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My new first level adventure: Who, What, When, Wererat?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4706735" data-attributes="member: 82106"><p>Sounds like a quite workable basis for an adventure. </p><p></p><p>The wererats of course can take human form, so they could easily infiltrate into the town, spy on the PCs, ambush them, etc. </p><p></p><p>There could be some unlikely allies in the town for the PCs to hook up with as well. Perhaps the local thieves guild is maybe not too happy about the prospect of the town's fortunes going downhill. There could be an interesting sort of dynamic there where the merchant's/law would love to do in the thieves, but can't afford to get into a fight with them while the town is threatened. That could lead into a follow-on or side adventure to resolve the power struggle.</p><p></p><p>The ruler of the town could also be a bad guy, but one that will happily utilize the players to solve his wererat problem. Of course if the PCs do solve it and become popular then he might decide he needs to make sure they don't become rivals to his authority. The ruler (or some other NPC) in the town might also be coerced by the wererats into helping them. Maybe the NPCs daughter has been kidnapped by them.</p><p></p><p>If the wererats become aware of the threat from the party they might also imploy various devious tactics (besides the simple one of just trying to sneak into town and assassinate PCs). They could leave a false trail out of town that leads to the lair of some other nasty monster in the hopes that the PCs will end up fighting it and get killed.</p><p></p><p>There could be a minor side quest involved in getting the silver weapons, or even just in learning exactly what the threat is so they know what sort of weapons they need. </p><p></p><p>Several of these various things could involve skill challenges. Learning the nature of the threat could involve researching the location of the mine, what sorts of things live there, etc. Negotiating for help could be a factor, so a successful skill challenge might result in getting some nice silver weapons, wheras failing might still get them a small number of silver weapons, but not as many or only daggers or something. Bargaining with the thieves might get other information, such as the existence of a Drow, or some protection from an ambush while they are in town, or the thieves could create a diversion of some kind, like pretending the PCs left town so the enemy lowers its guard or sends some wererats out of the lair while the party conducts a raid.</p><p></p><p>As far as treasure goes, I would go generally with the parcels in the DMG. Those tend to provide a good progression of magic items that should give the characters level appropriate bonuses as they advance. In terms of monetary treasure there are a couple of basic choices. Either the party can find treasure in the lair, or the treasure can be in the form of a reward from the town if they wipe out the monsters. It can be a mix of both. Magic items could also be part of a potential reward.</p><p></p><p>The only other thing you may need is a 3rd type of monster. Wererats are level 3 monsters, which is something the party can handle, but a level 1 type of 'grunt' monster would be good as well. Maybe some type of humanoid like some goblins or something, or even some humans. Spiretop Drakes or a Guard Drake or two would be a possibility. You could also make a leveled down version of the deathjump spider (I think there are a couple of stat blocks on this forum for things like that). Stirges are another staple level 1 monster. Any of the rats are of course obvious choices, with the giant rat making a perfect minion.</p><p></p><p>The various rat's disease power is also a possible plot hook. It is quite likely PCs will manage to contract filth fever. Making nice with a local cleric or somehow acquiring a ritual scroll for cure disease would be useful. </p><p></p><p>Generally I'd say you have 6 rooms, so figure that will provide you with about 6 combat encounters. Getting to level 2 should take around 10 encounters. One could be the 'quest' of getting rid of the rats in general, so that leaves 3 or so slots available for things like skill challenges. Of course if you want to elaborate the in-town parts a bit and maybe have another small monster lair (possibly just one encounter, maybe 2) then the whole scenario can easily provide you with a couple of levels of play.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4706735, member: 82106"] Sounds like a quite workable basis for an adventure. The wererats of course can take human form, so they could easily infiltrate into the town, spy on the PCs, ambush them, etc. There could be some unlikely allies in the town for the PCs to hook up with as well. Perhaps the local thieves guild is maybe not too happy about the prospect of the town's fortunes going downhill. There could be an interesting sort of dynamic there where the merchant's/law would love to do in the thieves, but can't afford to get into a fight with them while the town is threatened. That could lead into a follow-on or side adventure to resolve the power struggle. The ruler of the town could also be a bad guy, but one that will happily utilize the players to solve his wererat problem. Of course if the PCs do solve it and become popular then he might decide he needs to make sure they don't become rivals to his authority. The ruler (or some other NPC) in the town might also be coerced by the wererats into helping them. Maybe the NPCs daughter has been kidnapped by them. If the wererats become aware of the threat from the party they might also imploy various devious tactics (besides the simple one of just trying to sneak into town and assassinate PCs). They could leave a false trail out of town that leads to the lair of some other nasty monster in the hopes that the PCs will end up fighting it and get killed. There could be a minor side quest involved in getting the silver weapons, or even just in learning exactly what the threat is so they know what sort of weapons they need. Several of these various things could involve skill challenges. Learning the nature of the threat could involve researching the location of the mine, what sorts of things live there, etc. Negotiating for help could be a factor, so a successful skill challenge might result in getting some nice silver weapons, wheras failing might still get them a small number of silver weapons, but not as many or only daggers or something. Bargaining with the thieves might get other information, such as the existence of a Drow, or some protection from an ambush while they are in town, or the thieves could create a diversion of some kind, like pretending the PCs left town so the enemy lowers its guard or sends some wererats out of the lair while the party conducts a raid. As far as treasure goes, I would go generally with the parcels in the DMG. Those tend to provide a good progression of magic items that should give the characters level appropriate bonuses as they advance. In terms of monetary treasure there are a couple of basic choices. Either the party can find treasure in the lair, or the treasure can be in the form of a reward from the town if they wipe out the monsters. It can be a mix of both. Magic items could also be part of a potential reward. The only other thing you may need is a 3rd type of monster. Wererats are level 3 monsters, which is something the party can handle, but a level 1 type of 'grunt' monster would be good as well. Maybe some type of humanoid like some goblins or something, or even some humans. Spiretop Drakes or a Guard Drake or two would be a possibility. You could also make a leveled down version of the deathjump spider (I think there are a couple of stat blocks on this forum for things like that). Stirges are another staple level 1 monster. Any of the rats are of course obvious choices, with the giant rat making a perfect minion. The various rat's disease power is also a possible plot hook. It is quite likely PCs will manage to contract filth fever. Making nice with a local cleric or somehow acquiring a ritual scroll for cure disease would be useful. Generally I'd say you have 6 rooms, so figure that will provide you with about 6 combat encounters. Getting to level 2 should take around 10 encounters. One could be the 'quest' of getting rid of the rats in general, so that leaves 3 or so slots available for things like skill challenges. Of course if you want to elaborate the in-town parts a bit and maybe have another small monster lair (possibly just one encounter, maybe 2) then the whole scenario can easily provide you with a couple of levels of play. [/QUOTE]
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