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ADVENTURE 1: BARS OF AWAKENING

“White pulses of light wake you up from what seemed like an eternity. Were you
dead? Alive? Just sleeping? What you are suer of is that you are stuck in a stone
cell, in a dark prison, hearing the groans and screams of consumed souls
shadowing away from this mere life. Not even a second from your waking and you
feel this arduous aura encumbering you. Is it just tiredness from the long journey
or, maybe a curse…“.
CELL COMBOS:
1ST: X; 2ND: III; 3RD: VII; 4TH: III; 5TH: V;

SINGLE COMBO CHEST LOOT: WOODEN STAFF


FREE CHEST: 5X FIREBOMBS
LOCKED CHEST: FAKE CHEST
ENEMIES:
ZOMBIE
AC: 8
HP: 22 (3d8 + 9)
Attack: Melee weapon (1d6 + 3)

SPIDER
AC: 8
HP: 14 (11d10 + 33)

GIANT SPIDER
AC: 14
HP: 26 (4d10 +4)
Attack: Bite (1d8 + 8) DC 11 Constitution Throw or else 2d8 Poison damage
BOSS ENCOUNTER:
“As you enter the poorly-lit stone brick room, a giant stage in front of you lights
up. From a little ball that seemed to be a rock a giant troll awakens. Turning around
to face the party, he yells inexplicable words of anger. Arming himself with his bat
he charges ahead…”
BOSS: QUVASI THE TROLL LORD
Race: Troll
AC: 13
HP: 85 (8d10 + 10)
Multiattack: Bite 7 (1d6+4); 11 (2d6+4)
Regeneration: +10 HP at start of turn (use acid or fire damage)

Part 2: Gnome encounter


“Please powerful strangers, help us escape this forsaken cave! We will forever be
grateful!”

Part 3: Merchant encounter


“Hey I thought prisoners weren’t allowed to escape! Fine by me, as long as you
buy wares.”
Zweihander: 200 gold
Warhammer – 50 Gold 1d8 +3 bludgeoning;
Blowgun – 50 gold (2d6 + 3) 25/100 Ammunition; Critical strike: 1d4;
Ammunition – 1 gold per 20;
Staff of fire – 200 gold; 10 charges; spells: burning hands, fireball, wall of fire
If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into
cinders, and is destroyed.

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