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Crafting & Gaethering

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0% found this document useful (0 votes)
442 views8 pages

Crafting & Gaethering

Help for 5e.

Uploaded by

fecskethebird
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

ALL HAIL GEK!

Beginner Adventure for 5th Edition

“Our seers warn that Gorrmoth’s Tower is active once more. Go there, and
crush the necromancer before this gets out of hand and we’ll have to send
for the Grovetreaders.”
All Hail Gek! is a beginner adventure for (Almost) Everything is a D20 Test
fifth edition that’s designed to teach you When in doubt, remember that almost
how to run the game as you read. everything in the game is solved by rolling a
twenty-sided die and adding a modifier.
How to Read An Adventure
Adventures are written for the group’s game The Rules Glossary tells us that:
master. Players should not read adventures
D20 Tests encompass the three main d20
they intend to play.
rolls of the game: Ability Checks, Attack
Game masters should read this adventure Rolls, and Saving Throws.
before their first session begins, and then
Remember to read Playing the Game in the
reference back to it as they run the game.
Free Rules before reading further.
Throughout the adventure, monsters and
magic items will be highlighted in bold Improvising Rolls
If the players try something out of the
typeface, as well as included for your
ordinary, you can always ask them to roll a
convenience nearby.
d20 and then ask them to add an
Spells however, will be written in italic appropriate modifier, like strength to lift a
typeface, and will only be included nearby door, or charisma to convince a creature.
when it is a feature of a monster.
You decide the difficulty of the d20 test by
What Does The GM Do? determining a number in your head. If
As the game master, your job is to referee something is easy, you could decide they
the rules and adjudicate how conflicts need a 5 or higher. If it’s hard, it might be
within the rules are resolved. 20 or higher. The number is up to you.

You narrate what happens by explaining the Since you’re only rolling d20 tests when
events clearly and describing the play- both failure and success are narratively
environment. interesting, you can set the difficulty class
between 10 and 20. Or if you’re strapped for
And you play the monsters, both by running
time, you can always set it at 15.
their statblocks in combat, but also by
roleplaying them. Deciding what these Remember, you decide when to ask for rolls.
fictional creatures want to do at every given If players want to do something you think is
point. impossible, you can refuse to let them roll.

Keep studying the Mystic Arts


ALL HAIL GEK!
Beginner Adventure for 5th Edition

Adventure Overview Why Start In The Dungeon?


All Hail Gek! is an adventure for four to If this is your first time running the game,
five characters of 1st level. It can be played it’s helpful to start off already in the
over the course of one or two evenings. dungeon because that constrains the scope
of your concerns to just the map in front of
Adventure Background you.
Years ago, the Grovetreaders, a band of
powerful adventurers slayed a grand Of course, if you want to start them
necromancer named Gorrmoth. elsewhere, feel free to do just that! But
beware, this requires a bit more effort and
Some time later, a tribe of Kobolds moved innovation.
into his tower’s basement and a lowly
kobold runt named Gek discovered the What Happens In The Adventure?
wizard’s spellbook and is beginning to teach Throughout this adventure, the players will
himself magic. fight a couple of encounters all against
kobolds or dragons, talk to a friendly kobold
Gek violently overthrew the previous tribe’s named Nork, and loot an old wizard’s tower.
leader, Mihiliu, and now the tribe worships
him as a god over all death. It’s going to be somewhere between three
and five fights, depending on how
Hooking the Players bloodthirsty your player characters are.
So, how do the players learn about this
tower? Why do they go there? The Dungeon Key
Below, you’ll find a map of the adventure.
Here’s a plot hook:
All subsequent text here is the Dungeon Key
A powerful oracle from the local keep, let’s which describes how to read the map. Areas
call it Castra Phaedra, has detected a on the map are marked with a number; find
necromantic aura from Gorrmoth’s tower, the corresponding number in the key to
and he’s advised the local baron to have it understand what is in that area.
dealt with.
If this is your first time reading the
Since the original adventurers have long adventure, just read through everything to
since left the region, the baron put out the get a sense of the dungeon, then later use
call to anyone willing to answer. the adventure as a quick reference guide.

