You are on page 1of 5

Confiden al Informa on of 3D Printed Tabletop, LLC.

Do not distribute.

to the beast on several occasions and have

The Scourge finally penned the creature between the closed


city gate and a small con ngent of dedicated
guards.

of Chivesse Notable Characters


Guard Dorn Mahren
Lawful Good Male Human Guard. The sta s cs for
Encounter Difficulty a guard are on p. 347 of the Monster Manual.
Treat Dorn as having 0 hit points.
“The Scourge of Chivesse” is balanced as a
medium difficulty encounter for adventurers of Dorn is the captain of a small con ngent of guards
1st level. that patrol the exterior of the city. Dorn used to
It would be an easy difficulty for adventurers of be a much higher ranking captain but a er he
refused to take a bribe from the local guild of
2nd level or above.
thieves (known as the Warden Society) who run
the city in all but name, Dorn was demoted to a
Monsters/NPC’s lowly Exterior Captain’s posi on. Dorn is a brave
man and charged the bear ahead of his men,
Guard Dorn Mahren; Guard Tormin Warmund; becoming gravely wounded in the process.
Guard Thomas Dietrich; 1 Brown Bear. The Guard Tormin Warmund
sta s cs for a Guard are on p. 347 of the Neutral Good Male Human Guard. The sta s cs
Monster Manual. The sta s cs for a Brown Bear for a guard are on p. 347 of the Monster Manual.
are on p. 319. Tormin has four levels of exhaus on.

Se ng the Stage Tormin is a newly ini ated guard of the city. He


admires the bravery and honor of his captain,
Dorn, and would do anything for his fearless
The adventurers have made their way to the city
commander. A bit green around the ears, Tormin
of Chivesse, a coastal city on the sea of
knows li le of the inner workings of the city or
Cessioth. On their way to enter the city the
the guard posi on in general, this being his first
adventurers come upon a bear harassing the day on the job.
city guards. Two of the guards have been Guard Thomas Dietrich
fending off the bear for hours; they are Chao c Neutral Male Human Guard. The sta s cs
exhausted and almost useless in a fight. The for a guard are on p. 347 of the Monster Manual.
third guard is close to death and, if not healed, Thomas has four levels of exhaus on.
requires a Wisdom (Medicine) check to stabilize.
The encounter begins in media res, with the Thomas is a scarred and ba le-hardened guard
adventurers walking straight into the fight. fond of drink, women, and spending coin. Years
Ini a ve is immediately rolled once the se ng back a gambling debt got him into trouble with
has been explained to the adventurers. the Warden Society and he has been under the
thumb of said thieves’ guild ever since. Thomas
The bear is a local terror, o en breaking through was sent to the Exterior Guard to keep an eye on
fences and slaughtering sheep and ca le, and Dorn for the Warden Society and has li le love for
has even dragged a few children wandering out his commander, though he does love his city with
too late at night back to its den to feast upon. a fierce loyalty, even if it is a city run by
The local guards have a empted to put an end pickpockets and cu hroats.

The Lost Adventures Playtest ©3D Printed Tabletop, LLC 1


Confiden al Informa on of 3D Printed Tabletop, LLC.
Do not distribute.

Encounter Hooks
■ The adventurers have taken a contract to Suggested Skills: Intelligence, Wisdom
gather furs for a local tradesman in (Percep on)
exchange for a few gold pieces. Rumors of DC 5 Wisdom (Percep on) check: The city gate
a great vicious bear terrorizing the appears to be barred against the bear and is
countryside have led them to the city of unlikely to be opened un l the bear is killed or
Chivesse, where their fortunes have led chased off.
them right to the beast! DC 10 Intelligence check: You recall hearing
■ The adventurers have ventured to the city rumors of a vicious bear that has been ravaging
of Chivesse a er a long journey to restock the lands around the city, killing livestock and
and rest their weary legs... only to find the even dragging some children off to its den.
city gate closed and a massive bear
mauling the guards outside!
■ The adventurers have been summoned by
Some Ways to Resolve the
the beleaguered guards of Chivesse to help Encounter
them put a stop to the ravages of a great
■ Kill or drive off the bear.
brown bear. With the promise of not only
protec ng the city but also earning a small ■ Peacefully convince the bear to leave.
reward for their efforts, the adventurers
have set out to aid the guards.

