle trickery again." As the message is read, space begins to bend and shrink as the small dungeon dissapears and the party is deposited, covered in muck and mud, back into the pub's otherwise spotless basement.
- Blue Sky - Easier jobs for beginner adventurers or those who just need to make a quick buck. Mostly low level monster hunting and parts collection. (Tier 1 or CR 0-5) CRx40 base gold
- Gray Sky - Intermediate bounties. Bigger monsters and criminals wanted, dead or alive, who are too dangerous for regular guards or soldiers to capture. (Tier 2 or CR 6-10) CRx50 base gold
- Red Sky - Advanced targets. For boss monsters or threats to the realm that are wanted dead because they're to dangerous to be kept in live custody. (Tier 3 or CR 11-15) CRx60 base gold
- Black Sky - These bounties are mostly just warnings for adventurers to avoid. They have the biggest payouts, but pose the greatest danger the land has to offer. (Tier 4 or CR 16 and above) CRx80 base gold
Quests
Pub/Dungeon Crawl
Poster: Gardain OrlaA couple local "adventurers" tried to pull a scam by ritually summoning a dungeon or something under my bar and then charging me to clear it out, but the I guess the idiots bit off more than they could chew because they went in and never came out. Turned half my basement into a real mess is about all they managed to do. Based on how the scam normally works, should go back to normal once somebody makes it through to the last room.
550gp plus whatever gear those two scammers had on them. They looked pretty kitted up to fit the part. DM Notes: The back half of the Pub's basement into the entrance to a dungeon, with muddy stone walls and a door with glowing text that shifts between languages: "Face ye, these trials three, Thrice failed and there'll a reconing be". Beneath that, three stone eye reliefs protrude from the face of the door. The two on the right are open staring blankly forward, but the leftmost is shut and appears to be leaking viscous black "tears".
The door is not locked, and behind it is a small, rectangular room with similar muddy walls, lit by torches that flick on as the first person steps foot over the threshhold. Once the party is inside, the door shuts behind them and vanishes into the muck as 10 impish creatures pull themselves out of the layer of sludge on the stone floor, walls, and ceiling: mud mephits, who immediately attack.
Once those are dispatched, the mud flowing down the walls stops and a door at the far end of the room appears in the cobbled stone surface and opens into a dark space beyond. Again, torches flick on as the party steps down into a large hexagonal room shaped more like a triengle with the corners chamfered off. There is a thick layer of mud flowing down the walls and onto the floor, coating the party's legs and creating suction around boots. The entire floor of the room is rough terrain.
Again, the door closes behind the party and vanishes as 3 large humanoid shapes lumper out of the "corners" of the room as if out of invisible doors, their pear-shaped bodies constantly shedding muck and grime as if under perpetual mud-waterfalls: mud hulks, who immediately move to attack.
As the mud hulks melt into the sloppy messes of loose muck and slime, the flow of mud from the walls ceases and the myre of the floor sinks in between the cobbled stones to reveal the body of one of the scam-adventurers.
They're completely caked with mud from head to toe, outside and within. Human, from what you can tell, and even beneath the layers of slurried earth, it's clear that they're wearing wery ornate Studded Leather armor, with a good quality Short Sword, an ornate looking Shield, and a very fancy cloak.
A DC 13 Investigation finds 17gp and 20sp in their pouches.
With the walls nolonger spewing muck, another door appears on one of the short walls where a mud hulk had emerged, again, dark until someone steps foot inside. The third room is a perfect hexagon with a large stone pillar inthe center. Mud covers the walls and flows from fountain heads on eithe side of the pillar, filling the room up to 2' deep (rough terrain). As the door behind disappears once more, there is a rumbling as 2 shapes rise up out of the mud on either side of the pillar (with a third directly behind). Unlike the previous foes, that are completely dry, with harsh rocky exteriors and large frames, almost looking more like distant mountains than very near threats; (3) earth elementals pose the final challenge.
Vicotrious, the party wades through the rapidly draining muck towards the final wall, where pattern dictates the next door to be, when out from under the retreating bog emerges the crumpled corpse of the other scam-adventurer. This one is too damaged to identify race or gender at a glace, as they're coverd in a ruined set of heavily ornamented plate armor. On their back is another very fancy cloak, matching their compatriot in the previous room, and in their hands, in an almost pristine condition, is a unique looking warhammer (Earthshaker), undamaged despite the state of its late wielder.
A DC 17 Investigation finds 37gp in their pouches.
Past the deceased, another door appears, this time with the interior already lit. Inside is a small rectangular room not mauch larger than a walk-in closet, warmly lit by torches- ceiling, walls, and floor a clean, dry brown cobblestone. Across the back wall, in glowing golden letters reads the message "Let this be a lesson; do not invoke The Burried Lord's power for idle trickery again." As the message is read, space begins to bend and shrink as the small dungeon dissapears and the party is deposited, covered in muck and mud, back into the pub's otherwise spotless basement.
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