Parnast Under Siege

Parnast Under Siege

Parnast Under Siege Despite the adventurers’ best efforts, more creatures joined under Bad Fruul’s banner. No longer content to simply attack caravans or isolated homesteads, the hill giant warlord descends upon Parnast at the head of a great force of humanoids. SEER warns the adventurers (directly now) in time to rally the town and prepare defenses, but a heroic effort is required to break the siege. A Four-Hour Adventure for 1st-4th Level Characters Robert Adducci Adventure Designer Adventure Code: DDAL05-16 Version: 1.0 Development and Editing: Claire Hoffman, Travis Woodall Organized Play: Chris Lindsay D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK BBBBBBBBBBBBBBBBBBBBBBBBBBBBBDn DnD (Order #13980429) 1 Introduction Before Play at the Table Welcome to Parnast Under Siege , a D&D Adventurers Ask the players to provide you with relevant League™ adventure, part of the official D&D character information: Adventurers League™ organized play system and the Storm King’s Thunder™ storyline season. Character name and level This adventure is designed for 1st through 4th- Character race and class level characters , and is optimized for five 4th- Passive Wisdom (Perception) —the most common level characters . Characters outside this level range passive ability check cannot participate in this adventure. Anything notable as specified by the adventure The adventure takes place in and around the (such as backgrounds, traits, flaws, etc.) village of Parnast. Ensure that each player has an official adventure logsheet for his or her character (if not, get one from The D&D Adventurers League the organizer). The player fills out the adventure name, session number, date, and your name and DCI ™ The D&D Adventurers League is the official number (if they have one). In addition, the player organized play system for DUNGEONS & also fills in the starting values for experience, gold, DRAGONS®. Players can create characters and downtime, renown, and number of permanent magic participate in any adventure allowed as a part of the items. He or she fill in the other values and write D&D Adventurers League. As they adventure, notes at the conclusion of the session. Each player is players track their characters’ experience, treasure, responsible for maintaining an accurate logsheet. and other rewards, and can take those characters If you have time or see the need to do so, you can through other adventures that will continue their do a quick scan of a player’s character sheet to story. ensure that nothing looks out of order. If you see For more information on playing, running games magic items of very high rarities or strange arrays of as a Dungeon Master, and organizing games for the ability scores, you can ask players to provide D&D Adventurers League, please visit the D&D documentation for the irregularities. If they cannot, Adventurers League home at: feel free to restrict item use or ask them to use a standard ability score array. Point players to the www.dndadventurersleague.org D& D Adventurers League Player’s Guide for reference. Preparing the Adventure If players wish to spend downtime days and it’s the beginning of an adventure or episode, they can Before you show up to Dungeon Master this declare their activity and spend the days now. adventure for a group of players, you should do the Alternatively, they can do so at the end of the following to prepare. adventure or episode. Players should select their Make sure to have a copy of the most current characters’ spells and other daily options prior to version of the D&D Basic Rules or the Player’s the start of the adventure, unless the adventure Handbook . specifies otherwise. Feel free to reread the Read through the adventure, taking notes of adventure description to help give players hints anything you’d like to highlight or remind yourself about what they might face. while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use Adjusting the Adventure in a combat. Throughout this adventure, sidebars provide Get familiar with the monster statistics in the information to assist you in making adjustments for Appendix. smaller or larger groups and characters of higher or Gather together any resources you’d like to use to lower levels than the adventure is optimized for. aid you in running this adventure--such as This is typically used exclusively for combat notecards, a DM screen, miniatures, and encounters. These adjustments are not required, nor battlemaps. are you bound to the suggestions made by the If you know the composition of the group adventure —they are recommendations provided for beforehand, you can make adjustments as noted guidance and convenience. throughout the adventure. BBBBBBBBBBBBBBBBBBBBBBBBBBBBBDn DnD (Order #13980429) 2 This adventure is optimized for a party of five makes for a frustrating game. Gauge the experience 4th-level characters . To figure out whether you level of the players (not the characters) with the need to adjust the adventure, do the following: game, try to feel out (or ask) what they like in a game, and attempt to give each of them the Add up the total levels of all the characters. experience they’re after when they play D&D. Divide the total by the number of characters. Everyone should have the opportunity to shine. Round fractions of .5 or greater up; round Mind the Time. Watch for stalling, since play loses fractions of less than .5 down. momentum when this happens. At the same time, Yo u’ve now determined the average party level make sure that the players don’t finish too early; (APL) for the adventure. To figure out the party provide them with a full play experience. Try to be strength for the adventure, consult the following aware of running long or short. Adjust the pacing table. accordingly. Determining Party Strength Keep the Adventure Moving. When the game starts to get bogged down, feel free to provide hints Party Composition Party Strength and clues to your players so they can attempt to 3-4 characters, APL less than Very weak solve puzzles, engage in combat, and roleplay 3-4 characters, APL equivalent Weak interactions without getting too frustrated over a 3-4 characters, APL greater than Average lack of information. This gives players “little 5 characters, APL less than Weak victories” f or figuring out good choices from clues. 5 characters, APL equivalent Average The Dungeon Master’s Guide has more information 5 characters, APL greater than Strong on the art of running a D&D game. 6-7 characters, APL less than Average 6-7 characters, APL equivalent Strong Spellcasting Services 6-7 characters, APL greater than Very strong Any settlement the size of a town or larger can Average party strength indicates no recommended provide some spellcasting services. Characters need adjustments to the adventure. Each sidebar may or to be able to travel to the settlement to obtain these may not offer suggestions for certain party services. strengths. If a particular recommendation is not Spell services generally available include healing offered for your group, you don’t have to make and recovery spells, as well as information- adjustments. gathering spells. Other spell services might be available as specified in the adventure. The number Running the Adventure of spells available as a service is limited to a As the Dungeon Master of the session, you have the maximum of three per day total, unless otherwise most important role in facilitating the enjoyment of noted. the game for the players. You help guide the Spellcasting Services narrative and bring the words on these pages to life. Spell Cost The outcome of a fun game session often creates Cure wounds (1st level) 10 gp stories that live well beyond the play at the table. Identify 20 gp Always follow this golden rule when you DM for a Lesser restoration 40 gp group: Prayer of healing (2nd level) 40 gp Remove curse 90 gp Make decisions and adjudications that enhance Speak with dead 90 gp the fun of the adventure when possible. Divination 210 gp To reinforce this golden rule, keep in mind the following: Greater restoration 450 gp You Are Empowered. You get to make decisions Raise dead 1,250 gp about how the group interacts with the NPCs and Resurrection * 3,000 gp environment within this adventure. It is okay to True Resurrection * 50,000 gp make considerable changes or engage in improvisation, so long as you maintain the original *These spells require an additional expenditure of spirit of what’s written. downtime days (150 for resurrection and 350 for Challenge Your Players. Never being challenged true resurrection ).

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