Legacy Module 4

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Back to DMs Only: Legacy of Heroes

Tested

Game: Legacy of Heroes

Projected Dates: July-Sep 2012

Author(s): Kathy Ice

Starting Party Level: 3

Summary of Module: As a final test before graduation, all students in the Adventurer track are taken to the Monster Preserve. They meet a group of tough-looking rangers, who have selected monsters for the various student groups to defeat. (These would be monsters whose population is getting a little to large for the ecology of the Preserve; their ranks need to be thinned a bit.) The PCs face and defeat their monster, but then the ground shakes and they hear calls for help. Ankhegs have unexpectedly burst through the ground and attacked another group of students. With the PCs' help, they are able to defeat the Ankhegs. The other students turn out to be the rival group from the previous module; the ones who attempted to sabotage the PCs. The students make their way back to where they were supposed to meet their professors and the rest of the groups, but find there is nobody there, the ground is all churned up, and there are several dead Ankhegs. The PCs have a choice of what they can do next; they may end up rescuing one of the rangers, defeating some more ankhegs, or helping more of their fellow students escape.

[Jerry suggestion: Great Minds and all that. I’ve been working on something similar for the local group and for a future Tap perhaps in July. I was looking at Plateau City recently and thinking that it was boring to me at this point in time. I decided one thing I could do to help create a distinctive identity for the city would be to design several holiday/celebrations that would give the city an edge.

I came up with Beasting Day. We had the Monster Preserve and never had a good reason to have it here next to PCity. Weird place to put it if you think about it. So anyway, Beasting Day gave a reason for the preserve to be so hear the city.

Summary: Once a year, druids and rangers hunt the great beasts of the Monster Preserve, hold them and then on Beasting day, open up portals to teleport them into the city, which is already known as the City of Adventurers. The Beasts are hunted in the city as a great social event with each city party hiring an adventuring group or two to hunt for them while they follow on fancy “pillow carts” and open bed taxicabs to cheer them on. Then they use the best chefs to cook and eat the beasts while having a party. The after-party is at the Coleseum where the best portions are laid out on the floor for the gods. This day is one of the few days during the year that the gods will appear. At least one, but usually several of them will come, eat the presented beasts, praise them, give out a few pronouncements in general and for several individuals, then depart ending the celebration. [I do have this written out in a better form--this writing of it sounds a bit hokey.]

History: Once in the City Debate House, a man described how he had been trapped in a cave and had to eat this horrible thing and that. All beasties. Another stood up and said he had been deserted on an island for one year longer than the other and all the things he had to eat. The two then bet that they could eat a stranger beast than the other. They did. Everyone joined in and now it’s a holiday.

I said all that to say that if you want to make this module the “hunting end” for that city celebration where the beasts are trapped and sent to PCity and all the problems that might involve you could. They could still kill one at the end or beginning, then trap a few others, keep them in the pens, perhaps heal what they had damaged in the capturing process, and help with the teleportation. No pressure. Just making the offer.]

Scene 1: Future Tense

[2 weeks] [500 xp]

As graduation nears, students in the Adventuring track begin forming themselves into companies. The rival group from Module 3 forms a company called the Claws of the Griffon. Fizzle (NPC from Module 3) joins a group of mostly halfling and gnome students who call themselves The Short Order—which amuses some professors and horrifies others. Pretty much everyone expects the PCs to form themselves into an adventuring company, and only wait for them to name themselves. Also, students are discussing where to begin their adventuring careers.

Barristers from Plateau City come to sign up the groups as official allied adventurers of New Elenna. Students who have not yet formed groups can sign up as individuals, but students are urged to form groups wherever possible.


As a purely logistical matter, the players are going to need to pick a location by the end of July. I'm going to need time to study up on the new region, come up with adventure ideas, and get a module approved. I'd also like them to pick a name for their group, although I anticipate that the game will continue to be called the Legacy of Heroes. I want to stress to the players that neither of these decisions—the location or the group name—is carved in stone. They can always move to another region, and they can always rename themselves if they don't like what they picked originally. I anticipate that most of this discussion will be OOC and take place via email, but there will by some opportunity for IC discussion in-game as well.

This particular spring, by the way, has been unusually rainy.

Before finals are to start, Professor Lobrian (the class Dean) calls the graduating class to a meeting. He announces the exam schedules, and adds that the students in the Adventuring track will have an additional final test that will take place in the Monster Preserve after the written finals are over. He tells the students not to embarrass him. What a guy.