Encounter Hook for


The Verdant Queen:
The adventurers have been summoned to the
city by a long- me friend of the adventuring
group, Lady Sibil Broadcloak, a knight of high
renown whose reputa on has been badly
damaged by recent accusa ons that she was
involved in the assassina on of a captain of
the guard. It is rumored that she is working
for “The Southern Terror,” a mysterious being
many evil creatures of the wilder lands are
reputed to serve. Sibil has begged the
adventurers to come help her prove her
innocence.

Gathering More Informa on


The adventurers can a empt various skill checks
to learn more about the situa on.

The Lost Adventures Playtest ©3D Printed Tabletop, LLC 2


Confiden al Informa on of 3D Printed Tabletop, LLC.
Do not distribute.

Chivesse City Gate Poten al Ac ons/Skill


Checks
You have wandered long and far, your
Heal the dying guard. Adventurers may heal
wearying travels finally bringing you within
the dying Dorn with healing magic, in which
sight of the small coastal city you’ve been
case he thanks them profusely before
heading toward. Ruined stone walls and a few
returning to ba le (so long as he has over half
columns are sca ered around the outside of
his normal hit points).
the city: reminders of a more prosperous
me, before the city had to hunker back
Adventurers may also simply stabilize Dorn
behind its walls. As you walk up the hill
with a successful DC 10 Wisdom (Medicine)
towards the city you hear shou ng, and soon
check.
you spy two soldiers, spears held low, penning
Hide behind the ruins. Dexterity (Stealth)
in a great brown bear between themselves
check opposed by the bear’s Wisdom
and the closed city gate. The pair look
(Percep on) check: As a tac cal maneuver (or
haggard, as if this contest has gone on for
to escape the a acks of the bear once it has
some me. A third man lies upon the ground
been engaged) adventurers may a empt to
some yards away. Bleeding from mul ple
hide behind the ruins sca ered about the field
claw wounds, he coughs up blood, holding at
in front of the city gate.
his grievous injuries desperately. The bear
swings at the two guards who back away Chase off the bear. DC 25 Charisma
swi ly, one of them turning and spo ng you (In mida on) check: Adventurers may a empt
as he retreats. “Help!” He calls, “Please help! to in midate the bear with shows of strength,
Our city is in need of your aid!” power, or aggression to cause it to run away.
This is a difficult feat to achieve as the bear is
used to slaying most humanoid creatures in
the region with ease. However, the more
The guard lying bleeding on the ground (Dorn
wounded the bear becomes the easier it is to
Mahren) is at 0 hit points. Each round have him
in midate.
make death saving throws as if he were a player
Convince the bear to leave. At the Game
character, giving the adventurers me to Master’s discre on, an adventurer able to
a empt to heal or stabilize him. If he is healed communicate with the hos le bear through
to above half his total hit points, he will rejoin magic or some other means may a empt to
the fight. persuade it to leave.
The other guards should also be allowed death Search for valuables. See the loot table.
saving throws if they are reduced to 0 hit points
during the fight. However, once they have been
reduced to 0 hit points, regardless of how much
they are healed a erward they are too A ermath
exhausted and demoralized to con nue the
fight. Saving Lives
If any of the guards are saved from death (while
making death saving throws) by an adventurer
the guard becomes friendly and feels indebted

The Lost Adventures Playtest ©3D Printed Tabletop, LLC 3


Confiden al Informa on of 3D Printed Tabletop, LLC.
Do not distribute.

to that adventurer, offering as much help as he 8 gp reward for slaying the bear, and have the
can. city gate opened for them.

