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329994-Sample.Pdf

329994-Sample.Pdf

Sample file

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Lead Design: Simon Hunter In the legends, were Creative Consultants: kings who could cause death with a single Sabel Hunter glance. In modern fantasy, a is a lizard creature, often with multiple sets of legs and Cover Art: Lizardfolk-Poison Dusk – WotC/DM’s Guild Resource a piercing gaze than petrifies its prey. In many DUNGEONS & Interior Art campaigns, the party of adventurers will find Storn Cook, Bruno Balixa, LPJ Design, Rick Hershey, drbjr Publisher’s Choice Quality Stock Art © Fat Goblin Games themselves having some downtime in a town DM’s Guild Creator Resources village. They will also use this time to stock Additional art provided by Wizards of the Coast up on essentials, making sure their supply of Maps: equipment and potions have been topped up, Simon Hunter ready for their next adventure. Potions don’t grow on trees, but they Special Thanks: Inkarnate, Campaign Cartographer 3+ often need exotic ingredients in their recipes. Lord Zsezse Works Some may come from the bark of certain trees, or the berries from a rare shrub only Credits: Andrew Mannix Manansala (Monster Manual Expanded) found in the darkest part of the forest. What better way whilst stocking up supplies than a Playtesters and Proofs: light side quest for the local alchemist to Sabel Hunter Darren McKinnon, Libby McKinnon retrieve some special ingredients, like the Skye McKinnon, William McKinnon eye of a basilisk. Links: The adventurers might even get a http://www.dmsguild.com discount on their next batch of healing http://www.drivethrurpg.com/browse/pub/85/LPJ-Design https://www.drivethrurpg.com/browse/pub/3865/Fat-Goblin-Games potions.

Peace Out Simon Hunter Alias: Emrik Allwatcher September 2020

Twitter: @EAllwatcher Instagram: @emrik_allwatcher

This adventure is not based on any real person, persons, or situation. It has been written as a fictional work. It does however contain the following supernatural and fantasy themes; lizards, lizardfolk, hobgoblins and insects. It also contains roleplay combat and takes place in dark places and/or forests and swamps.

DUNGEONSSample & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragonfile ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Simon Hunter and published under the Community Content Agreement for Dungeon Masters Guild.

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When you see text in a box like this it is meant to be read out to the players. These Foreword ...... 2 boxes contain detailed information about Credits ...... 2 locations and NPCs. As Dungeon Master

Contents ...... 3 you can paraphrase or change them

Notes ...... 3 completely.

Introduction...... 4

Optimise the Adventure ...... 4 A box like this gives the Dungeon Master Background ...... 4 some extra specific information about certain details. It may have important Adventure ...... 5 background information or knowledge

The Hook ...... 5 that an NPC knows but cannot divulge.

Part 1 – Getting There ...... 5 Part 2 – Along the Way ...... 6

Part 3 – Eye for an Eye ...... 8 Errata 20200915 Part 4 – Endgame ...... 12 Initial Release.

Monsters ...... 14 Greater Basilisk (3900xp) ...... 14 Crocodian Warrior (450xp) ...... 14 Crocodian Leader (1100xp) ...... 14

Treasure...... 15 Oil of Soothed Stone ...... 15 of Poison Resistance ...... 15 Mundane Items ...... 15

Maps ...... 16

Sample file

Storn Cook

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Glazed Over is a DUNGEONS & DRAGONS The group of adventurers have found 5th Edition ruleset adventure optimised for themselves in a bit of a state. Having characters of level 8, with a party size of 5. completed their last enterprise successfully The adventure begins in any sizeable they however have not come out of it town that is large enough to have an completely unscathed. They travel to the alchemist shop, or three. Ideally the town nearest town for a few days rest and to should also be near to swamp and forest purchase some more healing potions to biomes if the Dungeon Master is inserting replace the ones they used in their last this one-shot into their campaign. There is a encounter. supplied town and area map should the They spend the evening at The Dungeon Master wish to use it. Pickled , a reputable inn and tavern, The Player’s Handbook, Dungeon regaling the regular patrons with tales of Master’s Guide, and Monster Manual are their adventures. The sign hanging outside required to run this adventure. the inn is that of a drunk dragon holding a Monster Manual creatures: Basilisk, flagon of ale. Crocodile, Giant Lizard, Hobgoblin, The innkeeper, Grosek Kreg, a jovial Hobgoblin Captain, Lizardfolk, Lizardfolk yet stern half-orc, enquires of their plans Shaman, Lizardfolk King/Queen, Swarm of whilst in the town and when they inform him Insects. of their desire to buy some health potions, he Other creatures have stat blocks will direct them to one of three alchemy located in the Monsters section. shops in the town. The Dungeon Master should read He explains to them that the three through the adventure first, to familiarise purveyors of fine alchemistic goods are themselves with the flow of the adventure. competitors, intent on creating the wildest of potions for their customers.

