Professional Documents
Culture Documents
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.
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.
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.
LAURA DASNOIT 7
OPEN GAME LICENSE Version 1.0a Identity, including as an indication as to compatibility,
except as expressly licensed in another, independent
The following text is the property of Wizards of the Coast, Agreement with the owner of each element of that
Inc. and is Copyright 2000 Wizards of the Coast, Inc. Product Identity. You agree not to indicate compatibility
(“Wizards”). All Rights Reserved. or co-adaptability with any Trademark or Registered
1. Definitions: (a) “Contributors” means the copyright and/or Trademark in conjunction with a work containing Open
trademark owners who have contributed Open Game Game Content except as expressly licensed in another,
Content; (b) “Derivative Material” means copyrighted independent Agreement with the owner of such Trade-
material including derivative works and translations mark or Registered Trademark. The use of any Product
(including into other computer languages), potation, Identity in Open Game Content does not constitute
modification, correction, addition, extension, upgrade, a challenge to the ownership of that Product Identity.
improvement, compilation, abridgment or other form The owner of any Product Identity used in Open Game
in which an existing work may be recast, transformed or Content shall retain all rights, title and interest in and to
adapted; (c) “Distribute” means to reproduce, license, that Product Identity.
rent, lease, sell, broadcast, publicly display, transmit or oth- 8. Identification: If you distribute Open Game Content You
erwise distribute; (d) “Open Game Content” means the must clearly indicate which portions of the work that you
game mechanic and includes the methods, procedures, are distributing are Open Game Content.
processes and routines to the extent such content does
not embody the Product Identity and is an enhancement 9. Updating the License: Wizards or its designated Agents may
over the prior art and any additional content clearly publish updated versions of this License. You may use any
identified as Open Game Content by the Contributor, authorized version of this License to copy, modify and
and means any work covered by this License, including distribute any Open Game Content originally distributed
translations and derivative works under copyright law, but under any version of this License.
specifically excludes Product Identity. (e) “Product Iden-
tity” means product and product line names, logos and 10. Copy of this License: You MUST include a copy of this
identifying marks including trade dress; artifacts; creatures License with every copy of the Open Game Content You
characters; stories, storylines, plots, thematic elements, Distribute.
dialogue, incidents, language, artwork, symbols, designs, 11. Use of Contributor Credits: You may not market or
depictions, likenesses, formats, poses, concepts, themes advertise the Open Game Content using the name of any
and graphic, photographic and other visual or audio rep- Contributor unless You have written permission from the
resentations; names and descriptions of characters, spells, Contributor to do so.
enchantments, personalities, teams, personas, likenesses
and special abilities; places, locations, environments, 12. Inability to Comply: If it is impossible for You to comply
creatures, equipment, magical or supernatural abilities or with any of the terms of this License with respect to some
effects, logos, symbols, or graphic designs; and any other or all of the Open Game Content due to statute, judicial
trademark or registered trademark clearly identified as order, or governmental regulation then You may not Use
Product identity by the owner of the Product Identity, and any Open Game Material so affected.
which specifically excludes the Open Game Content; (f)
“Trademark” means the logos, names, mark, sign, motto, 13. Termination: This License will terminate automatically if
designs that are used by a Contributor to identify itself You fail to comply with all terms herein and fail to cure
or its products or the associated products contributed to such breach within 30 days of becoming aware of the
the Open Game License by the Contributor (g) “Use”, breach. All sublicenses shall survive the termination of
“Used” or “Using” means to use, Distribute, copy, edit, this License.
format, modify, translate and otherwise create Derivative
Material of Open Game Content. (h) “You” or “Your” 14. Reformation: If any provision of this License is held to be
means the licensee in terms of this agreement. unenforceable, such provision shall be reformed only to
the extent necessary to make it enforceable.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open 15. COPYRIGHT NOTICE
Game Content may only be Used under and in terms Open Game License v 1.0a Copyright 2000, Wizards of the
of this License. You must affix such a notice to any Open Coast, Inc.
Game Content that you Use. No terms may be added
to or subtracted from this License except as described by System Reference Document 5.1 Copyright 2016, Wizards of
the License itself. No other terms or conditions may be the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
applied to any Open Game Content distributed using Chris Perkins, Rodney Thompson, Peter Lee, James
this License. Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
3. Offer and Acceptance: By Using the Open Game Content and Steve Townshend, based on original material by E.
You indicate Your acceptance of the terms of this License. Gary Gygax and Dave Arneson.
4. Grant and Consideration: In consideration for agreeing to 13th Age Copyright 2013, Fire Opal Media. Authors: Rob
use this License, the Contributors grant You a perpetual, Heinsoo and Jonathan Tweet. Edited by Cal Moore.
worldwide, royalty-free, non-exclusive license with the Additional editing by Simon Rogers. The 13th Age RPG
exact terms of this License to Use, the Open Game and supplements are published under exclusive license to
Content. Pelgrane Press.
LAURA DASNOIT 9