1 INFORMATION FOR PLAYERS
All information on chapter 1 is for players. Rest of the document starting from chapter 2 is for dungeon master only!
1.1 General information
Guidelines for Frostglade Tundra campaign:
- Campaign uses mechanics of fifth edition of Dungeons & Dragons.
- Dungeon master and players need only this document and D&D Basic Rules. D&D Basic Rules document is available for free online.
- Campaign is designed and written as first adventure for two new players.
- Campaign can be played with more than two characters but dungeon master have to rescale combat encounters and quest rewards for additional players.
- All quest locations are in Frostglade Tundra. (Location-based campaign)
- This questbook contains quests and dungeons for levels 1-4.
- Campaign focuses heavily on combat encounters.
- Combat encounters are designed and written for two characters. XP thresholds are scaled between "easy" and "medium" difficulty on levels 1-3. On level 4 XP thresholds are scaled between "medium" and "hard".
- All rewards are scaled for two characters. For example if reward is 10 gold coins it is 5 gold coins per character.
Copyright stuff:
- Frostglade Tundra is unofficial Fan Content permitted under the Fan Content Policy. Not approved / endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
- All texts are written by Terhonator using Homebrewery.
- Map of Frostglade Tundra is created by Terhonator using Inkarnate.
Map legend
1 Hex = 1 Mile
Blue = Water
White = Tundra (Difficult terrain)
Dark grey = Mountains (Impassable)
Brown = Road
Light grey = Town
Travelling speed, On foot and normal pace
Characters can travel 8 hours per day.
Characters can travel 24 hours per day by land vehicle with hired crew. (Cart pulled by horse for example)
On road or town characters can travel 3 miles per hour. (6 hex per two hours or 24 hex per day)
On tundra characters can travel 1,5 miles per hour. (3 hex per two hours or 12 hex per day)
Characters cant move over mountain hexes.
Characters can move over water hexes because all lakes have thick layer of ice.
Example1: Characters can travel on road 3 miles per hour up to 8 hours per day (6 hex per two hours or 24 hex per day)
Example2: Characters can travel on tundra 1,5 miles per hour up to 8 hours per day (3 hex per two hours or 12 hex per day)
1.2 Preparations
This campaign is beginner friendly for new dungeon master and two new players.
Step1 - Create characters
- Players should use all available information on chapters 1.1-1.6 while creating characters.
Step2 - Combat Tutorial for new players (Optional)
Use event "Training camp (Level 1)" as part of this tutorial. Dungeon master finds it from chapter 3.1 (Events, Tundra) of this document. Characters can't die during tutorial quest.
After tutorial players can modify current character or create new character. All earned XP is transfered to new character.
Step3 - Play the game!
1.3 Main quest
This campaign has only one main quest line.
Defeat Stone Axe Horde
Characters have travelled to Frostglade Tundra to work for House of Mercenaries. Main enemy is Stone Axe Horde monsters.
Each character chooses at least one of these motives or plans a new one with dungeon master. Choices 1-3 describe how lawful or chaotic the character is and choices 4-8 describe how good or evil the character is. For example combination of 1 and 6 is for lawful neutral character.
1d8 | Reason to fight against Stone Axe Horde |
---|---|
1 | Order. It is my duty to participate to this battle. (Lawful) |
2 | Reward. I am in just for the the reward. (Neutral) |
3 | Revenge. I want to revenge. (Chaotic) |
4 | Community. I want to help common people. (Good) |
5 | Family. I want to help my family. (Good) |
6 | Business. These monsters are threat for my business. (Neutral) |
7 | Greed. I am only in for my own benefit. (Neutral) |
8 | Violence. I want to spill some blood. (Evil) |
1.4 Information about region
Campaign uses Forgotten Realms setting.
Region related details
Location: Frostglade Tundra is located on planet of Toril on continent of Faerun. Frostglade Tundra is located in north-west part of Vaasa region between Tortured Land and Great Glacier.
Environment: Frostglade Tundra has arctic climate. Frostglade Tundra is at 500 meters above sea level and there are no tall trees or forests. Current season is winter and area is covered by snow. All lakes have thick layer of ice.
Population: Frostglade Tundra has about 3 000 inhabitants. Most common races are dwarves, (40 %) humans, (38 %) orcs (14 %) and half-orcs. (7 %) Other races are minorities. (1 %) On Frostglade Tundra many orcs have adapted to live peacefully with other races.
History: 1454 DR thousands of people traveled to frozen north when bloodstone and other gems were found in large quanities. Everyone wanted their share of gems and locals call that time "diamond rush". Town of Farcross was founded same year to serve miners and their families. Current year is 1479 DR.
Commerce: Frostglade Tundra is mineral rich region with four large mines. Farcross is only town in region. Main exports are furs, copper ore, silver ore and gems. Most of the mining products are exported to city of Telos. Main imports are cereals, vegetables and mining equipment.
Government: Farcross serves as vassal of Telos. (Feudalism)
Religion: Local dwarves serve Dumathoin. (Neutral) A small temple is dedicated to Dumathoin in Farcross.
Magic: Frostglade Tundra is low-magic environment and most humanoids act as fighters or rangers in combat.
Region related factions
Fist of Law represents law and order in region. They are defending all towns and villages of the region. (Lawful)
House of Mercenaries is large network that supplies mercenaries all around Faerun. Most of their clients are local governments or invidual wealthy businessmen. (Neutral)
Diamond Marauders is group of ruthless bandits. (Chaotic)
Stone Axe Horde is group of bloodthirsty humanoids such as kobolds and goblins. (Monsters)
1.5 Towns, Services and NPCs
Region has one town and four mines.
Farcross
Town of Farcross has about 3000 inhabitants.
Marketplace is located in middle of town.
Aniya (Human, female) sells pies.
Bunmyr (Dwarf, male) sells ale in barrels.
Crera (Human, male) sells animal furs.
Dearmura (Dwarf, female) sells bread.
Eshi (Human, female) sells cheese.
Fosm (Human, female) sells fish.
Gremgus (Dwarf, male) sells mining equipment.
Helrin (Dwarf, female) sells vegetables.
Isded (Orc, male) sells meat.
