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Thanks to this thread I have been reducing and reformatting my notes for my next session and have them down to 10 much better organized pages. Baby steps!
The trick is finding the point where your notes are still useful, but don't include too much extra.

The reason I write my detailed notes on system mechanics is that paraphrasing the rules forces me to engage with them while reading, a standard educational technique ("outline the chapter")...

My adventure notes vary widely by system, and by campaign. The attached PDF is how I reformatted information for use, running KAP 4e... this is the year 517's adventure material from a GPC campaign. The graphical touches (the Pendragon and Logres shields) are there so I can tell which game it's for instantly. I use it at table...
Page 0 is the front cover, showing the phase appropriate Arthur from GPC.
The courts list is for important courts.
Pages 1-2 are the courtly portions...
Page 2 also has the Lordly Domains events for the Liege, and the landholding knights (not many at that point).
Page 3-4 is one short adventure; page 4 contains a second short adventure.
Page 5 is the calendar for the year, including moon phases and all sundays and major days of power. (I had a magic using PC in that group.) Sundays matter for healing (healing happens per the rules sunday at noon).
I'm asserting educational fair use for sharing it. The majority of pages 1-2 are currently rights held by Chaosium. I don't recall if the two short adventures are mine or Greg's. Let's check. I think they're mine, they're not in the 517/ 511-518 content.

It's formulaic, but so much easier than using the hardcover or the PDF at table; yes, I print these out to use them in digest size.

Oh, and one erratum on it: page 4 "His draw is of southwest Devon." should be "His drawl is of Southwest Devon."
 

Attachments


Notes and in game scribbles for last Mondays Wrath & Glory 40k.
1000010564.jpg
 

I’ve read too many published adventures over the years, so my notes are pretty much full-blown write-ups. This was my write-up for my Cyre 1313 Halloween adventure, without the maps (made in dungeon fog),logic puzzle key or handouts.

TRAIN 1313 TO CYRE

HOW WE GOT THERE
Characters are mercenaries who hunt for lost treasures in the Mournlands. They've recently uncovered a document with the cipher to the arcane lock on the treasure vault in the capital. The party has entered the Mournlands some three days ago and now become disorientated. They stumble on a Lightning Rail station where a broken Lightning Rail lays. The station however, is surrounded by Mark II Warforged guards and the undead remains of those who did not escape the Day of Mourning. The character's only chance seems to be to enter the Lightning Coach and see if they might be able to get it running. Upon entering though, everything goes black - and the first trip begins.
--------------
"In the year 894, the Last War began. The Kingdoms of Aundair, Breland, Cyre, Thrane and Karnath began a hundred year war for the right to rule the throne of the Kingdom of Galifar and the rule of the continent of Khorvaire. It was a mighty and terrible war that saw the evolution of magical and mundane creations, including the rise of the war golems now known as Warforged."

"Then, on the 20th of Olarune, in the year 994, the unthinkable happened. The skies of Cyre flashed amber and those who looked towards the heart of Cyre were blinded by a great flash. A towering wall of gray mist, like a billowing cloud, spread across its land. The mist spread faster than anything could flee it, and everything the mist touched, died in an instant. Millions died in what became known as the Day of Mourning, and the Cyre-covering mists remain today covering what is known as the MournLands. Worse still, that which dies in the MournLands does not stay dead long, and returns to haunt those fog-shrouded lands."

"You are adventurers by profession, a crack team who has penetrated the encompassing mists to recover treasures and artifacts from this dead land. On your last excursion, you came away with a great treasure - a piece of paper torn from a book describing what treasure seekers have sought for years - a catalogue and moving orders for the treasure vault of Queen Dannel ir'Wynarn - the last ruler of Cyre."

"With papers in hand, you and your team have entered the mists of the Mournlands to seek the remains of the Cyre capitol, Metrol. For three days, you have blindly criss-crossed blasted roads and sought travel markers to lead you to the elusive capitol. Now, this foggy morning the mists part enough to open before you to reveal a foreboding, yet hopeful sight - the remnants of a blasted Lightning Rail station whose single sign of 'Mitrol Station' silently swings by one creaking hinge."
-------------------------
Characters navigate the blasted train depot. When about half-way across, the dead that have lain about the station rise, seeking to attack the characters (unending skeletons, zombies w/ wight backup), driving them into the sparking husk of the (twelve car) Lightning Train. However, upon entering, all goes dark and the real adventure begins...


THE FIRST TRIP
13 Cars. Daytime, bright blue sky and peaceful. Characters witness some strange happenings in each of the cars. Final car cannot be accessed at this time. After 40 minutes of in-game time, Armageddon occurs, and sky turns to fire as the train begins to shake. After another 20 minutes, the Mourning Wall catches up with and destroys the train, triggering the second trip.

