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PUPPIES TO

PUPPIES TO THE RESCUE


THE RESCUE

LAURA DASNOIT
PUPPIES TO THE RESCUE
This adventure is meant for kids and
kids-at-heart. The main NPCs of the party are all pup-
pies. This adventure is designed to be a base adventure. Clyde Labrador
This can be modified to fit the party. Clyde is loyal, intelligent, and has a desire to please. He isn’t
fond of change and as such, he can be a stickler. Clyde is the
Brayson Dane son of an Inquisitor.
Brayson is the son of the Hunter, Shay Dane. Brayson is Defense: 14 (Leather armor)
out-going, inquisitive, and has a knack for using his nose. Stamina Points: 15
Defense: 12 (Leather armor) Speed: 30 feet
Stamina Points: 10 Proficiency Bonus: +2
Speed: 30 feet Abilities: Strength +2 (15), Dexterity +1 (12), Consti-
Proficiency Bonus: +2 tution +1 (13), Intelligence -1 (8), Wisdom +0
(11), Charisma +0 (10)
Abilities: Strength +0 (10), Dexterity +1 (14), Consti-
tution +1 (13), Intelligence +2 (14), Wisdom +2 Attack: Longsword (+5 melee, 1d8+2
(14), Charisma +0 (9) slashing)
Attack: Shortbow (1d6 piercing damage) Tricks: Fighting Style +1 to Defense when
wearing armor.
Tricks: Natural Explorer

LAURA DASNOIT 1
Darla Terrier
Darla can be found with her nose in a book. She is the
daughter of a librarian. She is even-tempered, cautious, and
desires to investigate before heading into any situation.
Defense: 11 (Thick Robes)
Stamina Points: 12
Speed: 30 Feet
Proficiency Bonus: +2
Abilities: Strength +0 (10), Dexterity +0 (10),
Constitution +1 (12), Intelligence +2 (14),
Wisdom +1 (12), Charisma +0 (10)
Attack: Staff (+2 Melee, 1d8 bludgeoning) or
Elemental Ray (+4 ranged, 1d8 cold or fire)
Tricks: Focus Magic

Shay Dane
Missing Hunter
Shay is a Hunter who grew up in the wilds. Determined, will-
ing, and capable, he ended up raising his son on his own. The
two became inseparable. That is, until one day, while on a
hunt – they ended up in a dark tower. Shay fell underground,
leaving his son behind.

Defense: 12 (Leather armor)


Stamina Points: 16
Speed: 30 feet
Proficiency Bonus: +2
Abilities: Strength +0 (10) Dexterity +2 (15),
Constitution +1 (13), Intelligence +2 (14),
Wisdom +2 (14), Charisma -1 (8).
Attack: Long bow (1d8 piercing damage)
Tricks: Archery