Trusted Tankard is tavern for lower class clients. Trusted Tankard is run by Huromira. (Half-orc, female)
Pork & Fork is tavern for middle class clients. Most of the clients are dwarves. Pork & Fork is run by Nasmura (Dwarf, female)
Salty Salmon is tavern for middle class clients. Most of the clients are humans. Salty Salmon is run by Digre. (Human, female)
Friendly Fox is large inn with many types of rooms available. Friendly Fox is hosted by Hjoldor (Dwarf, male) and Ketmora. (Dwarf, female)
Hammer & Sickle is a forge. Store has all common metal equipment available and they can make individual items on order. Hammer & Sickle is run by Rufir. (Dwarf, male)
Leather-Man is leatherworkers store. Store has all common leather equipment available and they can make individual items on order. Leather-Man is run by Gren. (Human, male)
Tisbera's Cloth Store is tailor. Store has all common clothes available and they can make individual items on order. Tisbera's Cloth Store is run by Tisbera. (Dwarf, female)
Excellent Elixir is alchemy shop. Store has potions and spell ingredients for sale. Excellent Elixir is run by Zanbam (Gnome, male, alchemist)
Book-Keeper is bookstore. Store has books and maps available. Book-Keeper is run by Marmyla. (Dwarf, female)
Laughing Horse is stables. Store has mounts available. Laughing Horse is run by Lagakh. (Orc, female)
Balanced Scale is commodity exchange. Store weights, buys, sells and trades bullions, gems and currencies. Balanced Scale is run by Brayden. (Human, male)
Temple is dedicated to Dumathoin. Temple offers healing services. Temple is run by Tisla. (Dwarf, female, paladin)
Townhall of Farcross is administration building of Frostglade Tundra. Mayor of Farcross is Thurram Orehand. (Dwarf, male)
Barracks serves as headquarters for Fist of Law soldiers. Barracks is run by Gifford. (Human, male, officer)
House of Mercenaries office is run by Dolrom. (Dwarf, male)
Sharp-Peak mine
Mine produces gems, especially bloodstones.
Mine office is run by Thelmond. (Dwarf, male)
Copperhill mine
Mine produces copper.
Mine office is run by Mashen. (Human, male)
Deeplake mine
Mine produces silver.
Mine office is run by Thobek. (Dwarf, male)
Southmaw mine
Mine produces gems.
Mine office is run by Oragark. (Half-orc, male)
1.6 Campaign specific rules
This campaign uses some rules that slightly modified from original ones.
Orcs
- Many orcs have adapted to live peacefully with other races.
Potion of Healing
- Potion of Healing effect and price is scaled based on character level.
- Characters find many Potion of Healing during the campaign.
- Potion of Healing rarity is common.
- Potion of Healing heals 1d6+1 hitpoints per level of character.
- Characters can buy Potion of Healing from alchemy shops. Price is 1 gp per level of character.
- Example1: Level 3 character drinks a Potion of Healing. Potion heals 3d6+3 hit points.
- Example2: Level 3 character buys a Potion of Healing. Cost of potion is 3 gp.
2 MAINQUEST LINE
Mainquest line rewards characters with enough XP so there is no need to use events only to award additional XP for characters.
Combine events (Chapter 3) with mainquest line. When characters are travelling between locations of the mainquest an event that fits on current environment is recommended.
If characters have earned enough XP parts of the mainquest that are lower than characters current level can be skipped or modified to match characters current level.
If characters decide to look for or create their own quests and goals let them do it! This campaign book is just a frame and an environment that can be used for endless amount of quests.
2.1 Defeat Stone Axe Horde
Defeat Stone Axe Horde is only main questlines for Frostglade Tundra campaign.
Dolrom in House of Mercenaries office works as the questgiver during this quest line.
Prologue (After tutorial)
"You and your companions have arrived to town of Farcross in Frostglade Tundra. To begin your work you should meet Dolrom at House of Mercenaries office."
Defeat Stone Axe Horde 1/10: Potato cellar (Level 1)
Characters meet Dolrom (Dwarf, male) first time at House of Mercenaries office. Dolrom explains the job:
"Your first job is to clear a potato cellar of local vegetable vendor here in Farcross. Cellar is infested by rats. You will find some old potions from there and you are allowed take those."
Use dungeon "Potato cellar (Level 1)" as part of this quest.
Reward:
50 x Gold coin (50 gp)
Defeat Stone Axe Horde 2/10: Kobold Camp (Level 1)
Dolrom is pleased that characters were able to handle their first job. Dolrom explains how rest of jobs are rewarded:
"Government of Frostglade Tundra has made a contract with House of Mercenaries to raid several Stone Axe Horde hideouts. House of Mercenaries hires mercenaries to raid known locations for per-job rewards. Our fixed payment is 25 gold coins per mercenary per day."
Dolrom hires characters to raid a kobold camp.
Camp is located at shore of lake 4 miles north-west from Farcross.
First encounter, Combat
Environment: Tundra, snow
2 x Giant Weasel (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Characters arrive to the camp.
Second encounter, Combat
Environment: Tundra, frozen lake, campfire
2 x Kobold, melee (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Third encounter, Combat
Environment: Tundra, frozen lake, campfire
1 x Kobold, melee (Challenge 1/8, 25 XP)
1 x Kobold, ranged (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
For third encounter use same environment as in second encounter.
Fourth encounter, Combat
Environment: Tundra, snow
1 x Wolf (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1 = 50
Total XP:
4 x Kobold (Challenge 1/8, 25 XP) = 100 XP
2 x Giant Weasel (Challenge 1/8, 25 XP) = 50 XP
1 x Wolf (Challenge 1/4, 50 XP) = 50 XP
= 200 XP
Reward:
50 x Gold coin (50 gp)
Defeat Stone Axe Horde 3/10: Trip to Sharp-peak mine (Level 1)
Dolrom hires characters to meet Thelmond in Sharp-peak mine office. When characters have completed the task at Sharp-peak mine Dolrom asks characters to meet him again in Farcross for reward. Dolrom expects the job takes three days.
First encounter, Combat
Environment: Tundra, snow, road
2 x Giant Weasel (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Second encounter, Combat
Environment: Tundra, snow, road
1 x Wolf (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1 = 50
Third encounter, Combat
Environment: Tundra, snow, road
2 x Giant Weasel (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Fourth encounter, Combat
Environment: Tundra, snow, road
1 x Wolf (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1 = 50
Total XP:
4 x Giant Weasel (Challenge 1/8, 25 XP) = 100 XP
2 x Wolf (Challenge 1/4, 50 XP) = 100 XP
= 200 XP
Defeat Stone Axe Horde 4/10: Invaded mine (Level 2)
Characters meet Thelmond (Dwarf, male) first time at Sharp-peak mine office.
Thelmond tells characters that Stone Axe Horde has invaded small part of the mine. Characters need to kill all monsters in the mine.
Use dungeon "Invaded mine (Level 2)" as part of this quest.
