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The party are on the road. It is dangerous around these parts, so it is better to travel in groups.

The party
can introduce themselves and roleplay a bit.

(encounter 1) As your party strolls towards the next village, you are suddenly stopped by the
Salamancer. Arms wide to appear more intimidating (or perhaps just to be noticed), he catches your
attention and offers you a great fortune of one silver piece to journey to the Ever-Ending Bog to seal
away his nemesis, the Newtromancer. *roleplay with the salamancer*

The Salamancer can use Firebolt and Message to speak with the party/fight.

(encounter 2) Following Archibald (salamancer) through the woods, you suddenly find yourselves in a
small clearing. On the forest floor, surrounded by a moat of shallow water which is more of a small river
to you, is a smattering of small huts, carved out of acorns and other shells. In the middle is a small
fireplace made out of pine needles. To the north of the village is a more opulent structure, carved out of
two pinecones. *that is the chief’s house* Archibald is the chief’s son, and he wants to defend his village
from the attacks of the Newtromancer, who has been attacking them recently with a small army of
zombie salamanders.

The party can spend the night in the village, but they will have to camp separately. The fire they make
amazes Archibald, and the chief, and they are proclaimed their gods of fire. All the salamanders now
worship them, and pray to them for protection and plenty.

The next day, Archibald guides them to the Ever-Ending Bog. To their eyes, it is only a swampy part of
the forest, that is surrounding a lake. In this swamp is the lair of the Newtromancer and his minions. The
party must investigate. There will be some traps, that do not affect the party, except for annoying them.
There will also be some that are more dangerous. Once the lair if found, the party can speak to the Newt
and fin out his plan is to take over the world with an army of zombie and slave salamanders.

(encounter 3) (fight 1) The fight with the Newt can be easy or hard, depending on how the party choses
to deal with him.

The newt can cast a Rain of Newts. The rain deals 1d6 damage to anyone in a 20-yard radius for 2 turns.
After that, 1d10 newt swarms spawn. Apart from this, the Newt is a necromancer wizard who can cast
Firebolt, Mage hand, Prestidigitation and Expeditious retreat. If the Newt feels like he is losing, he will
try to run away. Any char in melee range will be able to roll a DC 10 dex check to catch him before that
happens.

The party can either kill him, take him with them as an unwilling pet. He can be convinced to become a
familiar for any party member who wants to do this (DC15 charisma check). Or they can kill him.

Once they return to the village, they are hailed as the true gods of their people. Each is given a title
based on class. (e.g., Rogue is the God of the Bird’s Shadow). In the village, they find the salamanders
have an unusual guest. It is Lord Theodore Blackwood.

He says that he had been traveling with a different party of adventurers, but they went off to kill some
dragons or something. He has no time for this, as he wants to break the curse put on him by that
dastardly (human) wizard 100 years ago, before the next centennial Tarrasque hunt. He will give no
more details on this, and will ask the adventurers to help him in exchange for titles, land and money
back in his Duchy of Akhasta. He was exiled after being cursed, but he will take back his ancestral lands
from the evil new Lord, Lord Pembrose Gheilhast.

Some lore: Gheilhast had always been a pretender, and he hired or made a deal with a very powerful
human wizard 100 years ago, to have Blackwood cursed and take away, so Gheilhast can take over the
dutchy. This place is basically Victorian England with the same culture and stuff.

The Salamancer:
The Newtromancer:

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