100% found this document useful (1 vote)
430 views4 pages

RPG Adventure Template

Uploaded by

Gabriel Lopez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
430 views4 pages

RPG Adventure Template

Uploaded by

Gabriel Lopez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
  • Storyline
  • Game Master Notes
  • Creatures
  • Adventure Details
  • Resolution

Title Here

CREATURES
List out the creatures, including monsters, that will be featured in this adventure. For handy reference, I
like to include the page number of the core rulebook from which it comes and the creature’s challenge
rating (CR) and experience point (XP) value. An example is given below.

 Commoner (CR 0, 10 XP, MM 345)


 Thug (CR 1/2, 100 XP, MM 350)
 Spy (CR 1, 200 XP, MM 349)
 Efreeti (MM 145, CR 11, 7200 XP)

GAME MASTER NOTES


Here I make some basic notes for myself about the adventure. Below are three things I always like to
keep track of.

 Note how many characters and of what level the adventure was designed for.
 Note how many short/long rests are expected, if your game system contains mechanics like this.
 Note how many treasure rolls from which treasure horde tables are contained in the adventure.

STORYLINE
Give a brief overview of the situation the PCs will encounter in this adventure. Describe the major
premise, who the villain is, what they are up to, what the stakes are – those sorts of things.

The aquatic elves living in Mangorian harbor found a malenti (a Sahuagin that looks exactly like an
aquatic elf) in their midst. They have located the Sahuagin cave complex and need the evil creatures
eliminated. They approached Dzarrakon “The Younger” to hire adventurers to take care of the Sahuagin.

The heroes are at least to eliminate any malenti they find and kill the leaders of the Sahuagin. The elves
would like them to kill every last Sahuagin, naturally.

In the Sunken Temple, Drazovin cultists are working with Sahuagin to recover remnants that will allow
them to bring their evil deity, an Elder Evil, back into the world.

LOCATIONS
List the main locations the characters are likely to find themselves during this adventure and give brief
descriptions of them.

Sunken Temple. An ancient temple built by dwarves centuries ago under the Blade Mountains north of
Mangorian. The main entrance is a tunnel in the side of the Blue Cliffs. There is another unknown
entrance in the Blade Mountains. That entrance leads into the abandoned tunnels in the dungeon.

NPCS
List the main NPCs the characters are likely to encounter in this adventure, including villains, and give
brief descriptions of them.

www.thedmlair.com Lucus Hart, The DM Lair, LLC © 2020 Page 1 of 4


Title Here

Drazovin Water Priests. Wear turquoise-colored robes. A stole depicts the symbol of
Drazovin.

Zac Stormcrow. A half-elf with barnacles crusting his skin, he wields a marvelously
crafted trident. He is the high priest of the Drazovinites in the Sunken Temple. His
goal is to supervise the mining of remnants by the sahuagin, gather as many as possible, and send them
to his superiors in the Cult of Drazovin.

Aquatic Elves. A large colony of aquatic elves lives in Mangorian harbor. Their leader is Parlanacel.

RANDOM ENCOUNTERS
Build out a handful of random encounters you can use. You might have a random encounter take place if
the characters try to use more long rests than are expected, are in the middle of raiding a compound and
take a long rest, or even on short rests.

 4 duergar (trivial) that try to sound an alarm to bring in reinforcements


 4 duergar, 2 duergar warlords, 2 gorgons (medium)
 2 fire giants, 2 hell hounds (hard)
 2 fire giants, 1 fire giant sorcerer (hard)
 3 fire giants, 1 fire giant war priest (deadly)

INCITING ACTION
Describe the inciting action, or adventure hook, that introduces the adventure to the characters and
motivates them to go on it.

Looking for Work in Mangorian


As the characters enter Mangorian, the guards at the city gates tell them to seek out Dzarrakon “The
Younger” at Castle Mangorian if they are looking for work.

As they travel through the city or frequent taverns, the heroes will hear about a recent assassination
attempt on the leader of New Malome Bard College and how the Watch as been unable to track down
the person responsible.

People in the city are able to point the heroes to Dzarrakon “The Younger” who can usually be found in
Castle Mangorian.