Add up the levels of all the characters and divide this number by the number of characters, this is the average party level (APL). The following formula can then be used to determine the party strength (where N = number of characters):

Strength = (N - 5) + APL

Rewards Strength Description 6 Very Weak 7 Weak 8 Average 9 Strong Sample10 Very Strong file

Examples: Strong parties can have encountered creatures run with

maximum hit points. Weak parties can have reduced numbers of creatures. Storn Cook

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Chiree Femalhied. Her shop is in the eastern quarter, a place of tradespeople and labourers. She directs the party to a location in a nearby forest to the east. Tanyi Femalhied. Her shop is in the southern quarter, an area of market stalls and hawkers of trinkets. She sends the party The party has the option to visit any to an area of marshlands to the north. number of the town’s alchemists. Each shop Bolbet Femalhied. His shop is in the owner resides in a separate quarter of the western quarter, nestled between bakers town. The party will notice several things and cafes. He gives the party directions to a about the alchemists if they do visit more small open valley in the south east. than one: • The shops appear virtually identical in The adventure is split into 3 parts: appearance. ➢ Travelling to the chosen destination. • The alchemists are siblings, half-elf ➢ An intermediate encounter. triplets to be precise, and are similar in ➢ Retrieving the eyes. appearance and their outfits. • They will be highly competitive upon discovering that the players may be visiting more than one of them. There are three directions the party Each alchemist is attempting to create can take. If they are keen to harvest as many an exceedingly rare potion and will pay eyes as they can, they can visit multiple handsomely for certain ingredients, basilisk destinations and the Dungeon Master is free eyes and organs. They will also offer to use random encounters or fast track the discounts on health and other potions to the party to each location. party. Some have some slight side effects All the destinations are a three-day One such useful potion is an Oil of Soothed trip from the town, and about two days Stone, see Treasure section. between each location. This would provide a round trip of ten to thirteen days if they party wish to visit every basilisk lair.

It will take the party around three days to travel to the marshlands. It lies to the north where two slow moving rivers meet. It is a place of humidity and biting insects.

The forest is a two-day trip to the east. Rick Hershey It is a semi-subtropical forest and the ruins are a day trek into the forest proper. The forest is not overgrown and there is a Each alchemist will direct the party to relatively clear path to follow. a separate location with strict instructions not to share any information to the other siblings.Sample They warn the adventurers that file there are dangers in acquiring the eyes and To the south of the forest there is a will suggest the party purchase some mirrors small open canyon. It will take the party and the like from a local merchant shop. They upward of three days of travel to get there. A will also suggest the party find some method bridge crosses the river and a path leads of transporting the eyes and organs, a down the side of the cliffs to the canyon modified Bag of Chilled Holding for example. floor.

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Use the Treasure Hoard: Challenge 5-10 for determining any treasure the lizardfolk may have if they are defeated by the party. For each destination there is a If the party become friendly towards provided intermediate encounter. The the lizardfolk, have the villagers give them Dungeon Master can choose whichever one some mirrors made from highly polished they prefer or forgo these encounters steel. completely. If the party end up going to all three locations, then the option to use all three is available. There are also some extra plot points provided should the Dungeon

