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Crossroads Starter Adventure

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0% found this document useful (0 votes)
41 views3 pages

Crossroads Starter Adventure

Uploaded by

jojocomida8
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

SECTION 9 : STARTER ADVENTURE

Feel free to adapt any parts of this adventure, it’s designed to give you a feel of the game and introduice you to some of the
common elements.

🌳 Brocklewood Nightmare
In the cursed forest of Brocklewood, a Drixmire necromancer plots to awaken an ancient abomination — the Dark Young,
a tree-like nightmare of roots and hunger. Only the sacred nectar of the Glade of Bloom can weaken it enough to kill. The
PCs must pursue the necromancer, survive his traps, appease the mischievous fairy who guards the nectar, and finally
save the besieged village.

The party are asked by inhabitants of a nearby village, Rinsedale, to go and find out what has been attacking them. A
hunting party went missing recently.

📖 Act 1: The Chase


Encounter 1: Ambush in the Pines
🎯
Enemies:
3 Bandits with shortswords (10 HP, 1 damage each. Throwing daggers, poison darts causing Poison 1 and sick.

1 Wolf (8 HP, 1 damage, 2 when near a bandit. Pounce > cause knockback.)
The necromancer has paid off local brigands to slow you down. They spring out of the trees as the wolf harasses your
flank.
✅ Tactics: Bandits focus on pinning, wolf goes for wounded.
💡Twist: If captured, a bandit admits: “He paid us to delay you, something about a tree waking up…”

Encounter 2: The Trickster’s Test

A fairy (appearance: glittering wings, bark-like skin) blocks the path and giggles:
“If you want the nectar, prove you’re clever enough to deserve it!”

She conjures illusions (played by crew):

A false bridge over a ravine.

Swarming butterflies that disorient.

Illusionary beasts

Food and drink that’s really disgusting

Anything you can imagine.

✅ Challenge: Players must solve a logic riddle she poses or roleplay their way through.
If angered, she vanishes and sets further traps.
SECTION 9 : STARTER ADVENTURE Encounter 3: The Dead Walk

A clearing littered with corpses suddenly animates as a trap by the necromancer. One of the hunters was cursed and
has become a vengeful spirit.
💀Enemies:
4 corpses. These are the corpses of the missing hunting party. They have 10Hp and move like classic zombies, doing 1
damage with hands.
1 vengeful spirit that jumps into bodies

The Vengeful spirit is invisible and vulnerable only to holy damage. Grave Lore, Detect Magic, Curse Lore and detective
work should tell them the spirit is here, it will attempt to communicate with the party.
One of the bodies will never move; this is the spirits actual body. If consecrated or buried, it will depart, rewarding them
by showing them the location of some healing items and holy water. Holy water adds Holy to a weapon, doing double
damage to undead in this scenario.

The spirit can jump into any fallen player character for 1 turn, forcing them to attack allies unless exorcised or knocked
out.
The spirit can also harass and possess PCs temporarily but not to any great effect.
✅ Tactics: The spirit targets the strongest PC to sow chaos.

📖 Act 2: The Necromancer & The Horror


Encounter 4: The Awakening

🧟 Enemies:
Drixmire Necromancer (Tier B profane caster, 8 HP/limb 40 Core (skeleton armor))
Casts the profane spells “Rot Touch”, “Festering Word” and “Raise Dead”. Casts the arcane spells “Poison Bolt” and
“Illusory Clone”.
2 Skeleton warriors HP 15, 2 damage

2 Zombie dogs HP 11, 1 damage claw, 1 posion damage bite + infect.

At the heart of the forest, the necromancer is chanting before a massive blackened oak. When reduced to half HP, he
calls:
“Rise, my beautiful child!”

…and the Dark Young begins to stir. A crew member with a sword in each hand portrays the shambling, tree like eldritch
being. It is a Fiend type enemy, and currently invincible. It does 2 points of damage per strike.
Encounter 5: The Fairy’s Apology
✅ Twist: The Dark Young is invincible here. It sweeps its roots, knocking down trees, and flails around after the party. If
🧚 Scene:
it’s hit it says “Guard”. The PCs must flee.
The fairy reappears as the PCs flee, looking remorseful:
“I thought you guys were just troublemakers... but I see I was wrong...Come — I’ll lead you to the Glade.
The fairy explains that the Necromancer came here and awakened the Dark Young, a monster called here by his ancestor.
The fairies tried to protect the glade but it became cursed. She will lead them to the cursed glade.
✅ Challenge: The party must reach the cursed glade. Ideally this part is a meandering stroll through the woods with
occasional Dark Spawn creatures menacing the party or posing riddles, ad lib it as wandering through the cursed forest.
Add skeleton enemies as necessary.
SECTION 9 : STARTER ADVENTURE
📖 Act 3: The Final Battle
Encounter 6: Guardians of the Glade
🌿
Enemy:
Cursed Guardians
The glade is guaerded by 2 corrupted dryads. This is a martial battle. The two best fighters from the crew should play the
dryads. They have 10 limb hp each and do 2 damage. They can use ‘Leaf Blade’ to do 3 damage and knockback and
‘Blade Grass’ to throw 2 ranged damage. Once, one of them can make a wall of thorns (played by crew members) with 40
hp to slow down other pcs.
✅ Reward: On victory, the PCs are fully healed and gain the Goddess Nectar which allows them to damage the Dark
Young.

The PCs hurry back to the village. You could have another chase or appropriate scene here depending on your time
keeping.

Encounter 7: The Village Siege

The necromancer and his monster attack the village as villagers flee and scream.
🏘️ Enemies:
Dark Young (now vulnerable: ~100 HP, roots, sweeping limbs, poison cloud)
It carries two swords as limbs. (2 damage) It can bind every so often when it hits, in which case it moves back to attacking
villagers and other PCs. If a single PC takes it on it could draw him in and “bite” for 4 damage to the body.

After around 50 damage it enters its second phase- two other crew join it back to back, it can now do 3 damage and
knock nearby pcs prone by stomping the ground.

Necromancer (may flee if pressed). Support with profane magic.


He can summon up to
2 Skeleton squads
3 Zombie dogs

Other crew members play terrified villagers. The Dark Young attacks them and tries to kill them so the necromancer can
raise them.

✅ Goal:
Kill the Dark Young using the nectar (weakens it to normal damage).
Stop the necromancer if possible, though he may escape.
💡 Ending: If successful, the village cheers, the fairy thanks them, but a whisper hints the necromancer still lingers…

🎲 Tips for GM:


Award SP after Act 3. Level up after the adventure if continuing the campaign.
If PCs fail to acquire nectar for whatever reason, Dark Young cannot be killed — they must improvise or drive it away.

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