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A Cliched Beginning

A group of adventurers arrive at a tavern in a small village, seeking to rest on a cold and
dark afternoon. The townsfolk are not welcoming of their kind, adventurers cause
trouble; however, they must come to rely on them when the blacksmith rushes into the
tavern distraught. His daughter has been kidnapped.

A CLICHED BEGINNING
A Cliched Beginning

D
usk falls and # travellers come to the Hook Inn The bar: but a tall, lively, middle-aged women at the bar
for food, warmth, and a place to rest. Several smiles at you. (Brightly) "Good eve out-of-towner, what can I
villagers are here, eating, drinking, talking about get you?"
their day. One day is much the same as another
here in the hamlet of Galiwear, but looking at Occupied table - Caroc & Maddoc: but no one stalls you.
you, something tells these villagers that today Two thin, but lean, old men sit at the table. The one closest to
will be different. you has little hair, save the tufts protruding from his ears, and
well-calloused hands. He seems to squint perpetually as he
speaks to you. "What be your business in Galiwear,
Galiwear strangers?"
The PCs start in the small village of Galiwear. It is isolated Notice board: The notice board shows a bounty poster.
from a bigger village, Baron Tor, by a three-day ride. Most of
the townsfolk have never left the village, but the odd trader
passes through. The population of the village is about 74 and
is mostly comprised of humans, though there is a family of
halflings. Begin by letting the players meet some of the NPCs
in the tavern (and each other, where possible) .
You enter a tavern. Though it is dark, lit only with oil lamps,
you can tell that it is crowded, possibly due to the cold
outside. It smells musty but is clean, if worn. A single table is
free.

The Hook Inn

Other patrons Morgouse, Pascoe, & Talwyn:


Morgouse is a stout, middle-aged woman, outgoing,
pragmatic, who was the town’s spinster making linen and
wool garments until her husband, Brenn the carpenter, died
of a fever. Now she does double-duty. She’s in the Green
Dragon nursing a swollen thumb she mashed with a hammer.
Pascoe is a youthful-seeming middle-aged man with an open
face and optimistic bearing. He sits at the table with his
young daughter. Together they count out the profits from their
recent journey to the nearby town of Wend. Some silver and
copper sit on the table between them. Pascoe has heard
rumours of goblins to the north. Talwyn beams at her father
as together they count their money. This is a ritual they
perform. They never have enough money for anyone to think
Lingering glares stolen when you are not looking suggest that about stealing from them.
the townsfolk are suspicious of outsiders...

Empty table: but a lively middle-aged woman, you assume to


be the owner, nudges a teenage girl in a blue dress towards
you. She places one hand impatiently on her hip and asks
"What d'ya want?"

A CLICHED BEGINNING
2
The Blacksmith Boar Wood
You travel to the forest along a plain and level dirt road until
A large man wearing a black leather apron over a linen shirt
you come across Boar Wood. The wood is far-reaching, but
and wool pants bursts in. He smells of sulfur and carries a
spacious. its crown's allowing for short beams of light to
heavy hammer. "They took Bess!" he says, "They got my girl."
descend to the needle-ridden ground below. Climbing plants
hang from the occasional tree, some producing a variety of
flowers. Beastly sounds, you assume from boar, can be heard
The villagers should act accordingly, asking echoing in the air.
questions and generally acting surprised and
worried. Some potential dialogue might be: The players, no matter what they do, fail to find a boar or
"Who does?" Goblins anything else and are assumed to be heading in the right
"Where did they go?" North direction.
"Why are you here, then?" Too dangerous for
him Night seems to be rapidly claiming the wood. Any animal
"We could go together" Suicide noises have died down and you are struggling to see very far in
"Could send to the Baron for help" Too long
front of you.

Camp - "random encounter"


At this point, the PCs will likely make camp. Roll a dice and
tell the players that the night passes uneventfully. Use their
passive perception ~12 to have at least one PC notice a
clearing to the northeast.

Eventually the PCs should get involved, but if they don't then
Brecca, the no-nonsense teenager, could give them a hook
such as "What about thems there? They look the adventr'n
sort."
Either the PCs decide, or Giselle suggests, to check for
tracks at Jago's home. They find them (or Jago does) and then
Jago retires to look after his wife, torn between the two places
he needs to be.
Should the PCs enquire about the north, the will find that
Boar Wood lies in that direction. The villagers believe there
to be nothing but boars in the wood, they go there all the time,
and thus the name. It takes about a day and a half to travel
through the wood.