2 PUPPIES TO THE RESCUE


Synopsis reluctant to share his story to strangers. The party
becomes aware that the puppy who can’t be older
Several days ago, Shay and Brayson Dane than 8 years of age was in a battle against rats when
tracked a stray known to some as Alden. Hop- his father fell down a dark hole. Convincing him
ing to deter his trackers, Alden led the dog and the requires a Charisma check of 10. Characters with
puppy into the Fearful Forest and into a long aban- a Hunter or Soldier background gain an advantage
doned tower. In the midst of a fight between the on their check.
two hunters and a few rats, Shay plummeted below When Brayson is satisfied, he tells them the
into a dark hole, leaving Brayson to fend for himself. story.
Vowing to save his dad, Brayson entered Hunter’s If the players want the others to join in the
Haven in hopes of finding those to help. party, go to Scene 3.
If they want to go Solo – with just Brayson,
go to Scene 2.
INTRODUCTION
Brayson enters the Inn. No one seems to pay
the puppy any mind, likely as he has been here many SCENE 2: CONVINCING
times before. The player characters can stop him. If BRAYSON TO GO SOLO
pressed, Brayson informs them that his father is in How did the players get to this scene?
danger. He states that he has two friends he wanted Deciding to forgo the rest of the party and just
to bring. keep Brayson around.
The option to have the party be player What do the players need to accomplish in this
characters and Brayson is Scene 2. scene?
The option to add to the party of two Convince Brayson to lead them to the Tower.
additional Non Player Characters is Scene What is keeping them from accomplishing it?
3 and Scene 4. Brayson’s reluctance to leave his friends out it.
What scene or scenes should logically happen
next?
SCENE 1: CONVINCING Scene 5, “The Road Less Travelled.”
BRAYSON TO TALK. Brayson explains that he needs to gather up two
of his friends, Clyde Labrador and Darla Terrier, to
How did the players get to this scene?
join him on the quest to rescue his father. He is ea-
Deciding to speak to Brayson about why he’s alone
ger to take them to the square where he knows both
in the haven.
Clyde and Darla will be. Charisma of 12 is required
What do the players need to accomplish in this
to convince him otherwise. Characters that men-
scene?
tion they just want to find his father without hurting
To convince Brayson to tell them about the quest
his friends in the process can roll with an advantage.
and about his father.
Who or what is keeping them from When convinced, Brayson will lead them to
accomplishing it? the road. Go to Scene 5.
Brayson’s reluctance.
What scenes or scenes should logically happen
next?
SCENE 3: CONVINCING CLYDE
Scene 3. “Convincing Clyde to Join.”
TO JOIN
How did the players get to this scene? Decid-
Brayson enters the Hunters’ Haven at high
ing to follow Brayson’s lead to recruit help.
noon. He is young, petite in stature, and wide-eyed.
His cape is tattered and his boots are muddy. For What do the players need to accomplish in this
a moment, he appears lost – not in the place, but scene?
in his own mind. When approached, Brayson is Convince Clyde to join.

LAURA DASNOIT 3
She would much rather take her time than to rush
What is keeping them from accomplishing it? into a rescue mission. Due to her desire to strategize, it
Clyde’s reluctance for change. takes a Charisma check of 14. Convincing her to wear
What scene or scenes should logically happen a robe in neutral colors requires an additional Charis-
next? ma check of 12.
Scene 4: “Convincing Darla to Join.” If convinced, she will join. Of course, she will glad-
The player characters arrive at the alleyway ly interject, at any convenient moment that they should
right beside the guardhouse. When they arrive, have listened to her. Go to Scene 5.
read this:
“The entrance to the guardhouse is busy, dogs and SCENE 5: THE ROAD LESS
cats walking out, and other dogs and cats being pulled TRAVELED
in. The noise is a constant hum. Clyde is found sitting How did the players get to this scene?
on a barrel. He is shorter than Brayson, but he possess- Following Brayson.
es more of a girth about him. His paws, however, are What do the players need to accomplish in this
slightly too big as he has yet to fully grow into them, and scene?
as such, he appears to be slightly clumsy. Donned in Make it to the tower safely.
armor, he tosses a ball against the adjacent wall. What is keeping them from accomplishing it?
Clyde does not seem fond of the idea to Bandits
go on an adventure. He had plans to follow his What scene or scenes should logically happen
dad around. Convincing him requires a Charis- next?
ma check of 12 – characters with a soldier back- The Tower
ground, or drop a hint that he would make his It takes exactly one day to get to the Tower
dad proud can roll with an advantage. from Pugmire. The player characters should have
Once Clyde is convinced, he will join the a chance to pick an additional piece of equipment
group. Go to Scene 4. for their rucksack (pp 9-10). Rope and a light-
source is recommended. The puppies will bicker/
joke over which item is better.
SCENE 4: CONVINCING DARLA No matter the time of day or night, read the
TO JOIN following:
How did the players get to this scene? “As they walk out of town and follow the long road
Deciding to follow Brayson’s lead to recruit help. to the forest, they see a shadow lurk just behind a wheel
What do the players need to accomplish in this of a broken down wagon. Two large strays emerge from
scene? the tree line. Though their muzzles are hidden behind
Convince Darla to join. hoods and bandanas, their paws and arms are covered
What is keeping them from accomplishing it? in scars.”
Darla would rather wait a few hours to plan They can fight the bandits or attempt to
accordingly. persuade them (Charisma 14) It can be dropped
What scene or scenes should logically happen down to Charisma 12 with enough coin and loot
next? to move along. Convincing them the bag actually
Scene 5: “The Road less traveled.” has coin and loot requires a Charisma Check of
At the royal library, Darla is found behind a rather 15.
large stack of books. She is reading “Bone Magic.” She
is petite dog with dark eyes and a thin smile. Her robes
are colorful, drawing attention in any crowd and to con-
vince her otherwise would be a battle in itself. Curious
and slightly annoyed at the interruption, she places a
velvet bookmark on the page.