Defeat Stone Axe Horde 5/10: Back to Farcross (Level 2)
Characters are travelling from Sharp-peak mine to Farcross.
First encounter, Combat
Environment: Tundra, snow, road
2 x Wolf (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Second encounter, Combat
Environment: Tundra, snow, road
1 x Hobgoblin, melee (Challenge 1/2, 100 XP)
= 100 XP
Challenge rating: 100 x 1 = 100
Third encounter, Combat
Environment: Tundra, snow, road
2 x Wolf (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Fourth encounter, Combat
Environment: Tundra, snow, road
2 x Goblin, ranged (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Encounter begins as an ambush. Characters are surprised.
Total XP
4 x Wolf (Challenge 1/4, 50 XP) = 200 XP
2 x Goblin (Challenge 1/4, 50 XP) = 100 XP
1 x Gnoll (Challenge 1/2, 100 XP) = 100 XP
= 400 XP
Reward:
150 x Gold coin (150 gp)
Defeat Stone Axe Horde 6/10: Gnoll cave (Level 2)
Dolrom hires characters to raid a gnoll cave.
Cave is located on tundra 5 miles east from Farcross.
Use dungeon "Gnoll cave (Level 2)" as part of this quest.
Reward:
50 x Gold coin (50 gp)
Defeat Stone Axe Horde 7/10: Invaded creamery (Level 3)
Dolrom hires characters to raid a creamery that was recently invaded by Stone Axe Horde.
Creamery is located along road 8 miles south-west from Farcross.
Use dungeon "Invaded creamery (Level 3)" as part of this quest.
Reward:
50 x Gold coin (50 gp)
Defeat Stone Axe Horde 8/10: Goblin cave (Level 3)
Dolrom hires characters to raid a goblin cave.
Cave is located on tundra 7 miles west from Farcross.
Use dungeon "Goblin cave (Level 3)" as part of this quest.
Reward:
50 x Gold coin (50 gp)
Defeat Stone Axe Horde 9/10: Invaded fortress (Level 3)
Dolrom hires characters to raid a fortress that was recently invaded by Stone Axe Horde. Dolrom expects the job takes two days.
Fortress is located on mountain 13 miles south-east from Farcross.
Use dungeon "Invaded fortress (Level 3)" as part of this quest.
Reward:
100 x Gold coin (100 gp)
Defeat Stone Axe Horde 10/10: Defense of Farcross (Level 4)
Characters are sleeping at inn, eating at tavern or otherwise spending time in Farcross when Stone Axe Horde attacks the town.
First encounter, Combat
Environment: Town, street, houses
3 x Goblin, melee (Challenge 1/4, 50 XP)
3 x Goblin, ranged (Challenge 1/4, 50 XP)
= 300 XP
Challenge rating: 300 x 2 = 600
Second encounter, Combat
Environment: Town, street, houses
2 x Bugbear, melee (Challenge 1, 200 XP)
= 400 XP
Challenge rating: 400 x 1,5 = 600
For second encounter use same environment and friendly NPCs as in first encounter.
Third encounter, Combat
Environment: Town, wall, broken gate
1 x Ogre (Challenge 2, 450 XP)
= 450 XP
Challenge rating: 450 x 1 = 450
Fourth encounter, Combat
Environment: Town, wall, broken gate
4 x Goblin, melee (Challenge 1/4, 50 XP)
2 x Goblin, ranged (Challenge 1/4, 50 XP)
= 300 XP
Challenge rating: 300 x 2 = 600
For fourth encounter use same environment and friendly NPCs as in third encounter.
Fifth encounter, Combat
Environment: Town, street, houses
2 x Hobgoblin, melee (Challenge 1/2, 100 XP)
1 x Hobgoblin, ranged (Challenge 1/2, 100 XP)
= 300 XP
Challenge rating: 300 x 2 = 600
Sixth encounter, Combat
Environment: Town, marketplace
2 x Hobgoblin, melee (Challenge 1/2, 100 XP)
2 x Goblin, ranged (Challenge 1/4, 50 XP)
= 300 XP
Challenge rating: 300 x 2 = 600
Seventh encounter, Combat
Environment: Town, marketplace
1 x Yeti (Challenge 3, 700 XP)
= 700 XP
Challenge rating: 700 x 1 = 700
For seventh encounter use same environment and friendly NPCs as in sixth encounter.
Total XP:
14 x Goblin (Challenge 1/4, 50 XP) = 700 XP
5 x Hobgoblin (Challenge 1/2, 50 XP) = 500 XP
2 x Bugbear (Challenge 1, 200 XP) = 400 XP
1 x Ogre (Challenge 2, 450 XP) = 450 XP
1 x Yeti (Challenge 3, 700 XP) = 700 XP
= 2750 XP
3 EVENTS
Events are divided into categories by location of the event. Use events while characters are travelling around Frostglade Tundra.
3.1 Events, Tundra
These events fit on situations when characters are exploring tundra.
Training camp (Level 1)
This is tutorial quest.
Dolrom has asked characters to meet Tharmus (Dwarf, male, soldier) at House of Mercenaries training camp. Camp is located 5 miles south-east from Farcross.
First encounter, Combat
Environment: Tundra, snow, training ground, target dummies, tents
2 x Guard (Challenge: 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Second encounter, Combat
Environment: Tundra, snow, training ground, target dummies, tents
2 x Bandit, ranged (Challenge: 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Total XP:
2 x Guard (Challenge 1/8, 25 XP) = 50 XP
2 x Bandit (Challenge 1/8, 25 XP) = 50 XP
= 100 XP
Lost in tundra (Level 2)
Characters are travelling on tundra in dense snow storm.
First encounter, Combat
Environment: Tundra, snow
2 x Wolf (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
After the battle character with highest Survival skill makes Survival (Wisdom) check, DC 15. If check fails, characters have gone lost in snow storm. Move characters current location on map 1d6 miles to opposite direction they were travelling.
Cave with centipedes (Level 2)
Characters are travelling on tundra and notice a cave entrance.
Use dungeon "Cave with centipedes (Level 2)" as part of this quest.
Cave with spiders (Level 2)
Characters are travelling on tundra and notice a cave entrance.
Use dungeon "Cave with spiders (Level 2)" as part of this quest.
Campfire in night (Level 3)
Characters are travelling on tundra during night and notice a campfire in darkness. When characters move closer they notice creatures around campfire are gnolls.
First encounter, Combat
Environment: Tundra, snow, campfire
2 x Gnoll, melee (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Gnolls don't see characters. If players attack from behind combat begins as an ambush. Enemies are surprised. Characters can avoid the combat by staying out of enemies sight.
