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A Touch of Shadow: Setup
Summary
A Touch of Shadow is a solo adventure for a 1st-level paladin PC. The PC is asked to protect a village that has suffered a series of attacks by unnaturally vicious animals.
Introducing the Adventure
If the player has played through the two previous adventures, Rat Warren Rescue and Life Pod Hunt, the PC has now completed his training and his mentor assigns him a final examination of sorts. A nearby village has recently suffered a series of attacks by unnaturally vicious animals, and his mentor asks him to protect the village and, if possible, put a stop to the attacks. He provides the PC with a map showing the location of the village, and suggests that the PC seek out the village clerk, Joel Fleurman, on his arrival.
The DM may adapt the adventure hook and other details depending on the needs of his campaign. For example, the PC may receive a request for help from an old friend, perhaps Joel Fleurman or another of the NPCs in the village detailed subsequently. Alternatively, the PC may encounter a village in need of help on his travels, or he may discover that his home village is facing problems when he returns from his training.
The PC starts out with the standard equipment for a trained paladin of his order: plate mail, a heavy shield, a longsword, 2 javelins, and a standard adventurer's kit (100 gp value). The DM may also allow the player to customize the PC's gear within the standard 100 gp starting wealth for a 1st-level character.
If the DM wishes, he may allow the PC to gain an additional 20 gp worth of gear as a parting gift from his mentor if he succeeds at a DC 20 Diplomacy check.
Adventure Index
A Touch of Shadow is a solo adventure for a 1st-level paladin PC. The PC is asked to protect a village that has suffered a series of attacks by unnaturally vicious animals.
Introducing the Adventure
If the player has played through the two previous adventures, Rat Warren Rescue and Life Pod Hunt, the PC has now completed his training and his mentor assigns him a final examination of sorts. A nearby village has recently suffered a series of attacks by unnaturally vicious animals, and his mentor asks him to protect the village and, if possible, put a stop to the attacks. He provides the PC with a map showing the location of the village, and suggests that the PC seek out the village clerk, Joel Fleurman, on his arrival.
The DM may adapt the adventure hook and other details depending on the needs of his campaign. For example, the PC may receive a request for help from an old friend, perhaps Joel Fleurman or another of the NPCs in the village detailed subsequently. Alternatively, the PC may encounter a village in need of help on his travels, or he may discover that his home village is facing problems when he returns from his training.
The PC starts out with the standard equipment for a trained paladin of his order: plate mail, a heavy shield, a longsword, 2 javelins, and a standard adventurer's kit (100 gp value). The DM may also allow the player to customize the PC's gear within the standard 100 gp starting wealth for a 1st-level character.
If the DM wishes, he may allow the PC to gain an additional 20 gp worth of gear as a parting gift from his mentor if he succeeds at a DC 20 Diplomacy check.
Adventure Index
Meeting Joel Fleurman
Challenge #1: The PC fights a shadowtouched dire rat.
Challenge #2: The PC must solve a puzzle before he can open a vault in the village Constable's office.
First Interlude
Challenge #3: The PC fights a shadowtouched blood hawk.
Challenge #4: The PC mediates a dispute between a local farmer and an elven ranger.
Challenge #5: The PC fights a shadowtouched grey wolf.
Second Interlude
Challenge #6: The PC fights a shadowtouched web terror spider.
Challenge #7: The PC fights a gravehound zombie.
Challenge #8: The PC performs a ritual to close the rift.
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