Master wish to change certain aspects of the encounters

Rick Hershey

A small village of lizardfolk worship the basilisk in the area. The village itself is protected by a low wooden palisade that runs As the party travel, they come across a around primitive huts within. small hunting camp. The hunters are The village consists of eight crocodian humanoids, searching for food and Lizardfolk, a single Lizardfolk Shaman, and scouting the area in general. a Lizardfolk Queen (or King). Adjust the The hunting party consist of six number of lizardfolk up or down depending Crocodian Warriors and a Crocodian on the party strength, or if the Dungeon Leader, stat blocks can be found in the Master wishes to have the party taken Monsters section. Adjust the number of prisoner for sacrifice to the basilisk. warriors up or down depending on the party

strength. As the party approach the area where the village is located, they notice a billowing The party have a high chance of being cloud of white smoke. When they get to the seen by a crocodian sentry. He will warn the village, they will see the lizardfolk scrambling leader of the situation using hissing bird calls. around with makeshift buckets trying to put The hunters are not aggressive towards the out a fire that is consuming one of the timber party unless triggered into action. They can huts. Maybe their water buckets are broken. communicate in a rudimentary fashion if no If the party help the lizardfolk, they party member can speak draconic. will be able to communicate in a rudimentary The Dungeon Master can have them fashion with the lizardfolk shaman if none of know of the location of the basilisks and they the party can speak draconic. can help the party depending on the direction The lizardfolk may be fearful of the of the conversation. basilisks in the area and may offer advice to The crocodian will let it be known that the party about how to kill them, such as a basilisk, trained from a young age, can be an using mirrors to confuse and distract the impressive guardian and therefore finding basilisks. any eggs will be a worthwhile pursuit. A second scenario is to have the If provoked they will fight very lizardfolk worship the basilisks as protectors. strategically, staying grouped together, back They will wish to prevent the party from against back. attacking the basilisks. In this case, the lizardfolk queen (or king) will attempt to If battle takes place, use the Treasure have theSample party subdued and if successful, file Hoard: Challenge 5-10 for determining any then party will be taken to the basilisks in the treasure the crocodian may have. area as sacrifices. The lizardfolk will carry the If the party leave on friendly terms, the party’s gear with them so they can watch the crocodian can provide a couple of steel party fight the basilisk, certain that the mirrors and a Tincture of Poison Resistance. creatures will make short work of the party.

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If seen, the Dungeon Master can decide which band has spotted them and the The party are travelling through a hilly captain will call out to them, aggressively open plain when they hear a clash of weapons requesting their help in defeating the other and the sounds of intense fighting. They find band. The captain may offer a portion of the themselves watching two small bands of spoils of battle as incentive. hobgoblins attack each other. The party can either stay and fight or The Black Hand of Maglubiyet consists run and suffer verbal abuse. The hobgoblin of ten Hobgoblins, seven with longswords will be true to their word if the party stay and and three with longbows, and Buluk, a fight. There will be grudging acceptance of Hobgoblin Captain. They have dark the characters fighting prowess. A warrior skin and black armour. may scuffle with a party member over some The Iron Spikes consist of nine loot, but the captain will pull their warriors in Hobgoblins, four with longswords and five . with longbows, and Lugdog, a Hobgoblin If the party run and disengage from Captain. They have red-orange skin, shaved the fight, there is a chance they will meet the heads, and grey armour. hobgoblins on their way back to the alchemists. It is possible that the two bands The Iron Spikes are using their extra have formed into one band after the death of longbow warriors to keep the Black Hand the two captains. The remaining hobgoblins longswords at bay and the battle seems (3d4 + 4) will then seek out and attack the generally balanced with no side gaining over party. the other. The party can try to avoid the battle, Consult the Treasure Hoard: Challenge but all members MUST succeed in their 5-10 for determining any treasure the stealth checks otherwise they will be seen by defeated band may have. The trounced one of the archers. captain may have a mysterious item, piece of enchanted armour, or magical weapon. Wizards of the Coast