Cave with boars (Level 3)
Characters are travelling on tundra and notice a cave entrance.
First encounter, Combat
Environment: Tundra, snow, cave entrance
3 x Boar (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Use dungeon "Cave with boars (Level 3)" as part of this quest.
Frozen lake (Level 3)
Characters are travelling on tundra and arrive on edge of frozen lake.
First encounter, Combat
Environment: Tundra, snow, frozen lake
1 x Dire wolf (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
3.2 Events, Road
These quests fit on situations when characters are travelling on road.
Bandits swindle (Level 2)
Characters are travelling on road and hear a woman screaming for help. It looks like bandits are robbing the woman.
First encounter, Combat
Environment: Tundra, snow, road
2 x Bandit, melee (Challenge 1/8, 25 XP)
1 x Bandit, ranged (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
When characters come closer the woman laughs and bandits draw weapons.
Cave with wolves (Level 2)
Characters are travelling on road and notice footprints of wolves in snow. Footprints lead towards cave.
Use dungeon "Cave with wolves (Level 2)" as part of this quest.
Ruined Castle (Level 2)
Characters are travelling on road and notice a ruined castle.
Use dungeon "Ruined castle (Level 2)" as part of this quest.
Cave with brown bears (Level 3)
Characters are travelling on road and notice a cave entrance.
Use dungeon "Cave with brown bears (Level 3)" as part of this quest.
Graveyard (Level 3)
Characters are travelling on road past graveyard.
First encounter, Combat
Environment: Tundra, graveyard, tombstones, stairs down to catacombs
2 x Skeleton, ranged (Challenge 1/4, 50 XP)
1 x Skeleton, melee (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Use dungeon "Catacombs (Level 3)" as part of this quest.
Invaded farmhouse (Level 3)
Characters are travelling on road when Sipha (Human, female) runs towards characters and tells that Stone Axe Horde has attacked nearby farm. Sipha points a direction where farm is located.
Use dungeon "Invaded farmhouse (Level 3)" as part of this quest.
Wounded orc miner (Level 3)
Characters are travelling on road when they see a wounded orc resting next to road. Natog (Orc, male, miner) tells that a goblin from Stone Axe Horde attacked him earlier today. Natog asks characters to escort him back to town of Farcross. Natog can travel only at slow pace and in combat movement speed is only half from normal.
First encounter, Combat
Environment: Tundra, snow, road
1 x Dire wolf (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Friendly NPCs:
1 x Orc, melee (Challenge 1/2, 100 XP)
Second encounter, Combat
Environment: Tundra, snow, road, rocks
1 x Goblin, melee (Challenge 1/4, 50 XP)
2 x Goblin, ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 200 x 1 = 200
Friendly NPCs:
1 x Orc, melee (Challenge 1/2, 100 XP)
Total XP:
3 x Goblin (Challenge 1/4, 50 XP) = 150 XP
1 x Dire wolf (Challenge 1, 200 XP) = 200 XP
= 350 XP
3.3 Events, Farcross
These events fit on situations when characters are purchasing equipment or otherwise spending time in Farcross.
Theft in the marketplace (Level 2)
Characters are walking through the marketplace when bandit tries to pickpocket one of the players. Characters notice the event immediately and bandits draw weapons. Guards join the fight.
First encounter, Combat
Environment: Town, marketplace
4 x Bandit, melee (Challenge 1/8, 25 XP)
= 100 XP
Challenge rating: 100 x 2 = 200
Friendly NPCs:
2 x Guard (Challenge: 1/8, 25 XP)
Tavern brawl (Level 2)
Characters are spending time in Trusted Tankard tavern when drunken orc named Turge comes to mock appearance of one of the characters.
First encounter, Combat
Environment: Tavern, barcounter, tables, chairs
1 x Orc, melee (Challenge 1/2, 100 XP)
= 100 XP
Challenge rating: 100 x 1 = 100
Stolen goods (Level 2)
Characters are shopping at Hammer & Sickle when Rufir (Dwarf, male, shopkeeper) offers a deal for characters.
Few days ago a shipment was stolen on a way to Farcross. Rufir is willing to buy the stolen equipment back. Shipment was stolen on road 10 miles south from Farcross. Rufir believes a house in there is hideout of the bandits.
First encounter, Combat
Environment: Tundra, snow, road
3 x Giant Weasel (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Use dungeon "Bandit house (Level 2)" as part of this quest.
Second encounter, Combat
Environment: Tundra, snow, road
1 x Hobgoblin, melee (Challenge 1/2, 100 XP)
= 100 XP
Challenge rating: 100 x 1 = 100
When characters return the crate Rufir opens it. Crate contains:
5 x Shortsword (10 gp each)
Rufir is willing to pay half of the value of the items in crate. (25 gp) However, if characters start to negotiate about the price roll Persuasion (Charisma) check, DC 10. If check succeeds Rufir is willing to pay full price. (50 gp)
Ale barrels (Level 3)
Characters are spending time in one of the taverns in town when tavernkeeper offers a deal for characters.
Characters need to deliver four barrels of ale from brewery to the tavern.
Characters have to use horse and cart as a transport aid. Cart is 15 feet long and 10 feet wide. (3x2 squares) Trolley can carry 4 barrels of ale. Characters can get horse and cart from stables of the town.
Brewery is located along the road 11 miles north-east from Farcross.
First encounter, Combat
Environment: Tundra, snow, road, cart
1 x Brown bear (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Second encounter, Combat
Environment: Tundra, snow, road, cart
3 x Wolf (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
At brewery character meet Boumot. (Human, male, brewer)
Third encounter, Combat
Environment: Tundra, snow, road, cart
3 x Bandit, melee (Challenge 1/8, 25 XP)
3 x Bandit, ranged (Challenge 1/8, 25 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Combat begins as an ambush. Characters are surprised.
Fourth encounter, Combat
Environment: Tundra, snow, road, cart
1 x Dire wolf (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Tavernkeeper pays the reward when supplies are delivered.
Reward:
50 x Gold coin (50 gp)
Total XP:
6 x Bandit (Challenge 1/8, 25 XP) = 150 XP
3 x Wolf (Challenge 1/4, 50 XP) = 150 XP
1 x Brown bear (Challenge 1, 200 XP) = 200 XP
1 x Dire Wolf (Challenge 1, 200 XP) = 200 XP
= 700 XP
Tower of the Shrouded Sorcerer (Level 3)
Characters are walking past Book-Keeper when Marmyla (Dwarf, female, shopkeeper) approaches characters. Marmyla discreetly tells characters that she has lot of interesting books, maps and scrolls for sale. Marmyla tells characters about Tower of the Shrouded Sorcerer. Tower has been abandoned for decades. Marmyla is willing to sell map with exact location of the tower for 5 gold coins.
