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By JASON NOONAN
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ADVENTURE SUMMARY will pinpoint the location of the
caves Gnasher and his gang is holed up
The adventure is set in two parts and in.
is intended to be completed in around
3 to 4 hours. HIDDEN GOLD
This adventure works best in a medium
to large sized town or city with a It’s no secret the gang lives off of
useless watch or guards. those around the town. It is said
those caves are rammed with gold from
The local law office is eager to clean
up the area to boost popularity and all the various organizations and
plans on paying well for the services people they have extorted.
of bounty hunters.
The players will gain info on the
bounty on offer and head North into
PART 2. HUNTING THE
the hills to bring him in dead or
alive.
BOUNTY
After sourcing as much facts they can
When they get to the caves the players from townsfolk and the lawmen, the
will work their way into the caves to characters should gear up at the local
confront Gnasher the gang leader. shops and then set out to explore the
gangs cave hideout.
PART 1. ADVENTURE TRAVELING TO THE CAVES
HOOKS
For little over two years the criminal The road to the caves winds through the
“Gnasher” has been at large. He is hills, often offering views of the vast
known to spend his time at a cave wooded area all around. As you travel
complex outside of town. higher the tress come less and less, until
His reputation as one of the nastiest you are walking deeper into the hills
gang leaders in these parts proceeds amongst rocks and stone.
him. The day is bright and the sunshine is
Characters who have backgrounds making the air feel dry and dusty. No wind
related to whichever town the DM sets blows with your voices and the birds
Gnasher in will have heard of his around being the only noises you hear.
various horrible acts. As the players
ask around about Gnasher and his gang
it should be revealed that Gnasher is The caves are located twelve miles
a magic user, while the rest of his north of whichever town the players
gang appear to be brutes. were in. They take an old road leading
into the hills. Eventually following
Use any of the following hooks to
capture the attention of the players. the directions of the town’s folk an
entrance will come into view at the
BOUNTY top of a path just off the main road.
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The sound of a fire can be heard, the Treasure. If the players search
smell of food dominates the air and a through the boxes they find a
discussion between two beings speaking
spellbook. The book’s contents include
common can be heard as you approach the
comprehend languages and shatter.
entrance. The cave entrance is 20 feet in
circumference.
3. NATURAL CAVE
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CONCLUSION
The town lawmen will hold up their end
of the bargain and a reward of 500 gp
will be rewarded for Gnasher if he is
alive.
If he is dead the lawmen will try to
barter them down by 50gp. They will
also pay 20 gp for each of the gang
members brought it, dead or alive.
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APPENDIX B. (MONSTER
STATS)
GANG MEMBER
Medium Humanoid, chaotic Evil
Armor Class: 11 (Armor)
GNASHER
Medium Humanoid, chaotic Evil
Hit Points: 26 (4d8+8)
Speed: 30ft Armor Class: 12(Armor)
Hit Points: 22 (5d8)
Speed: 30ft
STR DEX CON INT WIS CHA
12(+1) 8(-1) 14(+2) 8(-1) 10(+0) 12(+1)
STR DEX CON INT WIS CHA
9(-1) 14(+2) 11(+0) 17(+3) 12(+1) 11(+0)
Skills: Intimidation +3
Senses: passive perception 10
Languages: Common Saving Throws: Int +5, Wis +3
Challenge: ¼ (50XP) Skills: Arcana +5, History +5
Senses: passive perception 11
Languages: Common, Elvish
Banditry: Can take the dash or disengage action as a Challenge: 1 (200XP)
bonus action on each of its turns.
Actions Spellcasting: Gnasher is a 4th-level spellcaster that
uses Intelligence as their spellcasting ability (spell
Rough ‘em up: A single creature within 30 feet of the save DC 13; +5 to hit with spell attacks). Gnasher
thug that can see and hear it, and has taken damage knows the following spells from the wizard spell list:
from the thug or one of its allies, must succeed a DC
11 Wisdom saving throw or become frightened for • Cantrips (at will): light, mage hand, shocking
1 minute. The creature can repeat a saving throw grasp
or become frightened for 1 minute. The creature • 1st Level (4 slots): charm person, magic missile
can repeat a saving throw at the end of each of its • 2nd Level (3 slots): hold person, misty step
turns, ending the effect on a success. If a creature’s
saving throw is successful or the effect ends for it, Actions
the creature is immune to the thug’s Rough ‘em Up
for the next 24 hours.
Beat Stick: Melee Weapon Attack: +1 to hit, reach 5ft.,
Beat Stick: Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d8-1) bludgeoning damage.
one target. Hit: 4 (1d6+1) bludgeoning damage.
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Not for resale. Permission granted to print or photocopy this document for personal use only. Bounty hunt - Gnasher 6