RolePlaying Master - Adventures
Sample

 
Introduction A simple, default "adventure", whose sole purpose is to provide data for the alpha stage development of the software.

The adventure sections here demonstrate typical use for creating adventures, and the maps are indicative of the different types of maps that can be either created or imported into RPM.

----------------------------

The introduction immediately follows the adventure title and consists of a paragraph or two detailing the class composition and general level for which the adventure is designed. Some designs might allow for flexibility in PC levels. If this section gives instructions on using the adventure for more than four player characters (PCs), or for PCs who are not of the suggested character level, remind the DM that changing the number or difficulty of encounters also affects the total number of experience points (XP) available to the party as well as the amount of treasure awarded.

Note that adventures are generally designed and playtested for four characters of similar level.

Example

"Mystery at Darkhorn Hill" is a Dungeons & Dragons adventure suitable for a party of four 4th-level player characters (PCs). Player characters should advance to 5th level before the finale. Consult the "Scaling the Adventure" sidebar if you wish to run the adventure with a larger, smaller, higher-level, or lower-level party of adventurers.

Credits Created by Luke Jones to demonstrate creation of maps and locations.

Mention the designers/authors here, along with any website or e-mail addresses.

Preparation The preparation section provides general instructions to the DM for running the adventure, including what books he or she needs to run the adventure (in most cases, this is just the core books), the meaning of shaded text, boxed text, sidebars, and normal text, as well as any other special instructions. This section calls out any abbreviations that the text uses on a regular basis.

Example
You, the Dungeon Master (DM), need a copy of the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual to use this adventure. Text that appears in shaded boxes is player information, which you may read aloud or paraphrase when appropriate. Unshaded boxes contain information important to you, including special instructions.

Background Provide the DM with a clear, brief summary of events leading up to the adventure, including any pertinent historical details and villainous machinations.

Synopsis Provide a clear, concise summary of the adventure for the DM, including a "road map" or timeline that tells the DM how the adventure should play out. Outline surprises and plot twists here, not during the course of the adventure. Optionally, this section might also include a brief description of the adventuring environment, as well as special rules, adventure hooks, and other suggestions to "get the ball rolling."

Hooks Help DMs lead the PCs into the actual adventure. Include two or more potential avenues for injecting PCs into the module. At least one motive should be common, such as hunting for treasure or fighting evil creatures for pay. Other motives can exploit alignment, class, race, and society.

Example

"A dwarf in the party is the distant relative of the long-lost dwarven smith believed to have died in the mountain hundreds of years ago. Now that he has proved himself capable, his family expects him to find the smith's body and ensure that he is buried properly. The clan leader will distribute gifts to those who participate (a magic or special item worth about 1,000 gp), and the dwarf in question may even earn a well-placed marriage thanks to this deed." Even if no DM ever uses the more specific alternative motives, they still serve the purpose of showing DMs how to use character and world details to create plot hooks.

This section can also contain rumors, background information for players, and related information. Other potential elements include statistics for the nearest town (formatted to follow the Dungeon Master's Guide convention for cities), time of year, and other relevant bits.

If you're going to have information and rumors, include information that a bard might know thanks to bardic knowledge; rumors that characters can gain by using the Gather Information skill; things that characters may know based on Knowledge checks; and (at higher levels) knowledge that spellcasters might gain through straightforward divinations.

Encounters The adventure itself consists of a series of planned encounters keyed to a map or timeline. Each encounter can include any or all of the following sections: read-aloud text, general description, creature(s), tactics, trap(s), treasure, development, and ad hoc XP adjustment. Do not include sections that are unnecessary for the encounter. For instance, an area devoid of traps does not require a trap section.

Every encounter should be rated with an Encounter Level (EL), allowing the DM to quickly access the possible threat to his or her PCs. For instructions on how to properly calculate EL, see the Dungeon Master's Guide, Chapter 4. This includes information on how to calculate Challenge Ratings and Encounter Levels for a mixed group of creatures or creatures of varying levels.