My proposed post for that day:

Shortly before your classes are to end for good, Professor Lobrian calls your entire class to a meeting. You meet in one of the large lecture halls. Surrounding you are your peers—some adventure-bound, some not—all of whom you know, some of whom you have known since the Lower School. The mood is a curious mixture of excitement and dread. You are almost done with school forever! All that's left are.....oh yeah. Finals.

Professor Lobrian stalks to the front of the room, looking sour and put-upon. Without preamble, he begins.

“Next week, you will undertake your final exams. The schedule is being posted in the main building, and copies are available at the back of the room. When I've finished!” he adds as there is a general stir.

“You will all take written exams, and those of you not in the adventurer track will have oral exams. Those in the adventurer track will have a final test at the Monster Preserve. Your faculty advisor will have more information.” He pauses. Sniffs disdainfully. “Try not to embarrass me,” he concludes, and stalks back out of the room.

The PCs take their written finals with varying degrees of success, then head with their classmates to the Monster Preserve.

[Jerry suggestion: We should have them at least make rolls with their intell or primary attribute added to the roll. Might even post a couple of questions for fun. Something fun should happen during the test. Someone cheats? A rat gets loose and crawls up the leg of the presiding professor. All of us have memories of tests at school. This one should not be glossed over.

Observation: Tell the story! Your scenes tend to be very general when you write. I know that you do more, at times, when you’re actually playing it out. But again, not as much as I’d like. More drama please.  ;)]

[Kathy: I can have them make rolls, sure, and describe how their characters are taking the tests. My most vivid memory of final exams involves my dorm catching fire the night before my PoliSci final. I don't think I'll use that for my inspiration.

Although, maybe something goes horribly wrong in one of the magical labs and the building needs to be evacuated....]

Scene 2: On the Hunt

The students, and some Maplehurst professors, arrive at the Monster Preserve and meet with a group of the Preserve's rangers. The rangers explain that some of the monster populations have gotten too large to be sustained, and their numbers need to be thinned. “Although someone did us a favor a couple of months ago and relieved us of a couple of gargoyles. None of you would know anything about that, would you?” (this is a reference to Module 3)

The head ranger is a tall, formidable-looking half-orc man named Crumorn Swift. He has scars on his face, and all down his bare arms. He is missing a finger. He doesn't like this student test, or Beasting Day, because he feels there's too much emphasis on the excitement and the killing, and not enough attention paid to the larger ecological picture. So he's basically fine if they run into one of the hydras. Serve them right, the entitled little snots.

One of the rangers, a half-elf woman named Quila Souhn, greets Vaniime (one of the PCs) by name. Quila is a Maplehurst graduate, and was in her last year when Vaniime first started the Upper School. She helped Vaniime with some minor difficulties, and the two bonded a little over a mutual interest in plants and animals. (The other PCs may also remember Quila; I'll let each of the players decide for themselves.)

The PCs, as the most advanced group, are tasked with hunting down and slaying a chimera. The rangers give them some tips about where to look, and what to watch for, then send them on their way.

The PCs track and corner a chimera, and (hopefully) kill it. I already rolled randomly, and this particular chimera has a green dragon head.

Chimera CR 7

CE Large magical beast Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +10

Defense AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size) hp 85 (9d10+36) -42 Fort +9, Ref +7, Will +6

Offense Speed 30 ft., fly 50 ft. (poor) Melee bite +12 (2d6+4), bite +12 (1d8+4), gore +12 (1d8+4), 2 claws +12 (1d6+4) Space 10 ft.; Reach 5 ft. Special Attacks breath weapon (usable every 1d4 rounds)

Statistics Str 19, Dex 12, Con 17, Int 4, Wis 13, Cha 10 Base Atk +9; CMB +14; CMD 25 (29 vs. trip)

Feats Hover, Improved Initiative, Iron Will, Skill Focus (Perception), Toughness

Skills Fly +2, Perception +10, Stealth +4 (+8 in scrubland or brush); Racial Modifiers +2 Perception, +4 Stealth in scrubland or brush

Languages Draconic

Ecology Environment temperate hills Organization solitary, pair, pride (3–6), or flight (7–12)

Special Abilities

Breath Weapon (Su) A chimera's breath weapon depends on the color of its dragon head, as summarized on the table below. Regardless of its type, a chimera's breath weapon is usable once every 1d4 rounds, deals 6d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based. To determine a chimera's head color and breath weapon randomly, roll 1d10 and consult the table below.