Tower is located on tundra 8 miles east from Farcross.
Use dungeon "Tower of the Shrouded Sorcerer (Level 3)" as part of this quest.
Delivery to shaman (Level 3)
Characters are shopping at Excellent Elixir when Zanbam (Gnome, male, shopkeeper) offers a deal for characters.
A client named Wurtguth (Orc, male, shaman) has ordered of pouch of spell reagents and pouch must be delivered to his tent. His tent is located far in north part of Frostglade Tundra.
Tent is located 6 miles north-west from Copperhill mine.
Items:
1 x Sealed pouch of spell reagents (Quest item)
First encounter, Combat
Environment: Tundra, road, snow, road
3 x Goblin, melee (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Second encounter, Combat
Environment: Tundra, snow
1 x Brown bear (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Characters arrive to shaman's tent and meet Wurtguth.
Third encounter, Combat
Environment: Tundra, road, snow, road
3 x Wolf (Challenge 1/4, 100 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Reward:
50 x Gold coin (50 gp)
4 x Potion of Healing
Total XP:
3 x Goblin (Challenge 1/4, 50 XP) = 150 XP
3 x Wolf (Challenge 1/4, 50 XP) = 150 XP
1 x Brown bear (Challenge 1, 200 XP) = 200 XP
= 500 XP
Shard of Healing (Level 4)
Characters are walking past the local temple of Dumathoin when Tisla (Dwarf, female, paladin) approaches characters.
Tisla tells characters about Crypt of the Betrayed Knight. Crypt is infested by undead. Characters are allowed to keep any treasures they can find. Tisla asks characters to look for Shard of Healing and temple is willing to buy it back.
Crypt is located on mountain 7 miles north from Farcross.
Use dungeon "Crypt of the Betrayed Knight (Level 4)" as part of this quest.
Reward:
50 x Gold coin (50 gp)
4 DUNGEONS
Natural dungeons such as caves
- Tunnel = Room leads to one more room. (Open line of sight to corner of tunnel)
- Dead end = Room does not lead to more rooms.
- Cliff = Room leads to one more room but players have to climb up. Height of the cliff is described in details of the room.
Indoors such as warehouse
- Doorway = Room leads to one more room. (Open line of sight to room)
- Door = Room leads to one more room. (Door, blocks line of sight)
- Two doors = Room leads to two more rooms.
- Window = Room has window. Height of bottom edge of the window is described in details of the room.
Example: Second room of the dungeon has two doors. First door leads to third room. Second door leads to fourth room.
All dungeons are designed for two characters.
4.1 Dungeons for level 1
These dungeons are scaled for two level 1 characters.
Potato cellar (Level 1)
Entrance
Environment: Town, stairs down, door
First room, Combat
Environment: Warehouse, hallway, four doors
1 x Swarm of Rats (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1 = 50
Second room
Environment: Warehouse, potatoes
Third room, Combat
Environment: Warehouse, shelf, potatoes
2 x Giant Rat (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Items:
2 x Potion of Healing
Fourth room, Combat
Environment: Warehouse, potatoes
1 x Swarm of Rats (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1 = 50
Fifth room
Environment: Warehouse, shelf, potatoes, door
Items:
2 x Potion of Healing
Sixth room, Combat
Environment: Warehouse, potatoes
2 x Giant Rat (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Total XP:
4 x Giant Rat (Challenge 1/8, 25 XP) = 100 XP
2 x Swarm of Rats (Challenge 1/4, 50 XP) = 100 XP
= 200 XP
4.2 Dungeons for level 2
These dungeons are scaled for two level 2 characters.
Invaded mine (Level 2)
Entrance
Environment: Tundra, mine, tunnel
First room, Combat
Environment: Mine, tunnel
3 x Kobold, melee (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Second room, Trap
Environment: Mine, rocks, tunnel
When characters are travelling through the tunnel a block of ice drops from dungeon roof. Roll Acrobatics (Dexterity) check, DC 10 to avoid damage. If character fails the check they take 2d6 bludgeoning damage.
Third room
Environment: Mine, two tunnels
Fourth room, Combat
Environment: Mine, dead end
2 x Kobold, melee (Challenge 1/8, 25 XP)
1 x Kobold, ranged (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Fifth room, Combat
Environment: Mine, rocks, tunnel
2 x Goblin, melee (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Sixth room
Environment: Mine, rocks, tunnel
Seventh room, Combat
Environment: Mine, tunnel
2 x Kobold, melee (Challenge 1/8, 25 XP)
1 x Kobold, ranged (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Eighth room, Combat
Environment: Mine, dead end
3 x Kobold, melee (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Total XP:
12 x Kobold (Challenge 1/8, 25 XP) = 300 XP
2 x Goblin (Challenge 1/4, 50 XP) = 100 XP
= 400 XP
Gnoll cave (Level 2)
Entrance
Environment: Tundra, natural cave, tunnel
First room, Combat
Environment: Natural cave, snow, tunnel
1 x Gnoll, melee (Challenge 1/2, 100 XP)
= 100 XP
Challenge rating: 100 x 1 = 100
Second room, Combat
Environment: Natural cave, two tunnels
1 x Gnoll, ranged (Challenge 1/2, 100 XP)
= 100 XP
Challenge rating: 100 x 1 = 100
Third room
Environment: Natural cave, snow, tunnel that leads out of dungeon
Fourth room, Combat
Environment: Natural cave, large rock, tunnel
1 x Gnoll, melee (Challenge 1/2, 100 XP)
= 100 XP
Challenge rating: 100 x 1 = 100
Fifth room, Combat
Environment: Natural cave, rocks, dead end
1 x Gnoll, melee (Challenge 1/2, 100 XP)
= 100 XP
Challenge rating: 100 x 1 = 100
Total XP:
4 x Gnoll (Challenge 1/2, 100 XP) = 400 XP
= 400 XP
Cave with centipedes (Level 2)
Entrance
Environment: Tundra, cliffs, snow, natural cave
First room
Environment: Natural cave, frozen pool of water, rocks, tunnel
Second room, Combat
Environment: Natural cave, rocks, tunnel
2 x Giant Centipede (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Third room
Environment: Natural cave, cliff
Height of the cliff is 3 meters. (10 feet) Characters can climb up the cliff to fourth room.