That’s where your players come in. Four Sections


This dungeon can be divided into four
They accepted this quest in return for a
sections:
bounty of 100 gold pieces.
Cave. A dingy cavern of maze-like tunnels.
Summarize this to the players before you
begin the session with them already in Area Dragon Lair. A big open room where the
1 of the dungeon. small dragon lives.

Keep studying the Mystic Arts


ALL HAIL GEK!
Beginner Adventure for 5th Edition

Wizard’s Basement. The primary point the light spell. Some player characters have
of the adventure; where Gek and his darkvision and can make due without a light
minions await. source.

Wizard’s Tower. A small tower that Note that characters who cannot see are
features one extra difficult encounter in considered Blinded.
return for additional loot.
Areas 1, 5, and 6, are lit, as indicated by the
General Features area description.
Ceilings. The dungeon is somewhat
clostrophobic with ceilings that rise to about On Maps
Below is the map of the dungeon. It is
10 feet above the floor.
presented here as a reference for you, the
Light. Since kobolds have darkvision, they GM. Do not reveal the entire layout to your
can see in the dark, which means almost all players at the start. Instead, reveal areas bit
of the rooms in the dungeon are dark. In by bit as they explore the dungeon.
order to see properly, the player characters
will need a light source such as a torch or

Keep studying the Mystic Arts


ALL HAIL GEK!
Beginner Adventure for 5th Edition

Area 1. The Cave Opening


You begin the adventure here. After
summarizing the plot hook from Hooking
the Players above, read:

After fastening a rope tightly, you


descended into the cave opening you
spotted beneath Gorrmoth’s tower.

You clambered down the rope for 30 feet


before you landed in a dark cave. You can
see the area immediately around you, but
not much more.

A pair of beady yellow eyes stare at you


from inside the darkness.

Then you hear it yip; like a bark!


This is a statblock. You can see the kobold
A small red humanoid lizard charges out of
has a dagger which it uses to attack player
the darkness, dagger in hand!
characters next to it by rolling a 2o-sided die
Roll for initiative! and adding 4.

Initiative. When rolling for initative, you If the result is higher than the target’s
have everyone roll a 20-sided die and add Armor Class, it’s a hit. On a hit, you roll one
their dexterity modifier. This is called an four-sided die and add 2. That’s how much
initiative roll. damage the attack does.

Order the players from highest roll to Notice how kobolds have low hit points (5)
lowest, and then roll for your monsters and and are fairly weak all around. They’re
add them to your initiative tracker. meant to be used in large groups. See the
Pack Tactics ability!
In this case, you’re just adding one kobold.
It’s a weak creature meant to serve as a Interrogating the Kobold. If the players
tutorial fight for new players. knock out, or interrogate the kobold,
roleplay it! Reward their clever play by
Light. Unlike most of this dungeon, this
having the kobold briefly explain the
area is in Dim Light due to being open to the
background of the adventure.
outside world.
The kobold explains, through broken
Rope. While climbing up the rope, players
Common, how he worships a “god of
move at half-speed, and must make DC 5
deadness” and the “stupid” dragon is weak
Athletics checks or start Falling.
and feeble compared to the might of Gek.
Running Monsters. There is one kobold
in this area, it spots the players and attacks.