Development Sometimes the PCs' actions can have unusual ramifications or affect later encounters. Describe theses changes and developments under the development section.

Conclusion Describe the possible consequences resulting from the adventure's success or failure, including rewards, punishments, and spin-off adventures for later gaming sessions. Some of the consequences should be roleplayed out to provide a sense of closure. If the PCs succeeded at their task, the DM should have the tools necessary to help the players feel that they have accomplished something. It never hurts to provide read-aloud text to get the ending scene started.

Maps




Map: UnholyChurch


DM Notes:
This map was imported from DungeonCrafter.

Map Creature Groups:
Group: Independant adventurers
These are an independant adventuring party. They are not interested in joining the adventurers, but will keep an eye out for mercenary opportunities, should the party become severely weakened.
Pauline Hanson, female Ogre Mage Wiz12
Gruther, male Goblin Asn5




Map: Island


DM Notes:
A simple generic overhead map, representing an island.



Map: Village


DM Notes:
Another import. The one I show the adventurer party with - engaged in melee (against Grp3 and Grp4), when used as the BattleMap.

Map Creature Groups:
Group: Characters
This is the player character group.
Waven, male Dwarf(Standard) Ftr6
Waven often charges into battle without due consideration (low Wis). He often switches from wielding his masterwork battleaxe back to his dwarven axe, once the battle has swung in his favour.

Spellrond, male Elf(High) Clr5,Ftr2,Wiz8
Spellrond considers himself a master of magic, as well as a physically handy combatant. He's prone to seek opportunities to wade in with his magical longsword, though his fellow adventurers prefer his spellcasting support from the rear.

Drest, male Human Clr4,Ftr4
Drest prefers the middle position within the party. Whilst he enjoys taking a step in for a swing, he sees his primary function as being the party healer.

Derrin, male Dwarf Pal8
Derrin is unstoppable with quickly charging into frays with obviously evil opponents. When unsure as to the evil intent of opponents, he's very hesitant with the notion of combat.

Group: Group 3
Airy and Testy just happen to be at the NW of the map. If alerted by noise, they will join Group 4, led by Testy, once he's invisible
Airy 3, Air Elemental, Large
Airy 3 will wait for Testy to make a move before engaging in any action.

Testy, male Ogre Mage Drd6
Testy prefers invisibility as a tactic when becoming aware of invaders.

Group: Group 4
Guarding the entrance. They're bored and unattentive - easily surprised.
Grezt, male Goblin Clr2
Respected by his peers, constantly gaods them on in the name of his deity.

Grenzin, Goblin
A unconfident, stock foot soldier, stays close to Grezt for healing.





Map: Keep_Upper


DM Notes:
Imported from Campaign Cartographer (demo version).



Map: Keep2_Grnd


DM Notes:
Imported from Campaign Cartographer (demo version).



Map: Keep4


DM Notes:
A detailed castle floor, imported from Campaign Cartographer 2.
This looks quite good (detailed) when zoomed in via the in-game BattleMap.



Map: TileMapper


DM Notes:
Created using the integrated tile mapper. A quick 2 minutes worth of work.



Full Statblock Listing - By Map Group
Group: Independant adventurers
Pauline Hanson, female Ogre Mage Wiz12
CR 20, Size L, HD 5d8+15 + 12D4+24, hp 54, Init 0, Spd 30, AC 15, Dodge -1, Attack 10, SV Fort 10, Ref 4, Will 9; AL CE;
Str 21(5), Dex 8(-1), Con 15(2), Int 6(-2), Wis 10, Cha 7(-2),
Attacks: [Dagger]:Melee Dagger +15/+7 (1d4+5/crit 19-20); [Attack1]:; Melee Huge Greatsword +15/+7 (2d6+5/crit 19-20); [Attack2]:; Ranged Huge Longbow +9/+1 (1d8/crit x3);
Skills: Alchemy 3, Concentration 1, Craft 1, Decipher Script 1, Diplomacy 1, Disable Device 1, Disguise 1, Handle Animal 1, Heal 1, Knowledge (arcana) 1, Knowledge (religion) 1, Knowledge (nature) 1, Profession 1, Scry 1, Spellcraft 1, Wilderness Lore 1
Feats: Improved Initiative
Class Features: Bonus Languages (Wiz), Familiar (Wiz), School Specialization (Wiz), Scribe Scroll (Wiz), Spell Mastery (Wiz), Spellbooks (Wiz), Spells (Wiz), Bonus Feats (Wiz)
Spell Summary: Wiz Spells (4/4/4/4/3/3/2): <1>-Charm Person(2), Color Spray, Detect Secret Doors, Erase(2), Mage Armor: <2>-Endurance(1), Fog Cloud(1), Levitate, Locate Object, Melf's Acid Arrow: <3>-Gaseous Form, Greater Magic Weapon, Gust of Wind, Leomund's Tiny Hut, Magic Circle against Good: <4>-Arcane Eye, Bestow Curse(1), Emotion, Fear: <5>-Animate Dead, Contact Other Plane, Fabricate, False Vision: <6>-Mislead, Project Image