Fourth room, Combat
Environment: Natural cave, rocks, tunnel
2 x Giant Centipede (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Fifth room
Environment: Natural cave, rocks, pitfall, tunnel
In middle of room is 5 feet wide, 10 feet deep pitfall. Roll Athletics (Strength) check, DC 10 if characters want to jump over it. Characters who fail the check fall to bottom of the pit taking 1d6 bludgeoning damage.
If character has fallen to pitfall and wants to climb up roll Athletics (Strength) check, DC 10 if players climb without aids.
Sixth room, Combat
Environment: Natural cave, tunnel that leads out of dungeon
2 x Giant Centipede (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Total XP:
6 x Giant Centipede (Challenge 1/4, 50 XP) = 300 XP
= 300 XP
Bandit house (Level 2)
Entrance
Environment: Tundra, house, door
First room, Combat
Environment: House, hallway, bench, two doors
3 x Bandit, melee (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Second room
Environment: House, outhouse
Third room, Combat
Environment: House, fireplace, table, two benches, window, two doors
2 x Bandit, melee (Challenge 1/8, 25 XP)
1 x Bandit, ranged (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Edge of the window is located at height of 1 meter. (3,3 feet)
Fourth room
Environment: House, barrel, cabinet, pile of vegetables
Items:
2 x Potion of Healing
Fifth room, Combat
Environment: House, two beds, crate
3 x Bandit, melee (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Items:
Crate with weapons (Quest item)
At top of wooden crate is two burned markings "Weapons" and "To Farcross".
Total XP:
9 x Bandit (Challenge 1/8, 25 XP) = 225 XP
= 225 XP
Cave with spiders (Level 2)
Entrance
Environment: Tundra, snow, natural cave
First room, Combat
Environment: Natural cave, spider webs, tunnel
2 x Giant Wolf Spider (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Second room
Environment: Natural cave, tunnel
Third room, Combat
Environment: Natural cave, spider webs, tunnel
2 x Giant Wolf Spider (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Fourth room
Environment: Natural cave, tunnel
Fifth room, Combat
Environment: Natural cave, spider webs, dead end
2 x Giant Wolf Spider (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Total XP:
6 x Giant Wolf Spider (Challenge 1/4, 50 XP) = 300 XP
= 300 XP
Ruined castle (Level 2)
Entrance
Environment: Tundra, road, ruined castle, door
First room, Combat
Environment: Ruined castle, hallway, five doors
2 x Swarm of Rats (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Second room, Combat
Environment: Ruined castle, round tower
3 x Giant Rat (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Third room
Environment: Ruined castle, bed, cabinet
Items:
2 x Potion of Healing
Fourth room, Combat
Environment: Ruined castle, large stove, table, flour sacks
2 x Swarm of Rats (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Fifth room
Environment: Ruined castle, bookshelf
Items:
3 x Book
- First book is named "Fallen heroes of Faerun" and is writen in common
- Second book is named "Great orc clans" and is writen in orc
- Third book is named "Amazing stoneworks" and is writen in dwarvish
Sixth room, Combat
Environment: Ruined castle, table, four chairs
3 x Giant Rat (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Total XP:
6 x Giant Rat (Challenge 1/8, 25 XP) = 150 XP
4 x Swarm of Rats (Challenge 1/4, 50 XP) = 200 XP
= 350 XP
Cave with wolves (Level 2)
Entrance
Environment: Tundra, snow, natural cave
First room, Combat
Environment: Natural cave, tunnel
2 x Wolf (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Second room
Environment: Natural cave, rocks, tunnel
Third room, Combat
Environment: Natural cave, frozen pool of water, tunnel
2 x Wolf (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Fourth room
Environment: Natural cave, tunnel
Fifth room, Combat
Environment: Natural cave, human bones, dead end
2 x Wolf (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Total XP:
6 x Wolf (Challenge 1/4, 50 XP) = 300 XP
= 300 XP
4.3 Dungeons for level 3
These dungeons are scaled for two level 3 characters.
Invaded creamery (Level 3)
Entrance
Environment: Tundra, snow, stone house, door
First room, Combat
Environment: Creamery, hallway, three doors
6 x Kobold, melee (Challenge 1/8, 25 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Second room, Combat
Environment: Creamery, shelves with cheesewheels
3 x Goblin, melee (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Third room
Environment: Creamery, shelf, three crates with cheese wheels
Items:
4 x Potion of Healing
Fourth room, Combat
Environment: Creamery, three empty barrels, cart, door
2 x Hobgoblin, melee (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
After the battle Belvias (Halfling, male, creameryworker) comes out of barrel and asks "Is it safe now?"
Fifth room, Combat
Environment: Creamery, stairs down, hallway, door
2 x Kobold, melee (Challenge 1/2, 25 XP)
2 x Goblin, melee (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Sixth room
Environment: two tables, three large wooden bowls, two doors
Seventh room, Combat
Environment: Creamery, shelves with cheesewheels, door
2 x Hobgoblin, melee (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Eighth room, Combat
Environment: Creamery, shelves with cheesewheels
1 x Bugbear, melee (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Total XP:
8 x Kobold (Challenge 1/8, 25 XP) = 200 XP
5 x Goblin (Challenge 1/4, 50 XP) = 250 XP
4 x Hobgoblin (Challenge 1/2, 100 XP) = 400 XP
1 x Bugbear (Challenge 1, 200 XP) = 200 XP
= 1050 XP
Goblin cave (Level 3)
Entrance
Environment: Tundra, snow, natural cave
First room, Combat
Environment: Natural cave, rocks, tunnel
3 x Goblin, melee (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Second room, Combat
Environment: Natural cave, rocks, animal bones, two tunnels
2 x Hobgoblin, melee (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Third room
Environment: Natural cave, rocks, dead end
Fourth room, Combat
Environment: Natural cave, rocks, tunnel
2 x Goblin, melee (Challenge 1/4, 50 XP)
1 x Goblin, ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Fifth room, Combat
Environment: Natural cave, campfire, two tunnels
1 x Hobgoblin, melee (Challenge 1/2, 100 XP)
1 x Hobgoblin, ranged (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Sixth room
Environment: Natural cave, rocks, tunnel
Seventh room, Combat
Environment: Natural cave, dead end
1 x Goblin, melee (Challenge 1/4, 50 XP)
2 x Goblin, ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Eighth room, Combat
Environment: Natural cave, tunnel
2 x Hobgoblin, ranged (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Ninth room
Environment: Natural cave, tunnel
Tenth room, Combat
Environment: Natural cave, dead end
2 x Goblin, melee (Challenge 1/4, 50 XP)
1 x Goblin, ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Total XP:
12 x Goblin (Challenge 1/4, 50 XP) = 600 XP
6 x Hobgoblin (Challenge 1/2, 100 XP) = 600 XP
= 1200 XP
Invaded fortress (Level 3)
Entrance
Environment: Mountain, fortress, walls, portcullis
Portcullis is closed. Characters need to climb up walls to reach first room.