Sample file

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The marshlands is where two calm There are three suggested areas for flowing rivers meet. The rivers are both about the gathering of the basilisk eyes. The party fifteen feet wide and vary from three feet can choose to go to one single location, or deep at the edge to ten feet in the middle. multiple locations, depending on if they wish The ground is permanently damp with places to acquire more eyes. It is suggested that if of shallow muddy bogs and mossy decaying the players are going to more than one foliage. location, then the Dungeon Master may wish There are swarms of biting insects, to limit the number of Greater Basilisks, see buzzing around the characters, and the air is Monsters section, to one only and increase humid and damp. Smells of vegetative decay the number of Basilisks in that location to and dank mud pervade the area. The region is increase the challenge of the encounter. alive with frogs, croaking to each other, and Once a basilisk has been defeated, the there are snakes and lizard aplenty. party will need to remove the eyes from the If the party are here as prisoners of the head and several of the organs. lizardfolk then they can be taken directly to Any character who attempts to area F. remove an eye must succeed in a Dexterity check (DC15) for the eye to be extracted perfectly. A check of DC10 will result in an eye that has some damage but is still intact. The party enter the area from the Anything lower will destroy the eye and will south east. The ground will slowly become most likely be rejected by the alchemists. less solid, giving way to a boggy marsh and A character who attempts to remove the occasional shallow mud pool. There are the useful organs from a basilisk, such as the lots of decaying trees and moss-covered liver and heart, need to make successful rocks. Wisdom or Medicine check (DC15). A successful check results in a perfect specimen, a DC10 to 14 produces an acceptable specimen, and anything lower A tree has fallen across the river here. suggests the organ has been ruined. It seems substantial enough for the party to There is a chance that the party will attempt to use it to cross the river. Each find a basilisk egg. They are round with a character will need to succeed on an Athletics rough rock-like surface. They have very dark check (DC15) to make their way across the blue colouring with white speckles, and they tree. are quite heavy, in the order of ten to fifteen The characters can also jump across pounds. the river if they have high enough strength, the Dungeon Master checking for a successful landing on the muddy ground on the other side, Acrobatics check (DC10). They can also swim across, removing gear and armour.

This part of the river is slightly shallower than the rest and a few slippery Samplemoss-covered rocks file appear above the surface of the water. Characters can use these to cross the river, a combination of Athletics and Acrobatics checks (DC15) can be used to determine if they succeed.

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The party have been trekking through There are two Basilisks here. If the a lightly forested area for a day before they party is strong, the Dungeon Master can add arrive at the ruins. The forest has become some random creatures such as a Crocodile, quiet here, the trees are not as lush as before, Giant Lizard, or even a Swarm of Insects. it is an open area mostly and the ground appears dry. There is a lot of leaf litter, all parched and crunchy beneath the boots of the party. The air is dry and crisp and has a Much like location C, this is an area slight flinty aroma. There is little fauna here, where the party can cross the river to get to a few birds in the trees but nothing on the the larger encounter area, F. ground. If the party are prisoners of the lizardfolk, they will be quietly escorted into the ruins at B. This is the main encounter area for this location. There are quite a few stone creatures here, with chunks taken out of them. If the party are prisoners of the The party enter the area from the lizardfolk, the Dungeon Master can have the south west. They see two large ruined lizardfolk push the party into the area, throw buildings close to them and a crumbling them their gear and then retreat to a safe tower behind. The ruins are made of large distance to watch the show. four-foot blocks of carved stone. The basilisks have been eating the stonework when there is no other creatures around for A basilisk’s Petrifying Gaze has a 30-foot them to petrify. range and the Dungeon Master can use this to have some of the lizardfolk succumb to its gaze even if the lizardfolk retreat over the river, which is only 15 A large rectangular ruin, feet wide. approximately twenty feet by thirty-five feet, the walls have crumbled and are roughly three to four feet in height where they still There is one Basilisk here along with a stand. The interior is covered in a thick layer Greater Basilisk, see Monsters section. of compacted dirt and shards of stone and rock litter the floor. In the north east corner, The basilisks do not carry any treasure there is a massive fireplace in which there are of their own, the harvested organs and eye two Basilisks laying squashed together, being reward for defeating them. The party asleep. can search around near the petrified If the party are prisoners, the creatures and humanoids and may find some lizardfolk will push them onto the sleeping coins (5d10 gp worth). basilisks and make a run for it, dropping the character’s gear near the east exit in a panic to escape.