The Train cars are in the following Arrangement (Rear --> Front): 12 (baggage) - 11 (medical) - 10 (GP) - 9 (GP) - 8 (GP) - 7 (GP) - 6 (GP) - 5 (GP) - 4 (Day Pass) - 3 (Sleeper) - 2 (Dining) - 1 (Gentry) - Engine

THE SECOND TRIP

Characters awaken back in middle car, using their alternate characters. Rooms are same size, but length of train is four times larger. Outside the train is dark and raining, and the train occassionally jostles as if in turbulence. All passengers are initially gone, 7th car still cannot be accessed. As characters pass through each car, the witness the 7 strange events but the passengers are now undead (but not hostile), but after exiting car, it becomes populated with ravening zombies. Continue until PCs all die or an in-game hour passes.

The Train cars are in the following Arrangement (Rear --> Front): 13 (Seal) - 12 (baggage) - 11 (medical) - 10 (GP) - 9 (GP) - 4 (Day Pass) - 3 (Sleeper) - 6 (GP) - 5 (GP) - 2 (Dining) - 8 (GP) - 7 (GP) - 1 (Gentry) - Engine

THE FINAL TRIP

Characters reawaken in middle car and can choose which character to use. Rooms are destroyed and there is little light, length of the train is eight times larger. Max HP reduced by 10. Zombies are already present in other cars. Characters must resolve each of the 7 events ("defeating" 7 NPCs, each tied to the war), revealing the key to the 7th car. Characters must then enter the 13th car and face the mysterious passenger.

The Train cars are in the following Arrangement (Rear --> Front): 13 (Seal) - 12 (baggage) - 10 (GP) - 11 (medical) - 9 (GP) - 4 (Day Pass) - 8 (GP) - 3 (Sleeper) - 7 (GP) - 2 (Dining) - 6 (GP) - 1 (Gentry) - 5 (GP) - Engine (Destroyed)

----- The Train----

EXTERIOR
MOOD 1: Pleasant trip through the countryside; Climb 10 ft. to reach roof; Each minute outside, make a DC 13 Dex save. On failure take 1d10 Lightning damage.
MOOD 2: Dark and Raining, occassional lightning, zombies claw at the living from inside. climb 20 ft. to reach roof; Each round outside, make a DC 15 Dex save. On a failure, take 2d10 lightning damage. Also, 1 in 6 chance that zombies break through exterior forcing a DC 15 Strength save or be immobilized. Flyers traveling more than 30 ft. from car must make a DC 13 Strength save or be blown away (dead!)
MOOD 3: Hellscape, countryside is burning ash, acid rain and dangerous lightning. Climb 40 ft. to reach roof; Wights stalk the exterior, looking for victims. Each round outside, make a DC 15 Dex save. On a failure, take 2d10 Lightning damage. Also, each round take 1d10 necrotic, no save. Flyers traveling more than 15 feet from the car must make a DC 15 Strenth save or be blown away (dead!)

ENGINE
MOOD 1: Concerned about running late
MOOD 2: Running from looming destruction, must feed the engine (our souls)
MOOD 3: Impending Doom as the train is hurling out of control (we can't escape)
OBSTACLE: Necrotic Lightning Elemental
GOAL: Information
SEAL:
The soul-consuming fire. The engineers are here, controlling the train. There are also rooms here for the engineers to eat, sleep and rest in. One of the engineers (Loralin d'Orien) knows the identity of the Dark Lord, and knows the only way to make the Last Car appear. 1st trip, the engineers are concerned, but treat the PCs as honored guests. 2nd trip, the engineers skulk and hide, whispering to the characters to leave. 3rd trip, the engineers assault the PCs and try to feed them to the Necrotic Lightning Elemental Engine.

>CAR 1 - Gentry Car
MOOD 1: Somber
OBSTACLE 1: Gnomish Bishop Soriel Selain Savol (Warlock of the Fiend) can be talked to. He can be convinced to give up his ring with 8 successful combinations of Insight, Religion, and Persuasion checks or stolen with a successful DC 17 Sleight of Hand check with disadvantage.
----
MOOD 2: Overwhelming desire for forgiveness; corruption hidden under a gloss of finery
OBSTACLE 2: Characters must get past two Githyanki Warriors to get to Gnomish Bishop Soriel Selain Savol (Warlock of the Fiend) delivers a fiery sermon. The Bishop can be talked into giving up his ring with 8 successful combinations of Insight, Intimidation, Religion, and Persuasion checks. If the characters fail 3 checks, the Bishop attacks.
----
MOOD 3: Fanatic devotion and desire to destroy the impure; blinding rage and overt corruption
OBSTACLE: Gnomish Bishop Soriel Selain Savol (Wight Warlock of the Fiend), 2 Ogre Zombies, 16 zombies
GOAL: Ring of Shooting Stars (worn by Bishop)
SEAL: Pride
Here, the well-to do gather in prayer to the gods to deliver them from the war. Unlike cars 5-10, it is not crowded and the occupants are merely somber. The gnomish bishop (Soriel Selain Savol), a priest of the Blood of Vol leads a small group in prayer seeking deliverance from death. Characters need his magic ring, the inside of which is carved the pass phrase for the Seal of Pride. [His red holy text contains notes in the margin about the ring].