Racial Abilities: Regeneration, Flight
Possessions: Dagger (Weapon, Melee/Pierce), Dart (Weapon, Ranged/Thrown/Pierce), Ram (Ring), Huge Greatsword (Weapon, Melee/Slashing), Huge Longbow (Weapon, Ranged/Pierce), Chain shirt (Armor, Worn)
Possession Stats: Weight: 25, Equip Value: 100, Gold: 0

Gruther, male Goblin Asn5
CR 5.25, Size S, HD 1d8 + 5D6, hp 24 (-1), Init 0, Spd 30, AC 14, Dodge 1, Attack 2, SV Fort 1, Ref 5, Will 1; AL LE;
Str 15(2), Dex 12(1), Con 11, Int 14(2), Wis 11, Cha 11,
Attacks: [Attack1]:Melee Morningstar +4 (1d8+2); [Attack2]:; Ranged/Thrown Javelin +3 (1d6);
Skills: Balance 3, Bluff 1, Climb 1, Craft 1, Craft(Sewing) 1, Decipher Script 1, Diplomacy 1, Disable Device 1, Disguise 1, Escape Artist 4, Forgery 1, Gather Information 1, Heal 2, Hide 1, Innuendo 1, Intimidate 1, Intuit Direction 1, Jump 1, Listen 1, Move Silently 1, Open Lock 1, Pick Pocket 1, Read Lips 1, Search 1, Sense Motive 1, Spot 1, Swim 1, Tumble 1, Use Magic Device 1, Use Rope 1
Feats: Alertness, Armor Proficiency (light)
Class Features: Death Attack (Asn), Saving Throw Bonus vs. Poison (Asn), Sneak Attack (Asn), Spells (Asn), Poison Resistance (Asn), Poison Use (Asn), Uncanny Dodge (AC) (Asn), Uncanny Dodge (No Flanking) (Asn)
Spell Summary: Asn Spells (1/2/2): <1>-Change Self(1), Spider Climb(1)


Possessions: Dagger (punching) (Weapon, Melee/Pierce), Mace (light) (Weapon, Melee/Bludgeon), Morningstar (Weapon, Melee/Bludgeon/Pierce), Javelin (Weapon, Ranged/Thrown/Pierce), Studded Leather (Armor, Worn)
Possession Stats: Weight: 20, Equip Value: 25, Gold: 0