Sample A second large ruin,file this one has back walls that are curved and the front section is completely open, much like it was a barn or a DRBJR storage building that had two large front doors. The floor is compacted dirt and covered in twigs and dry leaves. The walls stand at about five feet high and there is a

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Rick Hershey

nasty looking spider web in the middle of the ruin, spanning across a doorway, blocking the back section of the building. A Greater The party have followed the edge of Basilisk lays asleep in the rear part of the the forest and see a small river valley ahead building. of them. They will cross over a well-worn stone bridge and follow a dirt trail that wounds around the west side of the river valley and enters from the south. This appears to have been a tower of If the party are prisoners of the some sort. It is the most decayed ruin of all lizardfolk, they will be escorted to area B the buildings and a large portion of the stone where the group will be attacked by the has been eaten away by the basilisks. The basilisks. The lizardfolk will make their floor is actual stone as well, covered with escape, possibly dropping the character’s loose leaf litter and shards of stone. A gear in their panic to escape. One or two of campfire, long since abandoned is the lizardfolk may succumb to the Petrifying recognisable on the east side and a skeleton Gaze of the basilisks, possibly the ones lay on the west side, the bones crushed and carrying the character’s gear. brittle. There is a lone Basilisk lurking The cave is a rough naturally formed outside this ruin, at one of the four broken area. The floors have been compacted flat by sections of wall. the large feet of the heavy basilisks. There are many stony remains here, unidentifiable SampleConsult the Individual Treasure: to the party. The ceiling file is in the order of ten Challenge 5-10 for a pouch of coin near the to twelve feet above the floor, uneven and skeleton. The Dungeon Master can also split with cracks. It is very dark in the cave, provide some extra items here at their especially towards the rear. discretion.

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The party enter the area from the north-west. A dusty dirt trail winds along the edge of the cliffs above the valley to a point where the land slopes down into the valley. The party will see a cave entrance about fifty feet from where the trail enters the valley. Stone chips and shards litter all along this part of the valley.

There is what appears to be a stone statue here, toppled over and smashed on the ground. It is missing its head. It was a humanoid of some sort. A small campfire, the embers still slightly glowing, is located further along the valley. There are two Basilisks here. One is lumbering out of the cave entrance; the other is gnawing on the fallen stone figure.

A singular Basilisk is here, crunching through a stone statue that is prone on the floor. There is a large stone head on the floor here, it does not seem to match any of the petrified humanoids in the area. If the party fight the basilisk here, it will attempt to call out to the Greater Basilisk that lies asleep at E. Any fighting will alert the bigger basilisk though it will not make an appearance unless a player moves within fifteen feet of it.

The floor is littered with gold nuggets here (5d10 gp worth). The characters will be able to see the basilisk from here.

A Greater Basilisk rests here. The party will find it hard to use mirrors and light to trick the basilisk in using its own Petrifying Gaze on itself. It is much too dark. The party will need to coax the basilisk out closer to the entranceSample of the cavern. file

Consult the Individual Treasure: Challenge 5-10 for a pouch of coin near the petrified humanoid. The Dungeon Master can also provide some extra items here at their discretion. Bruno Balixa

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If the party have completed only one encounter and wish to engage with the other alchemists upon returning to the town for The party can now make their way the purposes of gathering more ingredients, back to town so they can hand in any eyes and the Dungeon Master can alter the creatures organs they may have gathered. It will take and ingredients required to add flavour to them around three days. the adventure. Simply substitute the final If they have not prepared well and Challenge Rating 8 Greater Basilisk with a have the harvested items kept in a regular similar creature and the Challenge Rating 3 backpack, then they will start to get very Basilisk can also be adjusted to provide a smelly, attracting flies and the like. If they themed encounter. The following is a list of completely degrade by the time they are some examples of this: handed over, the alchemists have a high chance of rejecting some of the items. The Boosted Potion of Invisibility alchemist are more than happy to haggle 2 hours of invisibility. Leaves a bad taste in should the Dungeon Master wish to engage the mouth, Constitution (DC12) saving throw in some shopkeeper roleplay. or dry vomiting occurs every 15 minutes.