Keep studying the Mystic Arts


ALL HAIL GEK!
Beginner Adventure for 5th Edition

Area 2. The Fork Area 3. There’s a Secret Door


Now that the fight is over, the player Notice the $ on the map here, that isn’t a
characters might start to move around. dollar, it’s a secret door!
Since we’re in a dungeon, you could choose
Most players will miss this feature of the
to have them move in 30 foot increments (6
dungeon, though if someone in your party is
squares per turn) or you could just let them
playing a Druid, Cleric, or Monk, they
describe what they’re doing and run it in
probably have high wisdom, and therefore a
your head.
high perception skill. You could point it out
That really depends on whether or not you to those players, describe how they feel a
have a battlemap in front of you. You could through-draft in the cave wall, and let them
choose to just describe this cave, or sketch it investigate further.
out on paper as the players move on.
Anyone looking for secret doors could make
Since there’s a fork in the dungeon here, a DC 10 Wisdom (specifically Perception)
players might either proceed to area 3 and check to find it.
4, or to area 5. You’ll have to consult the
adventure accordingly. Area 4. Another Fork!
There’s another fork in the dungeon here.
You don’t have to describe the characters Forks are placed in dungeons to give your
moving any more than you’d like. Feel free players the opportunity to decide where to
to remind them of the environment. Maybe go next.
describe the cavern and how dank and dingy
Describe the two paths forward and ask the
it is. It might spark your player’s
players where they choose go from there.
imagination.
Splitting the Party. Some enterprising Area 5. Dragon’s Lair
players may want to divide themselves Here’s a big open cavern, it’s musty and
into groups. One group explores the path somewhat foul smelling. You can read the
on the right, and the other group explores following text to the players:
the path on the left. Entering this massive open cavern, you can
smell a tinge of filth in the air.
If you have new players, you may want to
indicate that in the RPG community this In fact, where the caverns meet the walls,
is called “Splitting the Party” and it’s you can see small piles of what appears to
usually considered ill-advised, since be excrement belonging to some large
dungeons are usually prepared to be creature.
appropriately challenging for a whole In the middle of the cavern, you can see a
party moving through it together. somewhat small, white reptilian creature,
four legs, a tail, and wings.
After warning your players once, however,
you probably shouldn’t do it again or you That’s a dragon.
start playing the game for them. And it appears to be fast asleep.

Keep studying the Mystic Arts


ALL HAIL GEK!
Beginner Adventure for 5th Edition

Light. Unlike most of this dungeon, this Given how difficult a fight with the dragon
area is in Dim Light due to being open to the is, try to play it un-optimally. Maybe waste
outside world. the dragon’s first breath weapon as a
warning shot that hits no one.
Dragon. There’s a sleeping white dragon
wyrmling in here, right on the square The statblock says Recharge (5-6), which
marked with 5. Anyone coming within 30 means that at the beginning of its turn you
feet of it must make a DC 10 Dexerity roll 1d6 and if you get a 5 or a 6, the dragon
(Stealth) check or wake the dragon. can use the breath weapon on its next turn.

Once awake, the dragon will attack any Area 6. Second Cave Exit
creature that isn’t a kobold, thinking they This area is open to the outside. Tied to a
are food to be eaten. wooden post here is a wise old kobold
named Mihiliu.
This dragon is young and not particularly
smart, and while it can speak draconic, it Light. Unlike most of this dungeon, this
behaves more like a beast than anything area is in Dim Light due to being open to the
else. outside world.

Mihiliu. Mihiliu was the leader of this tribe


of kobolds before Gek took control of the
tribe, he’s fiercely loyal to what he sees as
his divine cause; raising the white dragon
wyrmling.

Player characters who fought and killed the


wyrmling would provoke a violent response
from Mihiliu who will die to avenge it.

Mihiliu is a kobold with the following


additional abilities:

 He has an additional 10 hit points.


 He can make two attacks with the
dagger as an action.

If the players managed to avoid fighting the


dragon, Mihiliu will want to escape this
Notice how much tougher this creature is,
cavern with the dragon and never return.
not only does it have a higher Armor Class
and more Hit Points, but it also has a special Recruiting. Clever players might try to
action. The Cold Breath is especially convince Mihiliu to come help them attack
dangerous, since it might hit multiple player Gek. Mihiliu can be convinced by a good
characters at once. argument and a DC 10 Charisma
(Persuasion) check.
For 1st level players, this is a boss monster!