Group: Characters
Waven, male Dwarf(Standard) Ftr6
CR 6.5, Size M, HD 1d8+1 + 6D10+18, hp 28 (17), Init 0, Spd 15, AC 20, Dodge 2, Attack 6, SV Fort 8, Ref 0, Will 1; AL CG;
Str 15(2), Dex 7(-2), Con 16(3), Int 13(1), Wis 8(-1), Cha 12(1),
Attacks: [Attack1]:Melee Masterwork Battleaxe +9/+4 (1d8+2/crit x3); [Attack1]:; Melee Dwarven Waraxe +8/+3 (1d10+2/crit x3); [Attack2]:; Ranged Shortbow +4/-1 (1d6/crit x3);
Skills: Alchemy 1, Climb 1, Concentration 1, Craft 3, Disguise 1, Handle Animal 1, Heal 1, Jump 1, Ride 1, Spellcraft 1, Swim 1, Wilderness Lore 1
Feats: Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency
Class Features: Bonus Feats (Ftr), Weapon Specialization (Ftr) Racial Abilities: Dwarven Traits
Possessions: Masterwork Battleaxe (Weapon, Melee/Slashing), Amulet Of Natural Armor (+4) (Wondrous), Viper (Rod), Dwarven Waraxe (Weapon, Melee/Slashing), Shortbow (Weapon, Ranged/Pierce), Shield, large, wooden (Shield, Wooden), Scale mail (Armor, Worn)
Possession Stats: Weight: 30, Equip Value: 50, Gold: 0

Spellrond, male Elf(High) Clr5,Ftr2,Wiz8
CR 15, Size M, HD 5D8+2D10+8D4+30, hp 138 (135), Init 0, Spd 30, AC 19, Dodge 0, Attack 9, SV Fort 11, Ref 5, Will 11; AL LN;
Str 15(2), Dex 15(2), Con 14(2), Int 23(6), Wis 13(1), Cha 14(2),
Attacks: [Longsword + shield]:Melee +3 Longsword (Flaming) +11 (1d8+2/crit 19-20); [Falchion]:; Melee +3 Falchion +14 (2d4+5/crit 18-20); [Attack1]:; Melee Longsword +11 (1d8+2/crit 19-20); [Attack2]:; Ranged Longbow +11 (1d8/crit x3);
Skills: Alchemy 1, Animal Empathy 1, Balance 3, Bluff 4, Climb 1, Concentration 1, Craft 0, Craft(ete) 1, Diplomacy 1, Disguise 1, Forgery 1, Handle Animal 1, Heal 1, Hide 1, Intuit Direction 1, Jump 1, Knowledge (arcana) 1, Knowledge (religion) 1, Knowledge (nature) 1, Listen 2, Move Silently 1, Profession 1, Ride 1, Scry 1, Search 2, Spellcraft 2, Spot 2, Swim 1, Use Rope 4, Wilderness Lore 1
Feats: Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency
Class Features: Bonus Languages (Clr), Extra Turning (Clr), Spells (Clr), Spontaneous Casting (Clr), Turn Earth Creatures (Clr), Turn Undead (Clr), Bonus Feats (Ftr), Bonus Languages (Wiz), Familiar (Wiz), School Specialization (Wiz), Scribe Scroll (Wiz), Spell Mastery (Wiz), Spellbooks (Wiz), Spells (Wiz), Bonus Feats (Wiz)
Spell Summary: Clr Spells (5/4/2/1): <1>-Bless(1), Bless Water(1), Divine Favor(1), Doom(1), Endure Elements, Entropic Shield: <2>-Endurance(1): <3>-Meld into Stone: <1>-Animate Rope(1), Comprehend Languages(1), Detect Secret Doors(2), Detect Undead: <2>-Invisibility(2), See Invisibility(1): <3>-Fireball(4): <4>-Bigby's Crushing Hand(2): <5>-Bigby's Clenched Fist

Wiz Spells (4/6/5/4/3): <1>-Bless(1), Bless Water(1), Divine Favor(1), Doom(1), Endure Elements, Entropic Shield: <2>-Endurance(1): <3>-Meld into Stone: <1>-Animate Rope(1), Comprehend Languages(1), Detect Secret Doors(2), Detect Undead: <2>-Invisibility(2), See Invisibility(1): <3>-Fireball(4): <4>-Bigby's Crushing Hand(2): <5>-Bigby's Clenched Fist

Racial Abilities: Elven Traits
Possessions: +3 Falchion (Weapon, Melee/Slashing), +3 Longsword (Flaming) (Weapon, Melee/Slashing), Studded Leather (Armor, Worn), Amulet of natural armor (+4) (Wondrous), Longsword (Weapon, Melee/Slashing), Longbow (Weapon, Ranged/Pierce), Studded Leather (Armor, Worn), Shield, small, wooden (Shield, Wooden)
Possession Stats: Weight: 5, Equip Value: 3, Gold: 1256

