dreaded_beast
First Post
Thanks for all the replies and suggestions so far from all the threads I started! They're great and I can feel the creative juices flowing.
Here is what I got so far, so please make any suggestions.
Here is a hopefully short summary of what I got so far. Mind you, the party consists of 1 Monk PC and 1 NPC Cleric. My DND consists of just me and my friend. Some of this is based from input from my player: what kind of adventures to go on, what the character wants to do, etc.
(I may change a few things here and there, but plotwise, this is basically it. Hopefully, this is how the adventure will go.)
The local wizard setup a tower decades ago, but has been gone for quite some time, leaving the upkeep of the tower in the hands of his apprentice, a 1st level wizard. This is unknown to the general populace of the nearby village, who give the tower a wide berth.
An evil sorcerer (3rd level) has taken up residence in some small dwarven ruins, relatively close to the tower. The sorcerer is a member of an evil cult and receives his orders from a 5th level cleric (who doesn't make an appearance in this adventure, but is used for background.) The evil cult has discovered the absence of the wizard who built the tower and has tasked the sorcerer to gain access to it and steal the valuables within. Among the valuables is an item which the evil cult can use to further their goals (the item, nor the interior of the tower appear in this adventure, this is just background ATM.)
Using "sleep" spells, the sorcerer captures the wizard, to force the wizard to allow the wizard access to the tower. However, the apprentice only has access to his bedroom and the main entrance of the tower, with all the other areas magically sealed off. The sorcerer is enraged and decides to sacrifice the wizard to the evil being his cult worships, then ask his cult for help to gain access to the tower.
Meanwhile, the PC monk visits the tower to speak with the "wizard" to learn more about his past. He is an orphan and raised at the nearby monastery. He has heard rumors that wizard is a great diviner and sage who can tell him about his past. At the tower, he meets the NPC cleric from the local temple.
(This is where it gets bad) Together they discover the "wizard" has been taken.
The NPC Cleric suggests that they start searching the nearby dwarven ruins. This is where the dungeon-crawl starts. (I haven't been able to think of a good way to get the PC from the Tower to the Dungeon yet)
The adventuring party is 1st level (1st level Monk PC and 1st level NPC Cleric). Here are the resulting encounter levels along with their areas (not sure what the areas are yet):
Wolf - EL 1 (Guarding entrance)
2 Medium Zombies - EL 1 (First room / entrance or supply room)
1 Large Skeleton - EL 1 (Second room / wizard lab or supply room)
1 Lemure (Devil) - EL 1 (Third room / cavern and summoning room, trapped in magic circle, gets free once sorcerer is killed)
3rd Level Sorcerer - EL 3 (Fourth room / bedroom or in the cavern)
If my calculations are correct, the experience from these encounters should be enough to get the PC and NPC to level 2. I want to speed up the gaining of levels a bit, so that is why I want the first adventure to get them to level 2.
I have plans and some tactics for each of the encounters and a generally idea what to do if the sorcerer dies, escapes, etc. But this is it for the most part.
Here is what I got so far, so please make any suggestions.
Here is a hopefully short summary of what I got so far. Mind you, the party consists of 1 Monk PC and 1 NPC Cleric. My DND consists of just me and my friend. Some of this is based from input from my player: what kind of adventures to go on, what the character wants to do, etc.
(I may change a few things here and there, but plotwise, this is basically it. Hopefully, this is how the adventure will go.)
The local wizard setup a tower decades ago, but has been gone for quite some time, leaving the upkeep of the tower in the hands of his apprentice, a 1st level wizard. This is unknown to the general populace of the nearby village, who give the tower a wide berth.
An evil sorcerer (3rd level) has taken up residence in some small dwarven ruins, relatively close to the tower. The sorcerer is a member of an evil cult and receives his orders from a 5th level cleric (who doesn't make an appearance in this adventure, but is used for background.) The evil cult has discovered the absence of the wizard who built the tower and has tasked the sorcerer to gain access to it and steal the valuables within. Among the valuables is an item which the evil cult can use to further their goals (the item, nor the interior of the tower appear in this adventure, this is just background ATM.)
Using "sleep" spells, the sorcerer captures the wizard, to force the wizard to allow the wizard access to the tower. However, the apprentice only has access to his bedroom and the main entrance of the tower, with all the other areas magically sealed off. The sorcerer is enraged and decides to sacrifice the wizard to the evil being his cult worships, then ask his cult for help to gain access to the tower.
Meanwhile, the PC monk visits the tower to speak with the "wizard" to learn more about his past. He is an orphan and raised at the nearby monastery. He has heard rumors that wizard is a great diviner and sage who can tell him about his past. At the tower, he meets the NPC cleric from the local temple.
(This is where it gets bad) Together they discover the "wizard" has been taken.
The NPC Cleric suggests that they start searching the nearby dwarven ruins. This is where the dungeon-crawl starts. (I haven't been able to think of a good way to get the PC from the Tower to the Dungeon yet)
The adventuring party is 1st level (1st level Monk PC and 1st level NPC Cleric). Here are the resulting encounter levels along with their areas (not sure what the areas are yet):
Wolf - EL 1 (Guarding entrance)
2 Medium Zombies - EL 1 (First room / entrance or supply room)
1 Large Skeleton - EL 1 (Second room / wizard lab or supply room)
1 Lemure (Devil) - EL 1 (Third room / cavern and summoning room, trapped in magic circle, gets free once sorcerer is killed)
3rd Level Sorcerer - EL 3 (Fourth room / bedroom or in the cavern)
If my calculations are correct, the experience from these encounters should be enough to get the PC and NPC to level 2. I want to speed up the gaining of levels a bit, so that is why I want the first adventure to get them to level 2.
I have plans and some tactics for each of the encounters and a generally idea what to do if the sorcerer dies, escapes, etc. But this is it for the most part.