A CLICHED BEGINNING 3
Clearing
The wood opens to a grassy clearing, leading up to a hill. Atop
Giant boar
Gargantuan beast, lawful bogus
it is a stone building with columns running around the outside.
It appears old, unmaintained, and you cannot see an entrance Armor Class 13
on this side. There is some kind of structure within it. Hit Points 11
Speed 40ft.

STR DEX CON INT WIS CHA


(+1) (+3) (+1) (-4) (+1) (-3)

Challenge (50 XP)

Actions
Bite. Claw Weapon Attack: +3 to hit, reach 5ft., one
target. Hit (1d6 + 1)
Ram. Tusk Weapon Attack: +3 to hit, reach 5ft., one
target. Hit 5 (1d6 + 2)

70ft to tomb
Goblin (G)
Small hunanoid (goblinoid), neutral evil

Armor Class 15 (leather armor, shield


Hit Points 7 (2d6)
Speed 30ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

Skills Stealth +6
Senses darkvision 60ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)

Nimble escape. The goblin can take the Disengage


or Hide action as a bonus action on each of its
Goblin patrol: 2x goblins. If PCs wait and watch then stealth
vs. perception for who sees who. Will retreat after damaged, turns.
then try to alert other goblins at door (25ft away) .
Door guards (goblins): Will retreat inside on first combat Actions
turn or if alerted by patrol. Scimitar. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 5 (1d6 + 2) slashing damange.
Broken down door: Ancient and strong, as if it has been
standing for hundreds of years. No normal human could have Shortbow. Ranged Weapon Attack: +4 to hit, range
moved it. 80/320ft., one target. Hit 5 (1d6 + 2) piercing
Rest random encounter: Rolls 1-10 are uneventful. On an 11 damage.
- 12 they are attacked by a giant boar.

4 A CLICHED BEGINNING
The Knight's Tomb
As you descend the first thing you notice is the lack of light,
goblins can see in the dark, it seems. You can make out a wall
in front of you and a room around a corner just ahead and to
your right. The air is dry and musty, as if it hasn't circulated in a
very long time. You can hear the echo of chanting deeper
within the tomb.

Offering room
Goblins: There will be (1 + #PCs) of goblins in this room.
They will be unalert if other goblins haven't entered from
outside yet.
If the PCs did not notice the patrol, two of these enter from
behind - the rest are on the far side of the brazier. Dialogue "I
guess you missed our patrol" (smirks) .
The room is lit by a braizer in the centre. From its light you can
see a group of # goblins at the far end.
Alert: They snigger, brandishing scimitars, and walk around the
braizer to engage you.
Unalert: They are in a circle by the braizer, involved in listening
to a story one of them is telling.

Goblin (G)
Small hunanoid (goblinoid), neutral evil

Armor Class 15 (leather armor, shield


Hit Points 7 (2d6)
Speed 30ft.
After combat
(Goblin death description)
STR DEX CON INT WIS CHA
You catch your breath and use the time to take stock of your
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
surroundings. You are in a small rectangular room. There are
make-shift cots lining the walls on both long sides. To the
Skills Stealth +6
Senses darkvision 60ft., passive Perception 9 right of where you came in you can see engravings of knights
Languages Common, Goblin fighting undead, eerie in the glow of light from the brazier. On
Challenge 1/4 (50 XP) the wall to the left of your entrance there is a stone plaque
with writing on it, and ahead of you another corridor.
Nimble escape. The goblin can take the Disengage
or Hide action as a bonus action on each of its
turns. Stone plaque: Reads "Oath of the Delian order" - I, a Knight
of the Delian order, swear the sacred oath. To serve law,
Actions battle chaos, and strive to keep the Delian Lore secret."
If searched (DC 7) - there is a potion of minor healing behind
Scimitar. Melee Weapon Attack: +4 to hit, reach the oath (1d4)
5ft., one target. Hit 5 (1d6 + 2) slashing damange.
Shortbow. Ranged Weapon Attack: +4 to hit, range Cots: If searched - 15g
80/320ft., one target. Hit 5 (1d6 + 2) piercing
damage.