Drest, male Human Clr4,Ftr4
CR 9, Size M, HD 1d8 + 4D8+4D10, hp 44 (41), Init 0, Spd 30, AC 10, Dodge 2, Attack 7, SV Fort 8, Ref 4, Will 7; AL CN;
Str 12(1), Dex 15(2), Con 10, Int 15(2), Wis 15(2), Cha 10,
Attacks: [Attack 1]:Melee Battleaxe (Flaming Burst) +8 (1d8+1/crit x3); [Attack1]:; Melee Longsword +8 (1d8+1/crit 19-20);
Skills: Alchemy 1, Climb 2, Concentration 5, Craft 1, Decipher Script 1, Diplomacy 1, Handle Animal 1, Heal 1, Jump 1, Knowledge (arcana) 1, Knowledge (religion) 1, Profession 1, Ride 1, Scry 1, Spellcraft 1, Swim 1, Wilderness Lore 1
Feats: Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency
Class Features: Bonus Languages (Clr), Extra Turning (Clr), Spells (Clr), Spontaneous Casting (Clr), Turn Earth Creatures (Clr), Turn Undead (Clr), Bonus Feats (Ftr), Weapon Specialization (Ftr)
Spell Summary: Clr Spells (5/4/3): <2>-Shield Other, Silence

Racial Abilities: Human Traits
Possessions: Battleaxe (Flaming Burst) (Weapon, Melee/Slashing), Longsword (Weapon, Melee/Slashing)
Possession Stats: Weight: 4, Equip Value: 15, Gold: 0

Derrin, male Dwarf Pal8
CR 8.5, Size M, HD 1d8+1 + 8D10+16, hp 54 (-2), Init 0, Spd 15, AC 14, Dodge 0, Attack 8, SV Fort 8, Ref 1, Will 4; AL N;
Str 16(3), Dex 8(-1), Con 14(2), Int 13(1), Wis 14(2), Cha 12(1),
Attacks: [Attack1]:Melee Dwarven Waraxe +11/+6 (1d10+3/crit x3); [Attack2]:; Ranged Shortbow +7/+2 (1d6/crit x3);
Skills: Concentration 1, Craft 1, Diplomacy 1, Handle Animal 1, Heal 1, Knowledge (religion) 1, Profession 1, Ride 1, Sense Motive 3, Spot 4, Use Magic Device 1
Feats: Alertness, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Dodge, Improved Initiative, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency
Class Features: Associates - Restriction (Pal), Code of Conduct - Restriction (Pal), Detect Evil (Pal), Divine Grace (Pal), Divine Health (Pal), Lay on Hands (Pal), Aura of Courage (Pal), Smite Evil (Pal), Extra Turning (Pal), Remove Disease (Pal), Turn Undead (Pal), Spells (Pal), Special Mount (Pal)
Spell Summary: Pal Spells (1/1): <1>-Command(2), Endure Elements, Sanctuary(1): <2>-Hold Person(1), Silence(1)

Racial Abilities: Dwarven Traits
Possessions: Dwarven Waraxe (Weapon, Melee/Slashing), Shortbow (Weapon, Ranged/Pierce), Shield, large, wooden (Shield, Wooden), Scale mail (Armor, Worn)
Possession Stats: Weight: 30, Equip Value: 50, Gold: 0

Group: Group 3
Airy 3, Air Elemental, Large
CR 5, Size L, HD 8d8+24, hp 71, Init 0, Spd 100, AC 13, Dodge 8, Attack 7, SV Fort 5, Ref 13, Will 2; AL N;
Str 14(2), Dex 25(7), Con 16(3), Int 15(2), Wis 11, Cha 11,
Attacks: [Attack1]:Melee Slam +9/+4 (1d4+2);
Feats: Dodge, Flyby Attack, Improved Initiative
Possession Stats: Weight: 0, Equip Value: 0, Gold: 0

