A shot in the Dark 3/20/2023

The Kingdom of Bagmoore has been targeted by a Necromancer. Battle had moved closer to the Inner kingdom towns. In a last ditch effort, the Royal family has decided to ask for aid of a gray dragon. To entice the dragon, the party needs to promise a worthy fight for the powerful beast. It wants to revel in the glory of battle that will have it use all of its skills to prove its dominance.   The King randomly selects a party of new adventurers to not provoke a fight with the dragon but Charismatic enough to entice the dragon to seek victory against a potential foe of significant power. As a parting gift, the king gives these 5 warriors magical items to aid their adventure.   1. Mariner's Armor ( Hide armor )   While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.   2. Pipes of Haunting   You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.   3. Mithral Armor ( Scale Male )   Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.   14 + Dex modifier (max 2) / Medium   4 . Counterspell Scroll   You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.   LEVEL 3rd CASTING TIME 1 Reaction * RANGE/AREA 60 ft COMPONENTS S DURATION Instantaneous SCHOOL Abjuration ATTACK/SAVE None DAMAGE/EFFECT Negation   5. Robe of Useful Items   This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches:   Dagger Bullseye lantern (filled and lit) Steel mirror 10-foot pole Hempen rope (50 feet, coiled) Sack Wooden ladder (24 feet long) x2 Spell scroll containing one spell of 1st to 3rd level 10 gems worth 100 gp each Bag of 100 gp x 2 A riding horse with saddle bags   6. Warhammer +1   Increase +1 to attack and damage rolls to a warhammer 1d8 (1d10)     After passing the town that has been laid to waste; corrupted by negative energy, turning the soil dry and trees to wither with blight, the party make their way to the canyon where an ancient dungeon guides the path to the sparse mountains. This dungeon is home to an many Kruthik. They have a hive near a lava reserves at the entrance of the dungeon. The flow has attracted them to nest in this location. These 6 have been wandering around looking for prey.   Multiple traps lie inside and a puzzle to find the main chamber and getting past the main hallway to exit the other side.
Cutting Through - CoS   The party must move through the forest infested with zombies.
The forest takes a long time to cross through. It is an unforgiving environment of thorny brush and fungus. The people of a nearby village have been slaughtered and brought back to their blasphemous undead form by other necromancers. These zombies lie in a wasted town and are patrolling the location. They detect the party and begin to attack them ruthlessly.
   
x4 Zombies
x1 Zombie Ogre
Hungry family - CoS       They stand in front of the door of the Dungeon looking for a meal
The Kruthik have burrowed holes close to this huge door next to lava. They are crawling outside of the hole and looking for something to eat, poking around and patroling
     
x5 Young Kruthik
x2 Adult Kruthik

Comments

Please Login in order to comment!