Rewards CR3: Phase Spider Reward Item Crushed leg tips. 600gp Pristine Eye CR8: Cloaker 400gp Mediocre Eye Glands. 400gp Pristine Liver Skin used in Cloak of Invisibility. 250gp Mediocre Liver 350gp Pristine Heart Random Potion of Double Resistance 30 minutes of two of the following: 200gp Mediocre Heart Acid, Cold, Fire, Lightning, Thunder. 1200gp Basilisk Egg CR1 (x2): Giant Toad The alchemists may answer questions Poison Glands (Potion of Poison). about what potions they are making with the CR8: Green Slaad harvested items. The livers are used to make Liquid from soaking skin for 1 hour. the Oil of Soothed Stone, and the hearts are used to make Potion of Vitality. The following example utilizes a They will refuse to divulge what the monster that can be found in Monster Manual eyes are used for, though the Dungeon Expanded by Mannix “Dragonix” Manansala: Master can use this as an adventure hook in their own campaign. Potion of Increased Invulnerability A successful job will gain favour with Potion lasts for 2 minutes. the alchemist, resulting in the party receiving continual discounts on potions and more job CR2: Ankheg offers for exotic ingredient gathering. Organs, dried and crushed. CR8: Ankheg Brood Queen (MME) If the party are playing one alchemist Organs. Unformed Eggs. against another (or all three) then the

Dungeon Master can decide in which The Dungeon Master is free to use any direction to take the bidding. The alchemists intermediate or destination scenario as they are competitive but also reasonable towards wish. each otherSample so, there is a chance that they will file discover that the party is attempting to play them off against each other and some interesting scenarios can be roleplayed here.

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At this point the Dungeon Master can assign experience (XP) to the characters. Simply add up the XP for all the creatures encountered and award extra XP for roleplay and non-combat activities.

The Dungeon Master can use their own discretion in awarding items from defeated creatures such as the Lizardfolk Shaman or Royalty, Crocodian Leader, or Hobgoblin Captain. They can also use the Random Loot tables in the Dungeon Master’s Guide.

Sample file

Rick Hershey

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Greater Basilisk (3900xp) Crocodian Leader (1100xp) Large Monstrosity, Unaligned Medium Humanoid (Crocodian), Neutral AC 16 (Natural) HP 152 Spd 30 ft. AC 15 (Natural) HP 78 Spd 30 ft., swim 30 ft. STR DEX CON INT WIS CHR STR DEX CON INT WIS CHR +5 -1 +4 -4 -0 -1 +3 +1 +2 +0 +0 0 Saving Throws Con +7 Saving Throws Con +4 Senses Darkvision 60ft., passive Perception 10 Skills Perception +4, Stealth +5, Survival +6 Petrifying Gaze. See Basilisk - Monster Manual, change Senses passive Perception 14 to DC15 Constitution saving throw. Languages Draconic, Common Multiattack. Three attacks: one bite, two front claws. Hold Breath. A crocodian can hold its breath for 15 Bite. Melee Wpn Att: +8, 5 ft, one target, Hit 3d6+5 minutes. pierce plus 3d6 poison. Command. A crocodian leader can shout a command Claw. Melee Wpn Att: +8, 5 ft., one target. Hit 1d6+5 to their band of warriors, giving them advantage on all slash. attack rolls for the next three turns. Poison Breath (Recharge 5-6). A 30-foot cone of Multiattack. Two attacks: one bite, one weapon. poison gas. DC15 Constitution saving throw, FAIL: Bite. Melee Wpn Att: +4, 5 ft, one target, Hit 1d6+3 8d8 poison damage, SAVE: half damage. pierce. If the target is a Medium or smaller creature, the target is grappled (DC12 to escape) and restrained, and the crocodian cannot bite another target Spiked Club. Melee Wpn Att: +5, 5 ft., one target. Hit 1d4+3 bludgeon plus 1d4 pierce. Heavy Javelin. Melee Wpn Att: +5, 5ft. or range 30/120ft., one target, Hit 1d8+3 pierce. Wizards of the Coast With every clutch of crocodian warriors laid, one egg is given special position in the nest and from this egg a leader is born. Larger than their siblings, they are able to learn a second language and have an inate ability to Crocodian Warrior (450xp) command and organise their clutch brethren. They will Medium Humanoid (Crocodian), Neutral have a coloured series of spikes running along their AC 15 (Natural) HP 65 Spd 30 ft., swim 30 ft. head and down to the tip of their tail. Not only do they STR DEX CON INT WIS CHR use a spiked club like their siblings, they have the strength and dexterity to wield a heavy javelin. +2 +0 +1 +0 +0 -1 Skills Perception +3, Stealth +4, Survival +6 Senses passive Perception 13 Languages Draconic Hold Breath. A crocodian can hold its breath for 15 minutes. Multiattack. Two attacks: one bite, one weapon. Bite. Melee Wpn Att: +4, 5 ft, one target, Hit 1d6+2 pierce. Spiked Club. Melee Wpn Att: +4, 5 ft., one target. Hit 1d4+3 bludgeon plus 1d4 pierce. Crocodian warriors are born together in a clutch and stay togetherSample for their lifetime. They have short necks file with large crocodile heads and bulky bodies. They have short legs, large claws and a sturdy tail. They wear a leather wrap around their waste and females often wear a modest leather halter top. Their weapon of Wizards of the Coast choice is a large wooden club with sharp iron spikes protruding from its length.