>CAR 2 - Dining Car
MOOD 1: Quiet, faint music
OBSTACLE 1: No obstacles, two cook's assistants prep meals in the kitchen. They constantly mention that their work is more difficult due to a missing Recipe cookbook. PCs can request food that heals them.
----
MOOD 2: Metal scraping on metal, occasional crunching sounds, food mysteriously appears or disappears at tables
OBSTACLE 2: Two skum cook assistants in the kitchen who attack if bothered (PCs linger for 1 minute or more). Food is tainted (DC 13 Constitution save or become Poisoned).
----
MOOD 3: Smell of rotten food, gurgles, metal scraping metal
OBSTACLE: Ylonda d'Thomasain (reduced-threat Aboleth), 2 skum in the kitchen. One minute after the PCs enter, the skum break the fish tank, causing a tidal wave (DC 15 Dexterity save or take 4d10 bludgeoning damage). Once filled, the doors and windows cannot be opened (Doors - DT 10, 35 hp ; Windows - DT 5, 15 hp)
GOAL: Recipe in cookbook (+scroll of Haste)
SEAL: Gluttony
Dining Car. Not only does it have several petitioned-off dining areas, but there is a kitchen. The characters must find the pass phrase to the Seal of Gluttony, held by a Cyrian noble (Stuffed in a cookbook in the kitchen).

AID: In the 2nd car is a Visanti fortune teller. She can perform a card reading that gives the players a hint as to where each of the seals are and who has each seal.

THE CARD READING:
Draw 5 cards in a + formation (Darklord & base info). Below that, draw 7 cards (each represents hints to defeat the 7 seals)

"Your future is in flux, but the cards can help to reveal the path best undertaken"

Leftmost Card: "This card reveals the past"
Crown - "The duties of leadership bind this one. Only when those shackles have been cast off can freedom be found."
Pentagram - "Magic is at the root of this, one powerful beyond all others. Only the end of the spell can set you free."
Priest - "Faith alone cannot wipe away the sins of the past, but repentance can set one free."
Sword - "An unending war has brought this tragedy upon all, and only victory or defeat can end the cycle."
Coin - "

Topmost Card: "This card reveals an ally in your journey"
Crown - "One who owes allegience to a higher power secretly seeks to aid you." (Beholder won't fight and will let PCs pass peacably if not attacked.
Pentagram - "Among those whom think they are in control is one who can aid you." (4th level NPC sorceror in Engine)
Priest - "One who opposes dogma can assist you in your travels." (4th level NPC priest in Day Passenger car)
Sword - "A soldier weary of war can be of aid to you" (4th level NPC soldier in Medical Car)
Coin - "A simple fare has brought this one along, but they can provide assistance." (4th level NPC rogue in General Passenger car)

Bottommost Card: "This card reveals one who stands in your way. Be wary of who it represents."
Crown - "One who seems a friend but is not. At the final hour, they will betray you." (Hashalaq automatically succeeds first possession attempt)
Pentagram - "This one's heart beats to the call of false life. None can sway the one whose heart is so set" The Artificer fights even if loses chess
Priest - "On the surface, succor is offered. Do not accept it, for their truth is butchery" (Bishop cannot be convinced)
Sword - "The sword hand withers in the coward's hand. This one will fight to keep its secret" (General in Medical can't be convinced)
Coin - "The coin corrupts. This one lays them over the eyes of the slain" (Assassin fights to keep its secret)

Middle Card: "This card reveals the mindset of the one who oppose you"
Crown - "A monster stands behinds this all. Everything else is a puppet to its desires"
Pentagram - "Magic surrounds you and you cannot trust your senses. Think twice before any action is taken."
Priest - "This one speaks lies in the ears of others to control them. Make sure the thoughts are your own before you act."
Sword - "It seeks a fight. Do not give it one, and you may yet succeed" (Advantage on skill checks to avoid combat)
Coin - "This one does not trade in coin, but in souls. Safeguard your own to bring it defeat." (Advantage vs. possession)

Rightmost Card: "This card reveals the future and gives guidance in that manner"
Crown - "The future favors your foe. Act with caution for it knows you are here." (change 3 rules to favor Darklord)
Pentagram - "The seal is not as safe as your enemy believes. One of its secrets is revealed (If John reveals card, that passphrase is learned)
Priest - "The servants are turned against you. The master protects against discovery" (next revealed phrase is encrypted)
Sword - "Battle is in your future. The way forward will be hindered" (stalked by Priest of Osybus)
Coin - "Your fate is as two-sided as a coin. Yet, flaws bring inspiration" (each character has a mini vision and may invoke their flaw to get inspiration)

Seals:
1st Card (Pride): "This card speaks of unabated pride that must be brought low"
Crown - "this one is a shell of its former self, a false friend that hides behind words" (+30 hp)
Pentagram - "the item you seek is in the hands of the one who hides his lack of faith behind words instead of deeds"
Priest - "seek the voice of the blood, a worshipper of beyond" (2 less successes to convince)
Sword - "blades will not bring this one low, but words will reveal their small faith" (disadvantage on attacks)
Coin - "seek the one who cares more for their loop of silver than the words they speak"