First room, Combat
Environment: Fortress, walls, yard, door in to dungeon
3 x Goblin, ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Second room
Environment: Fortress, stables, stack of hey, four pens, four horses, door
Third room, Combat and Trap
Environment: Fortress, hallway, two doors
2 x Hobgoblin, melee (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 2 = 300
When characters enter the room a falling net trap triggers. Each charatcer rolls Acrobatics (Dexterity) check, DC 15. For each failed check a character is trapped inside net. Net causes restrained condition.
Fourth room
Environment: Fortress, shelf, grain sacks, vegetables
Items:
4 x Potion of Healing
Fifth room, Trap
Environment: Fortress, stairs up, short hallway, door
Roll Perception (Wisdom, passive) check, DC 13. If check fails characters do not spot the pressure plate on one of the stairsteps. If character steps on it an arrow trap launches causing 3d6 piercing damage.
Sixth room, Combat
Environment: Fortress, hallway, four doors
6 x Kobold, melee (Challenge 1/8, 25 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Seventh room
Environment: Fortress, altar, four benches
Room and altar are decorated with symbols of Dumathoin.
Eighth room
Environment: Fortress, table, chair, bookshelf, map on wall
Ninth room, Combat
Environment: Fortress, bed, cabinet, trunk
2 x Goblin, melee (Challenge 1/4, 50 XP)
1 x Goblin, ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Items:
2 x Potion of Healing
Tenth room
Environment: Fortress, dwarf statue, fireplace, door
Eleventh room, Combat
Environment: Fortress, long table, twelve chairs, door
1 x Hobgoblin, melee (Challenge 1/2, 100 XP)
1 x Hobgoblin, ranged (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Twelveth room, Combat
Environment: Fortress, throne, columns, two door
1 x Bugbear, melee (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Thirteenth room
Environment: Fortress, balcony
Fourteenth room, Combat
Environment: Fortress, hallway, columns, door
3 x Kobold, melee (Challenge 1/8, 25 XP)
3 x Kobold, ranged (Challenge 1/8, 25 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Fifteenth room, Combat
Environment: Fortress, walls, yard, lever, portcullis
2 x Goblin, melee (Challenge 1/4, 50 XP)
1 x Goblin, ranged (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Lever opens the portcullis. Gate leads out of dungeon.
Total XP:
12 x Kobold (Challenge 1/8, 25 XP) = 300 XP
9 x Goblin (Challenge 1/4, 50 XP) = 450 XP
4 x Hobgoblin (Challenge 1/2, 100 XP) = 400 XP
1 x Bugbear (Challenge 1, 200 XP) = 200 XP
= 1350 XP
Catacombs (Level 3)
Entrance
Environment: Graveyard, stairs down, hallway
First room
Environment: Catacombs, narrow hallway, three doors
Second room, Combat
Environment: Catacombs, three open sarcophagus
3 x Zombie (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Third room
Environment: Catacombs, carvings on walls
Carvings on the wall are written in dwarven. This catacomb is family grave of Silverbeard clan.
Fourth room, Combat
Environment: Catacombs, three open sarcophagus, door
3 x Skeleton, melee (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Fifth room, Combat
Environment: Catacombs, two stone benches, large dwarf statue, door
3 x Zombie (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Sixth room
Environment: Catacombs, hallway, columns, rubble, collapsed roof
Roof of the hallway has partly collapsed and large piece of rubble blocks the hallway. Piece of rubble is too heavy for one to but together characters can push it away. If characters try to move the rubble together each character rolls Athletics (Strength) check. Total DC for two characters is 24. For example if results are 15 and 9 check succeeds. If check succeeds rubble is moved away and path to seventh room opens.
Seventh room, Combat
Environment: Catacombs, hallway, columns, door
3 x Skeleton, melee (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Eight room, Trap
Environment: Catacombs, narrow hallway, chest
Items:
40 + 1d20 x Gold coin (40-60 gp)
Roll Perception (Wisdom, passive) check, DC 12. If check fails characters do not spot the pressure plate at middle of the hallway. If character steps on it a spears hit from wall causing 3d6 piercing damage. Chest is located at end of the hallway.
Total XP:
6 x Skeleton (Challenge 1/4, 50 XP) = 300 XP
6 x Zombie (Challenge 1/4, 50 XP) = 300 XP
= 600 XP
Invaded farmhouse (Level 3)
Entrance
Environment: Tundra, farmhouse, door
First room, Combat
Environment: Farmhouse, pile of firewood, hallway, door
2 x Gnoll, melee (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Second room, Combat
Environment: Farmhouse, large table, six chairs, two doors
3 x Goblin, melee (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Third room
Environment: Farmhouse, four beds
Fourth room, Combat
Environment: Farmhouse, table, bench, large stone oven, door
2 x Hobgoblin, melee (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Fifth room
Environment: Farmhouse, cabinet, door
Items:
2 x Potion of Healing
Sixth room, Combat
Environment: Farmhouse, barrels, trap door
1 x Bugbear, melee (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Trap door leads to seventh room.
Seventh room
Environment: Farmhouse, cellar, potatoes, ladders, door out of dungeon
Ladders lead to sixth room.
Total XP:
3 x Goblin (Challenge 1/4, 50 XP) = 150 XP
2 x Gnoll (Challenge 1/2, 100 XP) = 200 XP
2 x Hobgoblin (Challenge 1/2, 100 XP) = 200 XP
1 x Bugbear (Challenge 1, 200 XP) = 200 XP
= 750 XP
Cave with boars (Level 3)
Entrance
Environment: Tundra, snow, natural cave
First room, Combat
Environment: Natural cave, rocks, tunnel
3 x Boar (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Second room
Environment: Natural cave, rocks, tunnel
Third room, Combat
Environment: Natural cave, rocks, dead end
3 x Boar (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Total XP:
6 x Boar (Challenge 1/4, 50 XP) = 300 XP
= 300 XP
Cave with brown bears (Level 3)
Entrance
Environment: Tundra, snow, natural cave
First room
Environment: Natural cave, two tunnels
Second room, Combat
Environment: Natural cave, rocks, dead end
1 x Brown Bear (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Third room, Combat
Environment: Natural cave, rocks, dead end
1 x Brown Bear (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Total XP:
2 x Brown Bear (Challenge 1, 200 XP) = 400 XP
= 400 XP
Tower of the Shrouded Sorcerer (Level 3)
Tower has four floors.
