Professional Documents
Culture Documents
by Kristjan Matthiasson
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
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1
Chasing the Green
An empire is not built in a day, but
when you live forever you have time.
The village mage has a small library which he will
allow any player mage to use for research for a
-Saarith. small fee (2gp /day).
Part 2 - The defenders camp As the players enter the captains tent they see a
formidable man in his late 40’s standing over a
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3
map. He then turns around and greets the players mountain. The orcs clearly entered the cave but
in a rich timber voice. there is no sight of them leaving again.
Good day!
Part 4 - The Cave
Your arrival is timely as I have need
for you. The mayor of Mud Creek sent As the players approach the cave entrance you
me word of your exploits and to expect should mention to your magic using players that
you. there is a sense of old magic, nearly spent, coming
from the cave.
It so happens that I need a group to go
after a few orcs that managed to As they enter the cave the see a winding entrance
sneak past our defenses last night. that turns from their point of view. As the go
deeper into the cave they trigger a magical
They should be easy to follow as their mechanism that slides a slab of rock rather fast
tracks are in the snow but I just didn’t across the entrance and seals them inside the
have the men for the task until you cave. There is no way for the player to move the
arrived. slab of stone from this side of the trap.
So those are your first orders. Hunt There is no light in the cave so the players must
down those orcs and return to me use torches, lanterns or other forms of light to see.
when done. There is a white mist that covers the floor and it is
fairly cold inside the cave.
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4
Should the players search for valuables in these
rooms they will a cracked gemstone affixed to
each sarcophagus, a total of four worth 15gp each.
These rooms are identical. There are two Should the players attempt to take the shield and
sarcophaguses in the chamber which both contain sword from the skeleton it will rise up and attack.
a single skeleton that lies with their sword on their The skeleton is just a regular skeleton with
chest. The walls are covered with strange symbols weapon attack +5, AC 15 and 20 hp.
that are unknown to the players.
The shield is a shield +1 and the sword is a sword
As the players enter the rooms the skeletons rise +1.
from the sarcophagus and attack the players.
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5
6. Saarith
What year is it?
When the door crumbles the players see a long
corridor that turns south and what appears to be
[wait for answer]
light coming from the other end.
I see.
Farewell.
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6
The chest is unlocked and contains 127gp and Should the players inform the captain of them
234sp. It also contains two vials of potion of freeing Saarith he will look grim and tell them that
healing (common). this information needs to be sent to the capital at
once and calls for a messenger.
8. The laboratory The captain will then inform the players that the
orc forces have withdrawn from the immediate
This room looks like an old laboratory, there is area for now.
broken glass and upturned tables in every corner
and in the center there are charred remains of a He also tells the players that he has gotten orders
summoning circle. In one corner there is a from the king to build a permanent fortress here.
bookshelf that contains remains of old tomes. To do so he will need a large amount of rock and it
just so happens that there is an old quarry, two
Should a magic user search the tomes he will find days south from Mud Creek.
a book with an intact copy of the Identify spell.
He then thanks the players and tells them to get
some rest and return to Mud Creek. He adds that
9. The trap room he will send a message there should he require
their assistance in the future.
Here the players will finally find the trapping
mechanism that trapped them in the dungeon. When they return to Mud Creek the mayor will
thank them for their service and hand them the
The mechanism seems to be no more than a agreed amount of gold.
simple slide that a slab of rock rests on with a
small pin to hold the stone in place. The trap was
sprung by somehow shifting the pin from the
Part 6 – In the end
other side of the wall.
After the adventure is over the players can get a
The players can band together to drag the stone deserved rest.
slab across the floor to open the way out.
Experience gained from the adventure.
After the slab is moved the players are free to
return to the defense camp. 150 experience points each player
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7
The Bitter Pass defense perimeter
Bitter Pass is an approximately 100 feet wide and 3 miles long pass with sheer cliffs on either side. It is
the only passable way through the mountain range that does not require climbing gear. On the other side
of the pass is a lawless land dominated by orc tribes. In the last few years, aggressive orc chieftains have
attempted to breach the defense, but have always been pushed back.
The defense perimeter is a multi-layer defense starting with a stone wall 30 feet high with four towers
and a two-fold gate at the center. At either side of the wall and behind are defense towers armed with
ballistae. Should the enemy breach the wall a wooden fence 10 feet high meets them that funnels the
attackers into the center, slowing any advance. Surrounding this is another 10 feet high wooden fence
that is riddled with potholes big enough to fire arrows through. At the west side of this last fence there is
a small gate.
The force defending consists of a 150 men army lead by captain Darion and his two lieutenants. The army
camp is arranged into two blocks with command in the center. Should an enemy force breach the defense
they have standing orders to retreat to Mud Creek.
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8
Saarith’s prison
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