5–6 Green 20-foot cone of acid

Chimeras are monstrous creatures born of primordial evil. Hateful and hungry, they hunt on the ground or in the air. A chimera's dragon head may be of any evil dragon type, with the corresponding breath weapon, and its wings usually match the scales on its head. Chimeras speak with three overlapping voices, but rarely do so, typically only when playing toady to a more powerful creature. A chimera is 5 feet tall at the shoulder, nearly 10 feet long, and weighs 700 pounds.

Chimeras prefer meat but can subsist on vegetable matter if necessary (although being forced to do so generally leaves the beasts more ill-tempered than usual). Their flight means they can pick and choose their prey, and they usually hunt a large area in search of easy food. They are too stupid and belligerent to acquire followers, though sometimes a tribe of kobolds might give them offerings. Conversely, they are just intelligent and stubborn enough that they make poor pets, and only a significantly more powerful creature can keep them submissive. They may form equal partnerships with a respectful humanoid or similar creature, and even consent to be used as a mount. A pride of chimeras is very leonine in its hierarchy, with a dominant male leading the group and most of the hunting done by the females. A solitary chimera may be a young male or a female with cubs nearby.

[Jerry suggestion: Where’s the treasure? One of the joys of the game is interesting treasure from interesting monsters. Include some. And something in the treasure to have some fun with. Genie bottle, single card from a deck of many things, etc.]

[Kathy: Keep in mind that in their last adventure, the PCs got the equivalent of a 10 by 10 Carpet of Flying. This is a major Wondrous Item, valued at 60,000 gp, and the party is 3rd level! I know that finding treasure is fun, but I don't want to be Monty Haul here. Also, I want to be sure the PCs have enough cash at the end of this module to join the WLA, if they're so inclined.

There's also the question of where a monster in the Monster Preserve would have gotten its treasure, but if you don't mind the discrepancy, I guess I won't complain. :)]

Treasure: Scroll of Locate Object, Scroll of Lesser Restoration, Potion of Cat's Grace, Type I Necklace of Fireballs; 1500 gp in gems and jewelry.

[Jerry requirement: We need to detail names and one distinguishing trait for each of the Claws of the Griffin as we’ll be interacting with them for the entire module.]

[Kathy: This is from the previous module:

“The rival Maplehurst students: Belorin Echt and Zeliak Hawk (half-orc and human; two of Grell's former friends), who got defeated in physical competition (such as footrace, wrestling, etc.). Holly-Iris Kallier (halfling), who got defeated in something nimble (archery, etc.). Neave Zvarra and Belhorn Troud (human and minotaur), who got defeated in academics.”

Expanding this a bit, I picture Belorin and Zeliak as typical jock bullies who like to push people around when they think they can get away with it. I kind of picture Holly-Iris as a spoiled rich girl. Neave actually isn't a bad person, but she is ambitious and believes her best chance lies with this group. I don't have a handle on Belhorn. Maybe he's socially awkward and only hangs with this group because they seem to want him?]

Scene 3: Can We Get Extra Credit for This?

As the PCs are heading back, they feel the ground shake, and hear a rumble. A moment later, they hear cries for help.

When they move in that direction, they find another group of students (actually, the Claws of the Griffon, their rivals) in a desperate fight with three or possibly four ankhegs (it's going to depend on how easy the chimera fight was). The ankhegs have obviously just burst up through the rain-softened ground. The other group is in serious trouble, but the PCs help them turn the tide and defeat the ankhegs.

Mechanically, there are a few different ways to handle this fight. I could just “assign” two or three ankhegs to the PCs, and talk about how the other one is being fought by the Claws. Or, I could have the PCs fight all the ankhegs, and develop a mechanic for randomly decreasing the hit points of the creatures each round, to represent the efforts of the Claws. Or, I could go all-out and develop stats for the Claws and run the whole thing as one big giant fight. I have not decided which way to go. A substitute should choose the first option. :)

During the fight, Belorin and Zeliak keep saying things like, “we don't need your help!” Neave says things like: “of course we do; don't be stupid!”

The Claws are already a little put out because the PCs got to fight a chimera, and all the Claws got were some lousy giant centipedes.

After the fight, the Claws are hostile and resentful, hating the fact that they had to be rescued. What happens as a result is entirely up to the PCs. They can make peace with the Claws, in which case they'll end up as friendly rivals. Or, they can further antagonize them, in which case they'll turn out to be archenemies.