Keep studying the Mystic Arts


ALL HAIL GEK!
Beginner Adventure for 5th Edition

Area 7. Alchemist’s Laboratory made with a +1 weapon have an additional


Loads of little bits and bobs are strewn +1 to hit and damage rolls.
around this room; reagents, ingredients,
and a collection of bioluminescent slugs. Area 9. The Big Room!
What used to be the main chamber of
This belongs to Nork, a kobold alchemist Gorrmoth’s basement is now Gek’s ritual
who will not attack the players, but rather chamber! Here, he is standing, in the middle
beg for mercy. of a ritual to animate the body of an Ogre
skeleton in the middle of the room. Three
Nork. This alchemist has three Potions of
kobolds watch on in awe!
Healing (see below) and is willing to offer
them to the players in return for killing Gek Ogre Skeleton. The skeleton of a long-
and releasing the tribe from his political dead Ogre has been dragged by the kobolds
grasp. into the middle of the room. Since the spell
Animate Dead doesn’t work on the Ogre,
When roleplaying Nork, get into it. Do a silly
the ritual will fail. But Gek doesn’t know
little voice, and don’t be afraid to have him
that.
be both useful and funny. The players are
likeliest to fall in love with him that way. Gek. Gek is an evil necromancer who killed
Mihiliu’s kobolds and took over the tribe,
Nork could explain the background of the
and now he plots to raise undead to
adventure, how Gek is studying
continue his conquest. Upon seeing the
necromancy, how the dragon is being left
player characters, he and his loyal kobold
alone with Mihiliu.
followers will attack.
You can also use Nork to engage the players
Gek is a kobold with 20 additional hit
in roleplay, have him complement their
points and a new action:
character’s might and strength. Players like
feeling powerful, don’t be afraid to roleplay Death Magic. Ranged Spell
Nork in such a way that he elevates the Attack: +4 to hit, reach 30 ft., one target.
player characters to a mythic pedestal. Hit: 7 (1d12) necrotic damage.

Potion of Healing. You regain 2d4+2 hit Reinforcements. On the second round of
points when you drink this potion as a combat, the kobolds from Area 11 enter the
Bonus Action. chamber and roll initiative. On the third
round, the kobold from Area 12 enters the
Area 8. The Armory chamber and rolls initiative.
In here, the players can find loads of
standard equipment, all somewhat rusty. Loot! Players may want to loot the goblins,
but they’ll find little of value. Kobolds carry
There are three Shields, six Spears, nine
daggers and slings.
Arrows and a single Longbow.
Gek has an amulet of a bird’s skull he uses
And, tucked away, is a single weapon
as his Arcane Focus, as well as a pouch with
without any rust. This is a +1 Longsword.
23 gold pieces and 81 silver pieces inside.
It’s a standard magic item! Any attacks

Keep studying the Mystic Arts


ALL HAIL GEK!
Beginner Adventure for 5th Edition

Area 10. Kennel already, but it contains the biggest treasure


There’s a dirt-covered kennel in here that hoard of the night!
Gorrmoth used for his hounds, but is now a
storage for the dead skeletons Gek has failed
to animate.

Area 11. Kobold Lair


Here are beddings for kobolds, including the
four kobolds that reside here, and join any
fighting they hear in Area 9.

Area 12. Gek’s Study


This is Gek’s personal study, in here are
spell scrolls for the following spells:

 Animate Dead
 Ray of Enfeeblement
 False Life

They might be useful to any players playing


a wizard or anyone who can use scrolls.

Though, you could always decide that


anyone can use these scrolls to cast the
spells listed. That’s not exactly how the rules
work, but you’re the GM!

In here is a single kobold that will join any If slain, loads of loot spills out of the mimic:
fighting it hears in Area 9.
 Four potions of healing,
Area 13. Wizard’s Tower  3d12 gold, and 5d20 silver.
This tower is in complete disrepair, it  A silver crown worth 200 gold
appears like its moments from collapse. pieces.
There’s a table here that contains a few  A Scroll of Revivify and a diamond
scrolls. worth 300 gold pieces, that together
could bring back dead party
It’s Not Just A Table! When a player
members if brought to a cleric.
touches the table or the scrolls on top, they
stick to the table firmly. Quickly thereafter, Area 14. Tower’s Top Floor
the table morphs into a horrible mess of Gek has been hoarding a large amount of
tendrils and mouths! It’s a mimic! coins on a table here in the event of having
to bribe the dragon with a hoard.
This is a scary monster, especially if the
players have already fought in several fights There are 51 gold pieces, 486 silver pieces,
and 1450 copper pieces.

Keep studying the Mystic Arts

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