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Life Pod Hunt: Setup
Truly scattered thoughts. I'm back to working on my paladin solo campaign.
Summary
Life Pod Hunt is a solo adventure for an Apprentice-level paladin PC. A deadly disease threatens a village close to where the PC is training to be a paladin, and his mentor asks him to go in search of a special herb that will help cure the plague.
Introducing the Adventure
A messenger arrives from a nearby village one morning to inform the PC's mentor that several of the villagers have fallen ill and to ask for his help in treating the sick. After the messenger has described the symptoms, the PC's mentor recognizes it to be a rare but deadly disease. He informs the PC that he needs to leave immediately to tend to the sick villagers. However, he would like the PC to search for a special herb that is very effective at treating this specific disease. This herb, the pod of a magical plant known as drain grass because of the way it saps the life from living creatures, only grows in places infused with necrotic energy. He provides the PC with a map to one such place, a ruined temple that was once dedicated to an evil god, and asks the PC not to damage the patch of drain grass too much while harvesting the pod.
The PC starts out with the standard equipment for a novice of his order: chainmail, a light shield, and a mace (50 gp value), but the PC's mentor allows him to select two of the following equipment upgrades:
1. Trading his mace for a longsword (+1 to attack rolls);
2. Trading his chainmail for plate mail (+2 to AC); or
3. Adding 2 javelins (gain a ranged attack).
If the PC has played through Rat Warren Rescue, he would have already selected one of the above upgrades at the start of that adventure. The DM may simply ask him to select one of the remaining upgrades instead.
Experienced players may notice that the improvements are worth 10 gp each, and may ask if they can tailor their gear within the 70 gp limit (e.g. scale mail, a light shield, a longsword and a javelin), or if they can request for additional equipment. If the DM wishes, he may allow the PC to gain an additional 10 gp worth of gear if he succeeds at a DC 20 Diplomacy check, and to obtain whatever equipment he wants within his budget.
Adventure Index
Summary
Life Pod Hunt is a solo adventure for an Apprentice-level paladin PC. A deadly disease threatens a village close to where the PC is training to be a paladin, and his mentor asks him to go in search of a special herb that will help cure the plague.
Introducing the Adventure
A messenger arrives from a nearby village one morning to inform the PC's mentor that several of the villagers have fallen ill and to ask for his help in treating the sick. After the messenger has described the symptoms, the PC's mentor recognizes it to be a rare but deadly disease. He informs the PC that he needs to leave immediately to tend to the sick villagers. However, he would like the PC to search for a special herb that is very effective at treating this specific disease. This herb, the pod of a magical plant known as drain grass because of the way it saps the life from living creatures, only grows in places infused with necrotic energy. He provides the PC with a map to one such place, a ruined temple that was once dedicated to an evil god, and asks the PC not to damage the patch of drain grass too much while harvesting the pod.
The PC starts out with the standard equipment for a novice of his order: chainmail, a light shield, and a mace (50 gp value), but the PC's mentor allows him to select two of the following equipment upgrades:
1. Trading his mace for a longsword (+1 to attack rolls);
2. Trading his chainmail for plate mail (+2 to AC); or
3. Adding 2 javelins (gain a ranged attack).
If the PC has played through Rat Warren Rescue, he would have already selected one of the above upgrades at the start of that adventure. The DM may simply ask him to select one of the remaining upgrades instead.
Experienced players may notice that the improvements are worth 10 gp each, and may ask if they can tailor their gear within the 70 gp limit (e.g. scale mail, a light shield, a longsword and a javelin), or if they can request for additional equipment. If the DM wishes, he may allow the PC to gain an additional 10 gp worth of gear if he succeeds at a DC 20 Diplomacy check, and to obtain whatever equipment he wants within his budget.
Adventure Index
Challenge #1: The PC fights a stirgeling while on his way to the ruined temple.
Challenge #2: The PC attempts to follow an overgrown forest trail to the ruined temple.
Challenge #3: The PC fights two rat zombies.
Challenge #4: The PC fights two wolf skeletons.
Challenge #5: The PC enters a patch of drain grass to get to its pod, and fights a deathblast beetle on his way out of the ruined temple.
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