Ankheg CR 3 N Large magical beast Init +0; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +8

DEFENSE AC 16, touch 9, flat-footed 16 (+7 natural, –1 size) hp 28 (3d10+12) Fort +6, Ref +3, Will +2

OFFENSE Speed 30 ft., burrow 20 ft. Melee bite +5 (2d6+4 plus 1d4 acid and grab) Space 10 ft.; Reach 5 ft. Special Attacks spit acid

STATISTICS Str 16, Dex 10, Con 17, Int 1, Wis 13, Cha 6 Base Atk +3; CMB +7 (+11 grapple); CMD 17 (25 vs. trip)

Feats Skill Focus (Perception), Toughness

Skills Climb +8, Perception +8

ECOLOGY Environment temperate or warm plains Organization solitary, pair, or nest (3–6)

SPECIAL ABILITIES

Spit Acid (Ex) Once every 6 hours, an ankheg can spit a 30-foot line of acid. Creatures struck by this acid take 4d4 points of acid damage (Reflex DC 14 halves). Once an ankheg uses this attack, it must wait 6 hours before using it again. Additionally, during this time period, its bite attack does not inflict any additional acid damage. As a result, an ankheg does not use this ability unless it is desperate or frustrated, most often spitting acid when reduced to fewer than half its full normal hit points or when it cannot not successfully grab an opponent. The save DC is Constitution-based.

Ankhegs are an all-too-common plague upon the rural areas of the world. These horse-sized burrowing monsters generally avoid heavily settled areas like cities, but their predilection for livestock and humanoid flesh ensures that they do not keep to the deep wilderness either. Their preferred habitat is rural farmlands, as the loose soil of such regions makes it easy for the creatures to burrow. Tales speak of larger ankhegs that dwell in remote deserts—such creatures likely feed primarily on giant scorpions and camels, and rarely come in contact with civilization due to their remote locations. (A desert ankheg is a Huge advanced ankheg.)

In combat, an ankheg prefers to attack with its bite. Against multiple foes, an ankheg often grabs one of the available targets and then attempts to retreat to safety, burrowing into the ground. A creature carried underground can still breathe with difficulty (the ankheg needs to breathe as well, so its tunnels are relatively porous), but is often eaten alive before its allies can rescue it.

Ankhegs burrow with their legs and mandibles, moving with unsettling speed through loose soil, sand, gravel, and the like—they cannot burrow through solid stone. Burrowing ankhegs can construct tunnels by pausing frequently to shore up the walls with a thicker, less caustic secretion from their mouths. If an ankheg chooses to make a permanent tunnel when burrowing, it moves at half speed. A typical ankheg tunnel is 10 feet tall and wide, roughly circular in cross-section, and from 60 to 150 feet long ([1d10 + 5] × 10). Clusters of ankhegs often share the same territory and create intricate winding networks of tunnels under farmlands, sometimes resulting in sinkholes where too many burrow at once.

Although ankhegs resemble immense vermin, they are in fact much more intelligent than the typical arachnid and, given time and a talented trainer, can even be trained to serve as mounts or beasts of burden. The fact that even “domesticated” ankhegs are prone to squirting acid when frightened or startled makes them unsafe at best in most heavily populated regions, but for more savage races like hobgoblins, troglodytes, and particularly orcs, ankhegs make popular guardians or even pets.

Not a Scene

This is not a scene in the adventure, but it is information so the DM can keep track of what happened in the PCs' absence. The ankhegs who broke through and attacked the Claws were not the main group. The main group broke through near the entrance of the Preserve, and attacked the Maplehurst professors, the students who had already returned, and the rangers. The rangers fought the ankhegs while the professors escorted the students out of the Preserve, hoping to get them to safety. Unfortunately, more ankhegs broke through and attacked before the Maplehurst group could reach the Safe Road. That battle is currently ongoing.

Meanwhile, the rangers heard cries for help as more students attempted to return to the rendezvous point. The rangers raced off to help get them to safety.

In the excitement, the rangers did not realize that one of them (Quila) had been injured and grabbed by one of the ankhegs, and is even now being dragged back down the tunnel.

[Jerry: Treasure?]

[Kathy: This isn't a scene. The only one who would get treasure in this part is me. Or my sub. :)]

Scene 4: Where Is Everybody?