2nd Card (Gluttony): "This card speaks of the insatiable hunger that must be overcome"
Crown - "This is a recipe for disaster; seek the master in its own realm." (
Pentagram - "Magic hides this one's truth, seek where such secrets are kept." (advantage on Investigate checks)
Priest - "Where life is renewed, seek the source and you will find the recipe that gives truth"
Sword - "Blades gather in number where this one hides its recipes of disaster" (+30 hp)
Coin - "Platters of gold and silver come from this secret's source; locate it and you will find the recipe you seek"

3rd Card (Sloth): "This card reveals the sloth, the doom of lethargy and unfulfilled dreams"
Crown - "This one is not alone, seek the journal to find what is real"
Pentagram - "Dreams come and dreams go. Do not disturb the sleepers but instead seek what they have recorded." (sleepers won't awaken unless directly molested)
Priest - "The king of dreams is what you seek, not the dreamers under their sway. Look for the record of their deeds."
Sword - "Daggers stretch to swords when drawn in the darkness against you, but even the works of the quill outshine them." (+30 hp)
Coin - "The material has no worth in the land of dreams. Seek the record of the awakened, which endures forever."

4th Card (Lust): "Not all lust is for the flesh; this card reveals the object of another's desire"
Crown - "This one was lost; it cannot be returned to whom desires it, but must go to one more worthy" (advantage to recognize governess)
Pentagram - "This one was left behind; it must be given up to one of lesser stature but greater worth."
Priest - "This one seeks one it cannot find; take it to the one who is truly deserving instead."
Sword - "The uncaring surround this lost one; you must escort them through the gauntlet to a safe haven."
Coin - "This one is a copper lost among the silvers; it cannot be made into gold but can be deposited safely nonetheless"

5th Card (Envy): "This card speaks of the envy of others, and the object of their emulation"
Crown - "This one speaks of a false face that even it cannot remember. Only revelation to all can reveal its secret."
Pentagram - "False tricks conceal the identity of this one. The trail they left behind is the path to the secret you need."
Priest - "An oath has been broken. When the identity of the oathbreaker is revealed, so will its secret."
Sword - "A dagger in the back easily conceals the weilder. Reveal the true culprit and its secrets will be revealed."
Coin - "This one was paid well to conceal its identity. Reveal the true culprit to obtain the secret it possesses."

6th Card (Wrath): "This is the card of wrath - unjustified rage and hatred that pours from one individual"
Crown - "This one bears the king of the battlefield, to whom all must fall. Without it, there is no more to conquer."
Pentagram - "Even magic it has its limits when the steel this one has drawn ends the lives of its foes."
Priest - "Struck down by its own blade, this one sees no succor in the life to come"
Sword - "The blade brought this one low, without it they are no threat." (2 less checks required)
Coin - "What is money to one who seeks revenge? Only defeat at the end of this enemies blade will bring peace" (+30 hp)

7th Card (Greed): "This final card speaks of covetousness and the object that is desired beyond all other things"
Crown - "This one is but a pawn, a gear in the machine of a more fell secret. Get to the heart of the matter, and its secret will be revealed."
Pentagram - "In this matter, magic is at the heart of the issue. Return what was taken away to uncover the secret you need."
Priest - "The heart knows what the mind cannot say. Find the secrets of the heart, and the way will be opened."
Sword - "I see a ring of teeth protecting an object at the heart of this matter. Return it to unravel its secrets."
Coin - "No expense is worth the life of another. Find what was stolen and return it so that you may move onward."



>CAR 3 - Sleeping Car
-------------------------
MOOD 1: Deathly Quiet
OBSTACLE: Must make a DC 13 Wisdom save once per minute or suffer 1 level of Exhaustion
---
MOOD 2: Foreboding, indistinguishable murmurs, deep sighs
OBSTACLE: Restless, sleeping zombies in each bed. They only awake if disturbed.
---
MOOD 3: Whispers beyond the walls, movement out of the corner of the eye
OBSTACLE: 2 Tsucora Quori, zombies that infect victims with sleeping sickness (DC 13 Constitution save, on fail fall into magical sleep). Dispel Magic, Lesser Restoration, Calm Emotions, Remove Disease will remove the effects
GOAL: blue Diary (scroll of Healing Spirit)
SEAL: Sloth
The Sleepers. Narrow corridors with sleeping rooms. No one is present on 1st trip, but area is unusually quiet and things move when characters aren't looking. Characters need to find pass phrase to the Seal of Sloth in the blue diary


>CAR 4 - Day Passengers
-----------------------
MOOD 1: Somber
OBSTACLE 1: Solve matrix puzzle to determine who killed the Noble. The murderer surrenders if found out.
----
MOOD 2: Suspicion, Details change at random (Wallpaper, tables, furnishings, people's attire)
OBSTACLE 2: Characters spot shapeless assassin leaving room. Must determine murderer from matrix puzzle and kill him.
-----
MOOD 3: Paranoia, Nothing is familiar
OBSTACLE 3: Everyone in the car is dead. The Changling Assassin and his two Tarkanan Assassin assistants stalk and ambush the PCs
-----
OBSTACLE: Determine killer, Changling Assassin Sedrick Whitehall, 2 Tarkanan Assassin
GOAL: Sedrick Whitehall's letter (Scroll of Protection From Undead)
SEAL: Lust
Partitioned, double seats. The Changling spy (Sedrick Whitehall) must be uncovered and outed. It has a letter in its vestments with the cypher to the Seal of Lust.