Meeting with Dzarrakon


When the characters meet with Dzarrakon he tells them the following:

 A criminal named Ashton Sanguine attempted to supplant the leadership of New Malome Bard
College by discrediting Grand Harper Pharlonae Song-joy.
 When that didn’t work, he hired assassins to kill her, but they failed.
 Dzarrakon wants the heroes to track down Ashton and bring him to justice (alive if possible,
dead if necessary).
 Ashton fled to the north and is believed to be in or near Rassadinatar. The heroes should start
their search there.

www.thedmlair.com Lucus Hart, The DM Lair, LLC © 2020 Page 2 of 4


Title Here

 Dzarrakon is prepared to reward them with 500 gold if they bring back Ashton alive, or 300 gold
if dead. The city wants him alive for questioning, and they want to do the questioning
themselves, without having to resort to speak with dead spells or the like.

ADVENTURE DETAILS
Build out the details of your adventure. Include things like descriptions of dungeons or enemy
fortifications; descriptions of rooms; encounters the characters will come across; treasure they may find;
traps and secret doors – all the cool stuff that makes up the meat of an adventure.

Ground Floor – House of Discretion


Lighting. Oil sconces are set into the walls of all rooms, but they only lit in rooms that are currently
occupied.

Ceilings. 10 feet high

Windows. Most of the rooms have windows. Heavy shutters are pulled closed during the evening.

Doors, External. External doors are made of wood reinforced with bands of steel.

Doors, Internal. Most internal doors are made of wood.

Secret Doors. Concealed doors are located all about the House of Discretion. Most are constructed to
look like an ordinary wall. A DC 20 Wisdom (Perception) check reveals the presence of a secret door. A
DC 15 Intelligence (Investigation) check reveals how the door is operated, by turning a sconce set on the
wall.

1 - Feast Hall
This tavern and feast hall is used by members of the guild at a reduced price. Petrick’s crew dine for
free.

Tables and chairs dominate this massive chamber, and a bar runs along one wall. Smoke fills the room,
as does the smell of tobacco, alcohol, and body odor.
Occupants. At all hours, day and night, about a dozen of Petrick’s crew are feasting here. Members of
the guild (commoners) fill the feast hall in the evening hours; they would flee any battle.

Battle Notes.
 If a fight breaks out here, the thieves in the game room (7) are not alerted since noise and
rowdiness are common here.

Level 10 Level 11 Level 12 Level 13


Difficulty Medium Medium Medium Medium
Adjusted XP 8400 8400 12600 12600
XP Awarded 2800 2800 4200 4200
Thug 6 6 6 6
Spy 4 4 4 4
Swashbuckler 2 2 4 4
Loot: 210 cp, 190 sp, 50 gp; plus each has a key to a footlocker in Barracks A

www.thedmlair.com Lucus Hart, The DM Lair, LLC © 2020 Page 3 of 4


Title Here

2 - Offices
The offices are where clerks carry on the administrative tasks of the Loyal Order of Couriers and
Servants.

This L-shaped room contains nearly a dozen large desks covered with ledgers and papers.
Occupants. During the morning and afternoon, nearly a dozen clerks work in this room. During the
evening and night, the room is empty.

Ledgers. These contain entries on jobs the guild was hired to perform, assignments of servants to noble
houses, courier routes, and so forth. They do not contain incriminating information about the Velvet
Fists.

3 - Archive Room
This room stores written records of the Loyal Order of Couriers and Servants.

Tall cabinets line all four walls of this room. Bunches of pungent herbs and flowers hang from the ceiling.
Cabinets. These contain records of the guild, similar to the ledgers in the offices. Again, no incriminating
evidence about the Velvet Fists is contained within.

Herbs and Flowers. The guild members hang these here believing them to repel insects that might
damage their records.

RESOLUTION
Describe what happens once the characters have completed the adventure successfully (or
unsuccessfully). Do they receive a reward from an NPC? Does their favor with a faction increase? Stuff
like that.

Reward from Dzarrakon. Dzarrakon rewards them as promised, 500 gold if Ashton Sanguine is returned
alive and 300 gold if returned dead.

Faction Favor Change. Upon successfully completing the mission, the characters’ faction favor changes
as follows:
 Lords of Mangorian +1
 New Malome Bard College +1

www.thedmlair.com Lucus Hart, The DM Lair, LLC © 2020 Page 4 of 4

You might also like