[1 week] [500 xp]

The PCs and the Claws return to the rendezvous point and realize there is nobody there. There are several ankheg bodies, and some tracks. The PCs can use Tracking to get a sense of where people went, then decide what they want to do next. They can also assign the Claws to one of the other tasks (if they don't, the Claws will pick something for themselves).

The tasks are not equally difficult, or equally urgent. Quila will die if nobody helps her soon, and she is faced with only one ankheg (although there's some first aid that needs to be done as well). The students still in the Preserve could use some more help getting to safety; that fight will probably be the most difficult as the ankhegs (or other monsters) could pop up from anywhere and there's a straggling line of students to defend. The Maplehurst professors more or less have their battle under control, but there are lots of ankhegs left to kill. The PCs could see a fair amount of action, but they wouldn't be helping much.

Left to their own devices, the Claws will take the most urgent of the remaining tasks (for example, if the PCs decide to help the students, the Claws will go after the injured ranger).

Scene 5a: The Injured Ranger

[2 weeks] [1500 xp]

I will run this scene only if the PCs decide to go after the injured ranger. She leaves a fairly obvious blood trail, and ominously, a severed foot. The ankheg is having to move slowly because Quila is not going quietly, and is doing all she can to fight the creature with her dagger (the only weapon she has left).

After a few minutes of chasing, the PCs catch up to the ankheg (monster stats are in Scene 3). The fight is tricky because it is in an ankheg burrow; there's really no way to get behind the creature and there is limited melee space in front of it. Also, it begins combat with the ranger grappled. Quila does her best to fight back, but she is badly wounded. I will use the “Monster Hunter” NPC for her stats.

Once the ankheg is defeated the PCs will have to supply some kind of first aid or Quila will die from shock. The severed foot is probably going to be beyond them, but they can get her stable enough to be taken to more powerful healers.

Monster Hunter CR 5 Human ranger 6 N Medium humanoid Init +3; Senses Perception +10

Defense AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield) hp 45 (6d10+12) Fort +6, Ref +8, Will +3

Offense Speed 30 ft. Melee mwk battleaxe +10/+5 (1d8+3/×3) or dagger +9/+4 (1d4+3/19–20) Ranged +1 composite longbow +10/+5 (1d8+4) or Rapid Shot +1 composite longbow +8/+8/+3 (1d8+4/×3) or dagger +9 (1d4+3/19–20) Special Attacks favored enemy (magical beasts +4, monstrous humanoids +2)

Ranger Spells Prepared (CL 3rd; concentration +3) 1st—speak with animals

Statistics Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 8 Base Atk +6; CMB +9; CMD 22

Feats Endurance, Improved Precise Shot, Mounted Archery, Mounted Combat, Point-Blank Shot, Rapid Shot, Self-Sufficient

Skills Climb +11, Handle Animal +8, Heal +8, Knowledge (nature) +5, Perception +10, Ride +11, Stealth +11, Survival +12 (+15 to follow tracks), Swim +7

Languages Common

SQ hunter's bond (animal companion [hawk]), favored terrain (forest +2), track +3, wild empathy +5

Gear masterwork chain shirt, masterwork buckler, masterwork battleaxe, dagger, +1 composite longbow (+3 Str) with 40 arrows, cold iron arrows (10), alchemical silver arrows (10), light horse (combat trained), saddle, 4 gp

Boon A monster hunter can locate and track a particular wild beast or monster, leading the PCs to its lair.

A monster hunter is a clever, experienced hunter, riding the forest trails with her faithful hawk serving as her eyes above. Whether seeking a reward or bounty, an impressive trophy, or simply an epic fireside tale of the hunt, a monster hunter seldom rests or tarries long when she hears whispered tales of wild things on the prowl. Monster hunters can be outriders and protectors of the wilderness or skilled hunters. Different types of monster hunters can be easily created by changing the monster hunter's favored enemy, favored terrain, or animal companion.

A merchant prince often has a pair of monster hunters on payroll (CR 10) to dispose of threats to business. Patrols of four monster hunters (CR 9) might serve as wilderness border guards A monster hunter may also adventure with a battle mage, a medium or minstrel, and a tomb raider (CR 9).

[Jerry requirement: detail the monster hunter ranger’s name and a trait or two concerning how he talks, looks etc. Important NPCs need to be detailed.]

[Jerry suggestion: When you finalize the module, take a look at which NPCs the players really liked or hated [had emotions towards] and look at including them in your next module.]