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Mundane Items Add a little triviality 2d20 Item 2 Silk Handkerchief Oil of Soothed Stone 3 Skull of a Cat Potion, rare 4 Sewing Kit Rubbing this oil over a petrified creature restores the 5 2 Wings creature to flesh. 6 3 Bright Blue Feathers Description. A tall clear 6-sided bottle. The label has “S2F” written in Elvish. The liquid is a cobalt-blue 7 Lute Strings colour with light blue streaks in it. It is oily, and smells 8 Carved Wooden Figurine like rock but tastes like salt. 9 Bag of Edible Nuts Consequence. The revived character has an increase in AC by 1 against bludgeoning attacks for 1 hour. 10 Jar of Grease 11 5 Small Finger Bones 12 Wooden Flute 13 Leather Belt

14 Glass Mug 15 Small Eating Knife 16 Silver Pear Sculpture

17 Jar of Pickled Ears 18 Woollen Socks 19 Necklace of Orc Ears

20 Set of Tarot Cards 21 10ft. Fishing Line 22 A Child’s Teddy 23 2 Bear Traps Tincture of Poison Resistance 24 Small Mirror Potion, uncommon 25 Bag of Ball Bearings When you drink this potion, you gain resistance to poison damage for 1 hour. 26 Set of Small Copper Pans Description. Translucent 4-sided pyramid shaped 27 A Brass Lamp bottle. The label has “No sick in guts” written in 28 Stick of Chalk Goblin. The liquid is a blue-green colour with a black 29 Healer’s Kit scum on the top. It is watery and has no smell but tastes like fish. 30 Vial of Perfume Consequence. After drinking you will have the urge to 31 Tinderbox steal from your fellow party members for an hour. 32 10 Blowgun Needles 33 Hourglass with Red Sand

34 Empty Leather Pouch 35 Herbalism Kit 36 Brass Horn

37 Blown Glass Sphere 38 Small Wooden Box Sample39 Pouchfile of Snuff

40 Jar of Honeycomb

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Forest Ruins Forest

Valley

Marshlands

Small

Area Map Area

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SampleTown file Glazed Over Over Glazed

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Town

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Sample file

1)Dragon The Pickled 2)Femalhied Chiree 3)Tanyi Femalhied Femalhied 4)Bolbet Glazed Over Over Glazed

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The Pickled Dragon Inn

Sample file

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Alchemist’s Shoppe

Sample file

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1 square = 5 feet.

VillageSample Encounter file

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1 square = 5 feet.

A

C

F

E

B

SampleD file Marshlands Encounter Marshlands

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1 square = 5 feet.

D

C

B

Sample file

A Ruins Encounter Ruins

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1 square = 5 feet.

E

A

D

C

B

Sample file Valley Encounter Valley

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Sample file

Module Number: OS 02 Adventure: Glazed Over Campaign: One-Shot PDF Version: 20200915

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