■ If the adventurers save Guard Dorn: Dorn If none of the guards patrolling the outside of
thanks the adventurers for their great help the city are le alive a guard on the inside of the
to the city, gi ing whoever saved him a fine city opens the gate, coming out for his usual
brooch in the shape of a stylized ship sailing patrol.
upon a wave. The brooch is a badge of
honor in Chivesse, given by guard captains
(even low-ranking ones like Dorn) to those
Loot
who have shown great honor and 8 gp presented by a guard if at least one of the
civic-mindedness. (For informa on on the guards is s ll alive and conscious.
brooch, see the loot table.) Given by Guard Dorn if he lives: Brooch of
Chivessian Honor
■ If the adventurers save Guard Tormin: ■ Within the city, anyone wearing this ship
Tormin thanks the adventurers, and reveals brooch is granted advantage on Charisma
this is his first day on the job. Tormin has a (Persuasion) checks when dealing with
small apartment within the city and offers guards or ci zens of Chivesse who are not
to let the adventurers stay there when they associated with the Warden Society. This
come to visit, though it will be a bit effect is not magical.
cramped. ○ The brooch is worth 25 gp, but
can only be sold outside
■ If the adventurers save Guard Thomas: Chivesse.
Thomas grunts in approval, and a er a Guard Dorn. No check required:
moment of hesita on hands over a scrap of Coins: 15 gp
paper he has wri en upon has ly. The note Crushed and useless brooch
reads as follows:
Guard Tormin. No check required:
“If you ever get in trouble with the law, I may Coins: 3 gp
be able to help you out. Just give my name to Guard Thomas. No check required:
whoever is troubling you. Mind, I can’t cover Coins: 5 gp
up larger infrac ons.”

- Guard Thomas’ Note Increasing the Challenge


If the encounter would be too easy for the
adventurers consider increasing the difficulty in
At the Game Master’s discre on the
the following ways:
adventurers can use this favor while in the
city of Chivesse if they find themselves on ■ The bear is joined by its mate,
the wrong side of the law. significantly increasing the challenge.

Reward ■ The bear is instead a malicious druid of an


appropriately difficult level wild shaping
A er the bear is killed or chased off, if one or and murdering the local livestock and
more of the guards remain alive and conscious people, hoping in his twisted mind that
one of them will offer the adventurers the city’s his ac ons will drive the people off and
allow nature to reclaim the city.

The Lost Adventures Playtest ©3D Printed Tabletop, LLC 4


Confiden al Informa on of 3D Printed Tabletop, LLC.
Do not distribute.

Encounter Tie-Ins
A er the adventurers have resolved the The Verdant Queen Tie-In:
encounter, consider using one or more of the
following e-ins to build off this encounter: As they enter the city, heading towards the
city proper, a guard (Dorn if he is alive) asks
■ One of the city guards has seen the the adventurers their business there and
a ermath of the adventurers’ ba le and, warns them against the city group calling
impressed by their skill, asks them to aid itself the Warden Society. A er pausing a
the mayor’s convoy, serving as addi onal moment the guard asks if the adventurers
muscle as they travel to the southern could take some me to bring in some of
town of Fellwatch. these people for ques oning, offering 5 gp for
each member of the Warden Society brought
■ A er the bear is killed or chased off, an
in. This is on top of the reward presented for
angry druid approaches the adventurers
defea ng or chasing off the bear.
decrying the poaching which has led to
the near ex nc on of brown bears in the
area. He asks the adventurers to seek out
a haven for the remaining bears,
promising to shepherd them to this safe
haven and reward the adventurers with a
totem that can call forth a bear once each
day for 1 minute.

■ Gilbulg, a famed half-orc fron ersman


known for his bear hun ng prowess,
had been a emp ng to slay the Scourge
of Chivesse for years. Jealous of the
adventurers' success, he sends ruffians
to put an end to the upstarts.

The Lost Adventures Playtest ©3D Printed Tabletop, LLC 5

You might also like