Treasure: Loose coins in the burrow amounting to 1200 gp.

Scene 6: Graduation

[1 week] [500 xp]

A few weeks later, the PCs graduate. They earn special recognition from the Headmaster. Also, they each receive monetary gifts from their adventurer parents and all their parents' adventurer friends. Quite a haul. Each PC pockets 1,000 gold plus a specially-chosen magic item.

[Jerry requirement: I don’t want the “here’s money go spend it” this time. We need specific gifts from their parents to be presented during graduation. Tailored to each PC. Monetary gifts and going shopping is not what would happen at graduation. Parents give specific gifts: heirlooms, etc.]

[Kathy: I'm thinking about the modern world, where you send out graduation announcements and get back all those lovely checks. :) But I've cut back on the cash, and will have each PC get something special from their parent(s). I've included ideas for the current players; but I have yet to end a module with the same group of players I started with, so I'll probably have to revise the list.]

End Matter:

A: List all NPCs used in the module. Even if it is NOT the first time for that NPC to be used in the campaign, write a sentence or two describing the NPC. If there are changes in the NPC in this module, note that it is a change and what changed. An alternative to this is to have an NPC page on Woldipedia and link to that page where all NPCs are here.

Maplehurst professors. I will choose a bunch from the Woldipedia page. Probably Professor Bounderly, Ganz, Dame Brightseeker, and one or two others.

Crumorn Swift, head ranger. New NPC. Tough, scarred, half-orc with a passion for the ecological balance of the Preserve. Unimpressed by snot-nosed students showing up to hunt there.

Quila Souhn, ranger. New NPC. Half-elf; Maplehurst alum; youngest of the Preserve's rangers. Friendly and helpful.

Claws of the Griffon, rival adventuring party (see description in Scene 2).

Royse Mellon, recurring NPC. Handsome student with a crush on Wilma. Tries to be helpful.

Fizzle Tinkerhand, former adventuring companion. Eccentric gnome wizard.

Miscellaneous rangers. Human, elven, and half-elven; male and female; all tough.

B: List all locations used in the module. [same as for NPCs.] Describe the location. We’re talking places like inns, shops, temples, etc. If there are changes to the location from the last entry, note what has changed and that it HAS changed.

Monster Preserve. (Is there information about it somewhere? I don't see a lot in the Woldipedia.)

C: Magic Treasure: List all magic treasure given in the module. Check with the DM of the Catacombs if you are not sure about what their rules are for magic items, what can be sold, etc. This should be done to Woldian standards.

Scroll of Locate Object Scroll of Lesser Restoration Potion of Cat's Grace Type I Necklace of Fireballs

In addition, each PC receives a special gift from their parent(s), which CANNOT be sold.

Ariach (Joe): +1 breastplate from his father; +1 shield from his mother. Both items heavy on the Domi motif Dreppi (Steve): Elemental Gem (air elemental) “Uncle Bokbruk trapped that elemental especially for you. And he's getting the feeling back in his legs.” Emrys (Stephen): Hat of Disguise Grell (Nellie): +1 Greatsword with “For the Wold!” etched along the length of the blade. Pinwheel (Tanner): Hat of Disguise Tuck (Shegger): Handy Haversack crafted by his father. On the outside is embroidered: “Presented to Tuck Gryphon on the occasion of his graduation from Maplehurst Academy.” Vaniime (Kent): Efficient Quiver with her full name (Vaniime Elemirre Claudia Nightseer) embossed in gold. Wilma (Donna): +1 Mithral chain shirt. The links are two slightly different shades of silver; when viewed at the right angle, you can see the symbol of Gargul.


D: List the experience for the module. [Remember we are advancing at 3 levels a year for levels 1-3, 2 levels a year after that until 20th level is reached.] I highly suggest dividing the xp for the module by the scene and then giving out “xp per scene.” Play-testing shows that this helps keep the interest of the players high.

5000 XP

General notes:

Give me the level of detail necessary to for a sub, not familiar with the game or campaign to run the module. Anything beyond that is up to you. Look at your module as you fill in the template with that "focus" in mind. Can my Asst. DM or a sub DM run this with this amount of information? I do not need monster details for the module -- just the name of the monster, etc. If strategy is needed, include that. You can work up the monster's stats when the combat comes. We are all honorable enough to not cheat "against" the players during combat. It is very easy however, to just paste monster stats from an online source into the module though. It puts everything in one place.