>CAR 5-10 - General Passengers
----------------------
MOOD 1: Indifference and uncertainty
OBSTACLE 1: Return lost child Isabel ir'Wynarn; child is in Car 6 and must be escorted to Car 9 to be reunited with her governess
----
MOOD 2: Fear and Resentment
OBSTACLE 2: Each car has 7 Strahd Zombies that wander about the car aimlessly. child is Car 9 and must be reunited with her governess in Car 6. Characters must use Stealth / Acrobatics / Persuasion / Survival to bypass individual zombies to get to the next car. Failure causes the zombies to rush to attack.
----
MOOD 3: Hatred for being left behind
OBSTACLE 3: Characters must face a gauntlet of passing along the inside or outside of the train cars from car 5-10. Child moves ahead of PCs, requiring 3 successive successful checks to catch her. Characters must make AC / Athletics / Acrobatics / Attack checks against DC 15 each round or take 2d10 necrotic damage. If the save is failed by 4 or more, the character is restrained. Finding the girl takes Girl is the daughter of the queen, Isabel.
---
GOAL: Doll's head containing the Queen's Ruby (7 charges; Fire Bolt [0 charges], Hold Person [1 charge], Knock [1 charge], Detect Thoughts [2 charges], Blink [3 charges])
SEAL: Envy
The Forlorn. General Seating, minor partitions between rows of benches. Here is the lost child, whose mother/governess must be found. Uniting child with governess has them both blown to dust, leaving the cars empty.

>CAR 11 - Medical Car
----------------------
MOOD 1: Pain, mild scenes of bandaged injured, murmurs of need for help
OBSTACLE 1: If the characters identify and convince the dying general via 6 successful DC 12 History, Deception, Medicine or Persuasion checks, he gives the PCs the Death Saber
----
MOOD 2: Pain and Suffering, bloody splotches and discarded surgical tools, screams of pain
OBSTACLE 2: 3 Redcaps slink about the train car, waiting to ambush the PCs when they let down their guard. If the characters identify and convince the dying general via 6 successful DC 12 History, Deception, Medicine or Persuasion checks, he gives the PCs the Death Saber
----
MOOD 3: Horrors of War, dismemberment, disembowelment, destruction of the body, screams and ominous silences
OBSTACLE 3: bone knight General Estefan d'Incorville , 4 redcaps await to add the PCs to the pile of the dead. The General and his Redcaps strike downed characters to ensure they are dead
----
GOAL: Death Saber (+2 weapon; 1d12 slashing damage, PC can attack all targets within 5' at the permanent cost of 1 hit point).
SEAL: Wrath
The Medical Car. 1st trip, mildly wounded from the war seek the comfort of halfling healers from House Jorasco. Among the wounded is a general (masqarading as a lesser officer). Characters must find the Death Saber of the General, which has the pass phrase for the seal of Wrath inscribed in the blade.

CAR 12 - Baggage Car
MOOD 1: Unnerving quiet interrupted by clicking chirps
OBSTACLE 1: 8 deinoychus in a cage (DC 17 lock) with the Warforged Heart. If characters fail to pick the lock, a deinonychus snaps at the character
----
MOOD 2: Cluttered, dim areas with broken crates and the sound of skuttling and clicking chirps
OBSTACLE 2: 8 deinonychus scattered about the room, hiding behind or in crates. They ambush PCs in groups of 3. The alpha deinonychus has the Warforged Heart around its neck like a bell.
----
MOOD 3: Towering piles of crates and moving shadows, with the sound of deep rumbles and skuttling sounds and chirps
OBSTACLE: 8 deinonychus scattered about the room, hiding from 2 Undead T-Rex. The deinonychus attempt to ambush PCs, but the T-Rex attack anything they detect. The Warforged Heart (and body) has been consumed by the alpha T-Rex
----
GOAL: Heart of the Warforged
SEAL: Greed
The Dead Letter. Filled with cargo, luggage and mail. Siemon d'Cannith, son of Aaren d'Cannith who created the warforged had his soul placed into the body of a warforge to save him from death on the battlefield (CY 965, 29 years ago). The Warforged knows the passphrase to the Greed seal

CAR 13
MOOD 1: -
MOOD 2: Door with the 7 seals
MOOD 3: Door with the 7 seals,
OBSTACLE: See below
GOAL:
This series of five puzzle rooms must be navigated to reach The Dread Lord - Queen Dannel irâWynarn (possessed by a Hashalaq Quori), who fostered the start of the war and is fleeing the capital's imminent destruction. She and her warmonger, Starrin dâCannith must be defeated to exit the train.

Puzzle 1 - The characters must properly unlock the door to the 13th car, which is guarded by Mordenkainen's Puzzle Lock.