Corridor
Corridor trap: Pressure plate. Saws in walls and floor do
1d6 + 3 slashing dmg (lower to 1d4 if party low on HP)

A CLICHED BEGINNING
5
Prayer chamber
As soon as the door is opened the chanting you have been
Bugbear - Hivzogz (B)
Medium humanoid (goblinoid), chaotic evil
hearing increases in volume. At the far end of the room, facing
away from you, you see a goblin shaman, draped in dark green Armor Class 16
robes, repeating some kind of dark oath in front of an altar Hit Points 27(5d8 + 5)
with a statue.
Speed 30ft.
"O' powerful Hruggek, hear us. We wish to be your followers.
Allow this sacrifice to consecrate this place as yours." STR DEX CON INT WIS CHA
That's when you notice - caged, filthy, and shivering - Bess is 15 (+2) 14 (+2) 14 (+2) 8 (-14) 11 (+0) 9 (-1)
to the shaman's left.
On his right stands another goblin, different from the rest. Skills Stealth +6, Survival +2
Taller, over seven feet, and bulky. It looks like it could snap the Senses darkvision 60dft., passive Perception 10
other goblins like a twig. Its hard muscle is covered in a short Languages Common, Goblin
Challenge 1 (200 XP)
fur.
Brute. A melee weapon deals one extra die of its
Passive perception 12: These characters notice, past the open damage when the bugbear hits with it (included in
door, another goblin leaning against the right wall, halfway the attack).
along the room.
Offer. When a PC is knocked unconscious he will
make the party an offer - "Leave now, and your
friend lives."

Goblin(G) & Shaman(S) Actions


Small hunanoid (goblinoid), neutral evil Morningstar. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 11 (2d8 + 2)
Armor Class 15 (leather armor, shield
Hit Points 7 (2d6) Javelin. Melee Weapon Attack: +4 to hit, reach 5ft.,
Speed 30ft. Hit 5 or range 30/120ft., one target. Hit: 9 (2d6 +
2) piercing damage in melee or 5 (1d6 + 2)
piercing damage at range.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
Post-battle
Skills Stealth +6
Senses darkvision 60ft., passive Perception 9 Rest: In dungeon - uneventful. Outside - on a 11-12 roll, a
Languages Common, Goblin giant boar attacks the party.
Challenge 1/4 (50 XP) Bess (Bs): The lock on her cage can be easily picked or
broken (DC 6) . She will quietly answer questions and meekly
Nimble escape. The goblin can take the Disengage follow along with whatever it is party does.
or Hide action as a bonus action on each of its Prayer chamber: Behind the altar looms a large statue of a
turns. female knight that reaches to the ceiling. She holds her
shield in one hand and rests the other on the pommel of her
Actions sword. She has a stern look on her face. There is a small
inscription at the base "In order to keep this, you must first
Scimitar. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 5 (1d6 + 2) slashing damange.
give it to me."
Secret door: Opens to the tomb if the answer to the riddle is
Shortbow. Ranged Weapon Attack: +4 to hit, range given to the knight statue (Oath of the Dilian order, or "I give
80/320ft., one target. Hit 5 (1d6 + 2) piercing you my word .") . Can also be opened by noticing it (active
damage. perception DC 15) and opening (pick lock DC 15).
"The wall in the northwest part of the room creaks and
Shaman ability: centuries of dust kicks up as it moves, revealing an entrance."
Innate spellcasting. Spellcasing ability is DEX (spell PCs leave: If the PCs choose to leave the tomb, then the
save DC 10) +4 to hit with spell attack. He can Escape! skills challenge begins.
innately cast the following spell, requiring no
material components:
At will: Burning hands: 15ft. cone, 3d6 fire dmg
(1/2 dmg on a save)

6 A CLICHED BEGINNING
Tomb
You walk along a short and narrow corrider to emerge in a
Skeleton (SK)
Medium undead, lawful evil
another small rectangular room. There are three simple square
sarcophagi along each side and a large sarcophagus at the Armor Class 13
head of the room. Each one appears to have a short insciption Hit Points 13 (2d8 + 4)
and a carving on the side. Speed 30ft.