Testy, male Ogre Mage Drd6
CR 14, Size L, HD 5d8+15 + 6D8+18, hp 35 (1), Init 0, Spd 30, AC 15, Dodge 0, Attack 8, SV Fort 12, Ref 3, Will 8; AL N;
Str 21(5), Dex 10, Con 17(3), Int 14(2), Wis 14(2), Cha 17(3),
Attacks: [BatleAxe]:Melee Battleaxe +13 (1d8+5/crit x3); [Attack1]:; Melee Huge Greatsword +13 (2d6+5/crit 19-20); [Attack2]:; Ranged Huge Longbow +8 (1d8/crit x3);
Skills: Alchemy 1, Animal Empathy 1, Climb 1, Concentration 2, Craft 1, Decipher Script 4, Forgery 1, Handle Animal 1, Heal 1, Jump 1, Knowledge (nature) 1, Profession 1, Ride 1, Scry 1, Spellcraft 1, Swim 1, Wilderness Lore 1
Feats: Armor Proficiency (light), Armor Proficiency (medium), Improved Initiative, Shield Proficiency
Class Features: Animal Companion (Drd), Bonus Languages (Drd), Nature Sense (Drd), Spell Prohibition (Drd), Spells (Drd), Woodland Stride (Drd), Trackless Step (Drd), Resist Nature's Lure (Drd), Wild Shape (Drd)
Spell Summary: Drd Spells (5/4/4/2): <0>-Create Water: <1>-Endure Elements(1), Faerie Fire(1), Magic Fang(1): <2>-Flame Blade(1), Heat Metal(1)

Racial Abilities: Regeneration, Flight
Possessions: Battleaxe (Weapon, Melee/Slashing), Invisibility (Ring), Huge Greatsword (Weapon, Melee/Slashing), Huge Longbow (Weapon, Ranged/Pierce), Chain shirt (Armor, Worn)
Possession Stats: Weight: 25, Equip Value: 100, Gold: 0

Group: Group 4
Grezt, male Goblin Clr2
CR 2.25, Size S, HD 1d8 + 2D8, hp 19 (-3), Init 0, Spd 30, AC 14, Dodge 1, Attack 0, SV Fort 3, Ref 1, Will 3; AL CE;
Str 8(-1), Dex 13(1), Con 11, Int 10, Wis 11, Cha 7(-2),
Attacks: [Attack1]:Melee Morningstar -1 (1d8-1); [Attack2]:; Ranged/Thrown Javelin +1 (1d6);
Skills: Bluff 5, Climb 4, Concentration 2, Craft 3, Decipher Script 1
Feats: Alertness, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Combat Reflexes, Multiattack, Point Blank Shot, Power Attack, Precise Shot, Shield Proficiency, Simple Weapon Proficiency
Class Features: Bonus Languages (Clr), Extra Turning (Clr), Spells (Clr), Spontaneous Casting (Clr), Turn Earth Creatures (Clr), Turn Undead (Clr)
Spell Summary: Clr Spells (4/2)


Possessions: Morningstar (Weapon, Melee/Bludgeon/Pierce), Javelin (Weapon, Ranged/Thrown/Pierce), Studded Leather (Armor, Worn)
Possession Stats: Weight: 20, Equip Value: 25, Gold: 0

Grenzin, Goblin
CR 0.25, Size S, HD 1d8, hp 4 (0), Init 0, Spd 30, AC 14, Dodge 1, Attack -1, SV Fort 0, Ref 1, Will 0; AL null;
Str 11, Dex 13(1), Con 11, Int 10, Wis 11, Cha 7(-2),
Attacks: [Attack1]:Melee Morningstar -1 (1d8); [Attack2]:; Ranged/Thrown Javelin +0 (1d6);
Feats: Alertness
Possessions: Morningstar (Weapon, Melee/Bludgeon/Pierce), Javelin (Weapon, Ranged/Thrown/Pierce), Studded Leather (Armor, Worn)
Possession Stats: Weight: 20, Equip Value: 25, Gold: 0