4 PUPPIES TO THE RESCUE


(1) STAIRWELL
The dogs need a light-source as they move
BANDITS -- CR1 down into the tower’s belly. The stairs are surpris-
Defense: 11 (Leather armor) ingly sturdy, despite their worn appearance.
Stamina Points: 10 As they move down the stairs, read the fol-
Speed: 30 feet lowing:
Proficiency Bonus: +2 “At the bottom of the steps, you find yourselves
Abilities: Strength +2 (15), Dexterity +0 (10), in a circular room. There is a large arched doorway
Constitution +2 (14), Intelligence -1 (8), Wisdom straight across. Its features are mundane in appearance.
+0 (11), Charisma -1 (8)
Brayson moves forward a slight step. He points to the
Attack: Battleaxe (+4 melee, 1d8+2 slashing) or
dagger (+4 melee or ranged, 1d4+2 piercing). center of the room where there is a gaping hole. “He
is down there.” Along the floor where you stand, there
Tricks: Darkvision
are scuff marks, scratch marks, and dried blood. Pieces

of shattered bones are scattered throughout the room.”
If they fight, the puppies and the player
characters (if puppies) can use their short height
to their advantage. (2) THE HOLE
The Hole leads the characters to Scene
AFTER THE BATTLE 7: “Finding Shay Dane”
When the players defeat the bandits, they find a
How did the players get to this scene?
satchel filled with 10 shards of plastic, three bat-
Going down the hole.
teries, and a tattered cloth with archaic writing.
What do the players need to accomplish in this
It would need to be investigated later.
scene?
Regardless of which favorable outcome – Go Find Brayson’s father.
to Scene 6. What is keeping them from accomplishing it?
Rats
What scene or scenes should logically happen
SCENE 6: THE TOWER next? None. This is the end of the story
How did the players get to this scene?
Following Brayson. The player characters can go down to the hole
What do the players need to accomplish in this with enough rope. They can tie the other end of
scene? the rope to the top of the stair’s stone bannister
Find Brayson’s father. or to the heavy latch of the door.
What scene or scenes should logically happen Once they go down, read the following:
next? “The descent is uneventful, but dark. There is a
Scene 7 “Finding Shay Dane” soft glow of a light source down below. As you touch
When they arrive to the Tower, read the the ground, you touch old forgotten bones of both cats
following: and dogs. The walls are covered in the same archaic
“The fog seems to swallow the dark, crumbling writing that was on the tattered cloth. A pungent odor
tower. As they move around to the side of the building, of old blood, ash, and wormwood fills the area. The soft
there is a stack of unearthed stones. Brayson indicates glow of the light seen above is an old battery powered
that he left them there, so that he could find the en- candle. Its flicker pattern is lacking and therefore dying.
trance. To the left of the rocks, there is a narrow crevice Somewhere ahead is a soft moan. Brayson, without hes-
wide enough for them to squeeze through. Beyond this, itation, begins to move ahead.”
there is a set of stairs spiraling down into the earth.” If the players can convince Brayson to take a
step back and take this one slowly, they can sneak
around the nest of the Dire Ticks.