Puzzle 2 (Path 1) - Undead Beholder (add Legendary action (x2) to use eye rays). The characters must outwit it, demand to see Queen Dannel by name or defeat it in combat.

Puzzle 3 (Path 1) - Starrin d'Cannith is in his parlor and challenges the PCs to a dragonchess game for the right to pass. If characters play, they must succeed 3 of 5 gaming checks, taking 10 points of damage for each failure. If they attack, he pulls a lever that expands the cramped room ten-fold, turning the chessboard into an arena filled with warforged pieces under his control. 8 Warforged Animated Armors, Strahd's Animated Armor

Puzzle 4 (Path 2) - Tile traps inflict various effects that impede character's progress until they figure out the pattern. Pattern (and gravity) extends on walls and ceiling.

Puzzle 5 (Path 2) - A Warforged titan guards the door. Must be either defeated, bypassed (opposite door is locked by a huge lock, key is on titan's neck) or commanded by Cyrian nobility to stand aside.

Final Room - Queen Dannel broods in her parlor, holding a necklace of amythest rods. She appears pitiable, but through monologue reveals that the necklace was an artifact, that when broken started the Mourning. She only regrets unleashing the undead-creating mist of the necklace because she wanted living subjects she could rule over. Ends monologue by demanding the characters kneel before her, and transforms into a vampire to make them submit.


FINAL BOSS

After defeating the queen, characters are returned to the capital, where they must face the Hashalaq Quori who possessed the queen and fomented the war. Players can use both characters in the fight. As a lair action, the Hashalaq can summon 4 Strahd Zombies to aid it.
I’m hoping to clean this up and put it on DMs Guild for sale, when I get the time.
 

These are my notes for the first adventure I'm running for one group that is playing my custom system ("DnD Jazz"):

(EDIT: Maps not included. They are hand drawn and the city map is something like 3' x 4'.)

ADVENTURERS’ INITIATION

The pcs are the next group of possible initiates into the Adventurers’ Guild of Fandelose. They are gathered together at the Fandelose Brewery, where Kovian the Blue, their sponsor, gives them a pep talk and then tells them that they will have to succeed on three tasks to join the guild.

The first task is to journey into Bronze Tiger territory and meet with Kovian’s son, Kordian. Kordian’s relationship with Kovian is not good. They fell out with each other several years ago, when Kordian decided to join up with the Bronze Tigers. Now Kovian is concerned about his one year old grandchild, Korlian, being raised in the gang, and he wants the initiates to retrieve her and bring her to Kovian. He believes that they can do so through negotiation, but on no account should they allow her to be harmed or hurt Kordian.

Kovian makes the following points.
  • Kordian is no doubt aware that being raised in a gang is almost certain to result in a violent and unhappy future for Korlian.
  • Although he and Kordian are estranged, Kordian has maintained a good relationship with his mother, Marimar.
  • Marimar, not Kovian, will raise the child.
  • Kordian’s address is #43 Five Fingers Street, in the southwest part of town and in the neighborhood called Tiger Town. Though it’s not certain that he will be there, that is a good place to start looking.
  • It is generally frowned upon to kill a citizen of the city, especially inside the city walls. Though the city is in a state of semi-anarchy, it is far better to spare any hostile Bronze Tigers if at all possible.
In addition, Kovian gives the party a bag that contains 20 doses of dzur to use as an incentive for Kordian. Beyond this, persuading him is up to the party, but Kovian warns them that neither Kordian nor Korlian are to be harmed in the process.

MISSION 1: GETTING THE BABY

If the pcs go to Kodian’s home, they find him- a Bronze Tiger captain- and about a dozen Bronze Tiger thugs hanging out, gambling. The group comes to alert when they see the pcs, but are not immediately hostile. If the pcs are respectful, the Tigers offer to let them join the gambling game, playing craps. This works as follows:
  • The shooter rolls 2d6.
  • On his first roll, the shooter wins on a 7 or 11, or loses on a 2, 3, or 12. Otherwise, the roll becomes the point.
  • If there’s a point, the shooter keeps rolling, losing on a 7 or winning upon rolling the point.
If the pcs aren’t respectful, they risk a violent confrontation. However, this can be defused if a pc makes a Cha check.

Once the subject of Korlian is breached, things get tense. The pcs can make their case to Kordian, then the highest Cha negotiator can attempt to make a DC 10 Cha check on 4d6. They get a 1d4 bonus die for each of the following factors:

  • The pcs approached the subject only after establishing a friendly rapport with the Bronze Tigers.
  • The pcs mention that growing up in a gang environment is likely to be bad for Korlian.
  • The pcs mention that Kordian’s mother will be the child’s caretaker.
  • The pcs gave Kordian the bag of dzur as a bribe.
On the other hand, the pcs receive a 1d4 penalty die for each of the following factors:
  • They state or imply that Kovian will raise the child.
  • They won significant money at the craps game.
  • They were disrespectful in their approach to the Tigers.
If the pcs succeed on the check, Kordian reluctantly agree to let them take Korlian away. He surrenders the child. However, their mission isn’t over yet! One of the Bronze Tigers is loyal to Boray, a rival to Kordian. Seeing that he is going to surrender Korlian to the pcs, the Tiger hurries to inform Boray, who quickly arranges an ambush at the corner of Gatehouse Road and Bronze Avenue. Boray’s goal is to cause trouble for Kordian with the other Tigers by stirring up problems between him and the Adventurers’ Guild. To this end, four Bronze Tiger thugs and a guard drake await them in the street, demanding the return of the child. Another Bronze Tiger thug lurks on the roof of #21 Gatehouse Road with his three blood hawks, which he sends to attack the pcs if they refuse. Boray figures that either he kidnaps the child and makes Kordian think the Guild stole him away or he convinces the Guild members that the Tigers broke their agreement.