STR DEX CON INT WIS CHA


If PCs investigate the inscriptions and carvings: 10 (+2) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

The sarcophagi each have a name and carving of a person. Damange Vulnerabilities bludgeoning
Along the sides these read and are seen as: Alexander - a Damage Immunities poison
young man, Cedric - a frowning middle-aged man, Mihel - an Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
old man, Ibbet - a heavily armoured woman, Marilin - a skinny
Languages understands common but cannot speak
lady of indeterminate age, and James - a pot-bellied man with a Challenge 1/4 (50 XP)
grin on his face.
The large sarcophagus at the head of the room reads "Emelie - Actions
Knight captain" and is the same woman from the statue in the
Shortsword. Melee Weapon Attack: +4 to hit, reach
previous room. 5ft., one target. Hit 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit 5 (1d6 + 2) piercing
If the PCs attempt to open the sarcophagi, skeletons (SK) damage.
will attack them. There will be between 2 and 6 skeletons
depending on how well rested the party are.
The skeletons climb out of their sarcophagi, much of the Large sarcophagus: Contains
armour that no longer fits sliding off of them as they do. Each 200g,
turns to you, with nothing but darkness where their eyes use a scroll of burning hands (1st level) - 3d6 fire dmg (1/2 if
to be, and raises a sword. saved), hit + 4, saving throw DEX DC 13,
"Bree-Yark Blade" - a shortsword with a screaming goblin
engraved in the pommel - 1d6 but + 2 vs. goblins, versitile
(1d10)

Middle eastern sarcophagus: Contains a potion o-OMG


KITTIES!
Escape!: When the PCs enter the prayer chamber again, the
Escape! skills challenge beings (DM notes on next page) .

A CLICHED BEGINNING 7
Escape! Back to Galiwear
You feel a small jolt and a pebble-sized rock falls from above, The party, with Bess safely in tow, returns to Galiwear. They
dust trailing behind it. spend a night in the forest and, the next morning, Bess is
feeling better. She part-cheerily talks to the party, though give
Skills challenges little detail of her time in the tomb. Upon reaching the hamlet
Skills challenges are like a mini-game where you accumulate she runs into her father's arms and tears can be seen
successes and failures. You need to gain "x" successes before streaming down Jaro's face. "We owe you much, neigh,
getting 3 fails. I will put challenges in front of you and you everything." He says.
must use your skills to "pass" or achieve your goal. Some rules There is a large outdoor feast, just in front of the Hook Inn,
for you: that night. You eat well, happy in the knowledge you did some
You can only use skills that you are proficient in. good in this world.
You can only use each skill once per character.
Using spells may help you complete a challenge. The end .
You are able to help each other to complete a challenge.
You cannot enter combat during a skills challenge.
Experience
Goblins 50xp
Escape! Bugbear 200xp
Skeletons 50xp
Another, larger jolt as a large slab of stone falls to the floor. Giant boar 40xp
The tomb, which has likely stood for hundreds or thousands of Escape! skills challenge 25xp
years, seems to have been weakened by the activity inside and
is succumbing to the weight of the earth above it. More and
more rock starts to fall, you estimate that you have little time...

(DM starts a 6-minute timer)

Challenge information:
3 wins require (before 3 fails)
DC 12
Failure will result in Bess being harmed
Challenges:
Prayer room exit - A cluster of rocks fall from above as
the first PC moves through. Failure = 1d6 + 4 bludgeoning
dmg
Prayer room exit - The cluster of rocks blocks access to
the corridor.
Corridor - The walls crack and fall away, revealing
skeletons in the earth beyond them. They grab at the PCs
as they move through the corridor. Failure = -20s from
timer.
Offering room - The floor has caved in, leaving a 15-20ft
chasm in front of the PCs. They can just make out the
bottom. Failure = Sprain their arm as they grab onto the
other side (Disadvantage on STR and DEX until healed) .
Entrance - The steps leading up and out of the tomb are
crumbling and falling apart (~10ft high). Failure = 1d4 fall
damage.
Success will mean that the PCs and Bess make it out of the
tomb safely as it crumbles into the earth in a shower of dust.
Failure will result in Bess, trailing behind the party, being
caught under a rock as she exits the tomb. The PCs stabilise
her but she loses the bottom part of her left leg.

8 A CLICHED BEGINNING
The Hook Inn

A CLICHED BEGINNING 9
Bounty poster

10 A CLICHED BEGINNING
The Hook Inn menu

A CLICHED BEGINNING 11
Galiwear

12 A CLICHED BEGINNING
Galiwear (DM version)

A CLICHED BEGINNING 13
View of tomb

Tomb ground level (floor plan)

14 A CLICHED BEGINNING
Tomb of the Knights of the Delian
order (floor plan)

A CLICHED BEGINNING 15

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