LAURA DASNOIT 5
The player characters must make a Charisma “As you move past the Dire Ticks nesting together,
check of 14 to prevent Brayson from alerting the there is a crevice that is covered with a grey tapestry.
Dire Ticks of their arrival. It should be noted that Pushing it aside, they can see an old dog resting quietly
Clyde is afraid of bugs. in the corner. His leg has been fastened in a makeshift
cast with scrap pieces of wood and cloth.”
DIRE TICKS An intelligence check of 14 reveals a secret
Defense: 14 (Tough Skin) door behind Shay. If he had moved one tile to the
Stamina Points: 7
right, he would have noticed it. However, one can
speculate the pain he was in blinded him to that
Speed: 10 feet
fact. A dexterity check of 13 is required to trigger
Proficiency Bonus: +2
the panel and open the door that leads to (3) The
Attack: Sting (+2 melee, 1d4 piercing)
Hidden Treasure Room.
Tricks:
With assistance, Shay can stand. He is
• Blood Drain – After a sting attack, the tick
attaches to the target. The tick drains blood at the extremely grateful that his son is safe, and even
start of the turn, inflicting 1d4 piercing damage more thankful to the party that rescued him.
from blood loss. The target must make a Constitu- Once they are safe outside, he gifts each one of
tion saving throw of difficulty 12 to remove the tick
or another dog can make a strength check of 12 to the player characters with a Dane amulet. It is a
remove the tick from someone else. silver pendant with the scrolled letter D etched
into it. He explains that it allows them a steep
Abilities: Strength -0 (10), Dexterity +2 (15), discount at the Hunter’s Haven. It also is a mark
Constitution +3 (16), Intelligence -2 (7), Wisdom
+0 (10), Charisma -2 (6). of favor of any Dane Hunter.

(3) THE HIDDEN


TREASURE ROOM
Once inside, read the following:
“A stone door groans as it slides to the left. Among
the rubble, there is a narrow stairway designed for one
dog at a time. It leads up past an opening that was also
designed to be a secret door. You find yourselves in the
room behind the arched doorway of the circular room.
This must have been intended to be used in reverse – to
go down below for emergencies. Though the path should
have continued on - years of abandonment and rubble
have destroyed the corridors that led beyond. In this 6x6
room there are weapon racks are along one side and
forgotten books are stacked along another.”
Something odd emerges from behind a large
stack of books. A suit of gold armor, worn by the
Old Ones, lifts up a large fist and attacks.

6 PUPPIES TO THE RESCUE


ANIMATED ARMOR
Defense: 12 (Armor)
Stamina Points: 20
Speed: 30 feet
Proficiency Bonus: +2
Attack: Slam (+4 melee, 1d6+2 bludgeoning).
Tricks: Darkvision, Immune to piercing damage
Abilities: Strength +3 (16), Dexterity +0 (10),
Constitution +3 (16), Intelligence -5 (1), Wisdom
-5 (1), Charisma -5 (1).

When the animated armor is attacked, it


bleeds a color-less sickly-sweet blood. When it
is destroyed, it crumbles to dust – as though the
magic vanished along with it.
There is one longsword and a dagger
resting on the weapon rack. Both are magical
and further investigation leads them to know
that it they are artifacts of the line of Duchess
Ingrid Pyrenees. The longsword is 1d8
slashing damage +1 to damage. The dagger is 1d4
piercing damage +1 to Dexterity.
When the books are touched, the pag-
es begin to crumble. Only one book, with a
shimmering green spine, remains safe from the
passages of time. The book is in a journal for-
mat. It cannot be readily translated, but appears
to be of worth to either sell or to further inves-
tigate.
The rest of the Tower is far too dangerous
to explore – it is nothing but ruins, collapsing
rubble, and tight spaces meant for rats and oth-
er small creatures.
From here, the player characters can
decide what they want to do. They can recruit
the puppies investigate the archaic parchment,
sell or use the weapons for political leverage,
which opens up avenues for other stories. They
can leave the group and continue on other
adventures. The possibilities are endless!

LAURA DASNOIT 7
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8 PUPPIES TO THE RESCUE


PUPPIES TO
THE RESCUE

This adventure is meant for kids and


kids-at-heart.
The main NPCs of the party are all
puppies.
This adventure is designed to be a
base adventure. This can be modified
to fit the party.

LAURA DASNOIT 9

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