MISSION 2: WATER MONSTERS

After successfully completing their first mission and reporting back to Kovian, the pcs are given their second task: they must journey to the Upper District and slay at least one monster per pc in the canals. Kovian tells them that, while the dangerous creatures in the canals don’t usually venture far out of the water, the canals do have quite a few inhabitants that cause trouble to the farmers. Chief among them are giant bloodworms, giant crabs, and a family of bunyips. The pcs have 24 hours to accomplish this mission.

If the pcs go to the canals to search for trouble, they can make a 4d6 Int check every hour, using the highest Int among the searchers and gaining a 1d4 bonus die if at least two creatures are searching. On a success, they encounter the following:

1 to 6: 1d6 giant bloodworms
7 to 9: 1d6 giant crabs (roll for each: 1 to 5- young; 6- adult)
10: 1d6-2 (minimum 1) bunyips

MISSION 3: RENEGADE HUNT

After successfully completing their second mission, Kovian assigns them their final mission: to hunt a renegade adventurer named Norly. Norly is a gnomish wizard, and he is believed to have fallen in with a group of bandits north of town. Kovian thinks, but is not certain, that the bandits dwell in a place called Bandit’s Rook, which overlooks the Red Bank Road. They have certainly been robbing travelers on the road. The pcs can bring back Norly dead or alive, or if he isn’t with the bandits, they can bring back information that clears him of the accusations against him. Because this involves traveling most of a day outside of town, Kovian gives the party five days to complete this task.

Kovian lets the party know that Bandit’s Rook is about half a day’s march north of town, but that they will have to find its exact location on their own. He suggests that they might check with travelers on the road, especially merchants.

Assuming that the pcs head north on the Red Bank Road, check for random encounters every two hours. A random encounter occurs 1 in 6. If an encounter is indicated, roll on the chart below.

1-8: 2d4 merchants with 1d2 wagons traveling to or from Red Bank
9-12: 1 griffon attacks from above
13-14: 1d3 giant spiders
15-17: 3d6 goats
18-19: 2d4 giant frogs (1-5: adolescent; 6-7: adult; 8: old)
20: Rockslide- each pc takes 1d10 bludgeoning damage (Dex save negates)

FINDING BANDIT’S ROOK

Pcs who travel about half a day’s march north of Fandelose can attempt to find Bandit’s Rook by searching the area. They succeed on a DC 8 Int check on 4d6, using the highest Int among searchers with a 1d4 bonus die for each character aiding.

Failing that, encountered merchants have a 50% chance of knowing the Rook’s location. They will reveal it if an asking pc makes a successful Cha check.

BANDIT’S ROOK

Bandit’s Rook is just off the road, about 60’ above the road and in a series of rocky outcroppings that provide significant concealment. If pcs approach it during daylight hours and without attempting to use stealth, the bandits there see them and try to first warn them off with a few arrows. If this doesn’t dissuade the pcs, they start shooting to kill.

Bandit’s Rook is inhabited by 10 bandits and a bandit captain named Argus. Their morale isn’t especially high; if they are defeated, any questioning will reveal that they know Norly, and he did indeed stay at the Rook for a couple of days, but not because he went renegade and wanted to join the bandits. Instead, he paid the bandits to let him use the Rook as a base camp while he searched out an old Imperial military outpost deeper in the hills. The bandits know where it is and will gladly guide the pcs there in exchange for their lives. They don’t know exactly what Norly was looking for in the outpost, and they fled, leaving him to his own devices, when the group with him came under fire by arbalasters.

Treasure: Each bandit has 3d6 cp. The captain has 45 sp, 20 ep, 60 gp, and a silver ring worth 40 gp.

THE OUTPOST

The outpost is five hours’ march deeper into the hills. Although it is on an artificial plateau, one corner has collapsed, allowing access via a steep pile of rubble.

As creatures approach, unless they are stealthy or come at night, two arbalasters open fire on them from atop the wall at C.

A. RUBBLE PILE: Creatures can climb this pile of difficult terrain fairly easily, requiring a 3d6 Str check each round. Failure means no progress.

B. CLIFF: This artificial cliff is steep but not unclimbable, requiring a 3d6 Str check (DC 7). It’s 20’ high. Failure means no progress, or a fall on a 15 or higher.

C. WALL: This 10’ high dirt wall is home to the two arbalasters that open fire on approaching creatures. The wall can be climbed with a 3d6 Str check.

D. BARRACKS: This wooden building is falling apart. It has three doors and three shuttered windows. Within are rotten bunks and the corpse of Norly, tangled in a mass of vines- actually an assassin vine.

Treasure:
Norly’s body bears 30 cp, 45 sp, 16 ep, 12 gp, a dagger, a potion of healing, and his spellbook, which contains the following spells: cantrips- close or open, dancing lights, detect magic, mage hand; 1<em>st</em> level- charm person, minor illusion, shocking grasp, sleep.

E. TOWER: This rickety wooden tower is three storeys high, with a ladder in the center leading up to each ascending floor. Each level is 10’ high.

Bottom Floor: The bottom storey of the tower has a collapsed table and several rotten chairs. Weapon racks on the walls hold a collection of six dilapidated spears (2 wear points on each) and a barrel holds 50 arrows (2 wear points on each).

Second Storey: The second floor of the tower has six windows with arrow slits spaced around the room. The ladder leading up is so rickety that it will collapse if a creature weighing more than 100 lbs tries to ascend (1d4 damage from the fall, Dex save negates).

Top Storey: The top floor has a large hole in the roof, and pieces of the wood that once made up that section of the ceiling are scattered around the room. Three skeletal bodies are in here, still wearing the ruined remains of chain mail armor and with spears with 2 wear points on each. The bodies show signs of violent death and have been partially torn apart; a 4d6 Int check can ascertain that they were slain and eaten by a griffon.

Treasure: One of the bodies bears a scroll tube that holds a map that leads to something labeled “Hill Giant Lair” about ten miles to the west in the hills.
 

Appreciate the shares; besides the topic, am paying attention especially to what writing implements ppl are using, as well as what they're choosing to write on!
 
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Here's a prep page for a session that happened last month that I felt good about. It's normally in two columns. This was for a 2.5 hour session, if I remember correctly.

Flick was an improv NPC I had to make up on the spot in the last session; the details you see are what spilled out just from his interaction with the PCs. In this session, they interviewed and decided to hire him:

Dragon Heist, Session 14
  • Decide how to pay for weekly tavern dues.
  • Design advertisement for bar staff: need Management, Cook, Staff.
  • Use Summoning Spell for Hag.
  • Downtime Activities for 1-2 weeks.
  • Order of the Gauntlet summons Inara?
Flick
  • Eager / Compliant / Jovial
  • Almond eyes dart about beneath a mop of curly hair. Round ears. He sometimes opts for open toe sandals for his extremely hairy feet.
  • Halfling recruited from Frewn’s Brews grand opening by Xanaphia; was holding part of a banner up.
  • Reaction roll was 11; really wants to get hired. Good fit for staff.
Black Agnes
  • Trickster / Seer into Souls / Crone
  • A hunched woman with a curtain of matted hair. Untrimmed nails have lengthened to ebony talons, whose edges clatter when her fingers twitch.
  • Wants to deceive party into allowing her to cross or have them break, the boundary. Also waste party’s attempt by asking something else other than how to gain passage to her lair.
  • Being in her presence allows her a backdoor to their subconscious (Cha or Wis save, DC 12)
Savra Belebranta
  • Pious / Devoted / Measured
  • A tall woman with jet hair, dressed in plate armor scored with emblems of Tyr. In contrast to other members of the Gauntlet, she deftly carries a long spear and long sword.
  • Wishes to take measure of the prospective Gauntlet candidate.
  • Heist 2, No Such Things as Skaven, p. 33
Location: Trollskull Manor

1st Floor Lif appearance as disembodied half-elf, polishing glasses behind bar. Face distorts, decays as he walks the length of the bar shouting, “Get out, get out, get out!” before vanishing. Moments later, half dozen bottles fly off bar shelves and smash onto the floor.

2nd, 3rd Floor Once PCs pass these floors, will hear loud thunk as spikes forcibly removed from where hammered in carvings above doors. Two carved swarms will pursue the party and attack (as Swarm [CR ¼]).

Attic (end of Part 1) If PCs look close at mirror or the floor; roll Investigation, Arcana or Religion (Int) and provide info.

Summoning the Hag

  • Stays max 10 rounds, defeated, or candle blown out.
  • Use stat block in Epilogue.
  • If Black Agnes tricks party into breaking circle, will summon spectre of Lorm, the petty criminal seen in hallway on 2nd floor, who lewdly spied on guests when he owned the manor.
Leading Questions Should PCs fail Cha/Wis save vs. DC 12 when Agnes attempts to read their mind:

What is a deep rooted concern for your character, that would cause worry if others found out?
What is your character most insecure about?
What is a vice or guilty pleasure the character struggles with personally, that could lead to serious consequences for them?
What does your character crave most at this moment?
What’s going through your character’s head at this moment as (someone else confronts the hag)?
 
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Since I was reminded by the above poster, I normally run approximately7-8 hour sessions, and these days the prep I'm doing will slop across partly to a second session (Champion and Epic tier 13A encounters with a large group take longer to run than Adventurer tier ones, and I have a six player group).
 

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