First floor: Rooms 1-4
Cellar: Rooms: 5-7
Second floor: Rooms 8-11
Third floor: Rooms 12-15
Entrance
Environment: Tundra, tower, stairs, door
First room
Environment: Tower, hallway, crystal ball on stone stand, three doors
Door to fourth room glows blue light and is magically locked. When all characters put their hands on crystal ball at same time the door opens.
Second room, Combat
Environment: Tower, alchemy table, chair, shelves
2 x Swarm of Bats (Challenge 1/4, 50 XP)
1 x Giant Bat (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Items:
2 x Potion of Healing
Third room
Environment: Tower, short hallway, stairs down, doorway
Stairs down lead to fifth room.
Fourth room
Environment: Tower, stairs up
Stairs up lead to eighth room.
Fifth room, Combat
Environment: Cellar, hallway, two doors
3 x Swarm of Rats (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Sixth room
Environment: Cellar, barrels, crates
Seventh room, Combat
Environment: Cellar, armor stand
1 x Animated Armor (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Eighth room, Trap
Environment: Tower, two windows, glowing door
Door to ninth room glows blue light and is trapped. When character opens the door magic missile trap is triggered causing 3d4 + 3 force damage. Characters can find the trap with succesfull Investigation (Intelligence) check, DC 10. Trap can be disabled with succesfull Arcana (Intelligence) check, DC 15.
Ninth room, Trap
Environment: Tower, hallway, dragon statue, two doors
Head of the dragon statue is heading towards door to eleventh room. When character opens the door to eleventh room dragon statue spits fire causing 3d6 fire damage to all characters in 15-foot cone area from head of the dragon statue.
Tenth room, Combat
Environment: Tower, bookshelf
1 x Swarm of Bats (Challenge 1/4, 50 XP)
2 x Giant Bat (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Items:
1 x Scroll case (1 gp)
Eleventh room
Environment: Tower, stairs up
Stairs up lead to twelveth room.
Twelveth room, Combat
Environment: Tower, two windows, door
3 x Swarm of Rats (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Thirteenth room
Environment: Tower, hallway, large hourglass, two doors
Fourteenth room, Combat
Environment: Tower, bed, chest
2 x Swarm of Bats (Challenge 1/4, 50 XP)
1 x Giant Bat (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Items:
40 + 1d20 x Gold coin (40-60 gp)
Fifteenth room
Environment: Tower, balcony
Total XP:
5 x Swarm of Bats (Challenge 1/4, 50 XP) = 250
4 x Giant Bat (Challenge 1/4, 50 XP) = 200
6 x Swarm of Rats (Challenge 1/4, 50 XP) = 300
1 x Animated Armor (Challenge 1, 200 XP) = 200
= 950 XP
4.4 Dungeons for level 4
These dungeons are scaled for two level 4 characters.
Crypt of the Betrayed Knight (Level 4)
Entrance
Environment: Mountain, stairs down, doorway, narrow hallway
First room, Trap
Environment: Crypt, narrow hallway, door
Roll Perception (Wisdom, passive) check, DC 13. If check fails characters do not spot the pressure plate at middle of the hallway. If character steps on it a spears hit from wall causing 4d6 piercing damage.
Second room, Combat
Environment: Crypt, two open sarcophagus, door
2 x Ghoul (Challenge 1, 200 XP)
= 400 XP
Challenge rating: 400 x 1,5 = 600
Third room
Environment: Crypt, knight statue, door
Fourth room, Combat
Environment: Crypt, four columns, door
6 x Zombie (Challenge 1/4, 50 XP)
= 300 XP
Challenge rating: 300 x 2 = 600
Fifth room
Environment: Crypt, hallway, three doors
Sixth room, Combat
Environment: Crypt, two knight statues, stone bench
2 x Ghoul (Challenge 1, 200 XP)
= 400 XP
Challenge rating: 400 x 1,5 = 600
Seventh room
Environment: Crypt, three open sarcophagus
Eighth room, Combat
Environment: Crypt, chest, door
6 x Zombie (Challenge 1/4, 50 XP)
= 300 XP
Challenge rating: 300 x 2 = 600
Items:
40 + 1d20 x Gold coin (40-60 gp)
Ninth room, Combat
Environment: Crypt, two knight statues, door
1 x Gargoyle (Challenge 2, 450 XP)
= 450 XP
Challenge rating: 450 x 1 = 450
When characters are opening the door to tenth room one of the knight statues comes alive as gargoyle.
Tenth room
Environment: Crypt, stony decorated sarcophagus
Items:
1 x Shard of Healing (Quest item)
Shard of Healing is fist sized light green stone that glows bright light.
In sarcophagus is carved text, writen in common "Meinhard the Betrayed Knight".
Total XP:
12 x Zombie (Challenge 1/4, 50 XP) = 600 XP
4 x Ghoul (Challenge 1, 200 XP) = 800 XP
1 x Gargoyle (Challenge 2, 450 XP) = 450 XP
= 1850 XP
5 MONSTERS
A list of monsters that fit on Frostglade Tundra.
5.1 List of monsters
A list of most common monsters categorized by type, faction, environment and challenge rating.
Beasts, Tundra
Giant Weasel (Challenge 1/8, 25 XP)
Wolf (Challenge 1/4, 50 XP)
Dire wolf (Challenge 1, 200 XP)
Polar bear (Challenge 2, 450 XP)
Humanoids, Stone Axe Horde
Kobold (Challenge 1/8, 25 XP)
Goblin (Challenge 1/4, 50 XP)
Hobgoblin (Challenge 1/2, 100 XP)
Gnoll (Challenge 1/2, 100 XP)
Bugbear (Challenge 1, 200 XP)
Ogre (Challenge 2, 450 XP)
Humanoids, Diamond Marauders
Bandit (Challenge 1/8, 25 XP)
Humanoids, Fist of Law
Guard (Challenge 1/8, 25 XP)
5.2 Wandering monsters, Two characters
When characters are travelling around Frostglade Tundra they may encounter wandering monsters.
Encounters are scaled for two characters.
Combat encounters, Level 1
Recommended challenge rating for two level 1 characters is 50-100. (From easy to medium)
Beasts, Tundra, Option 1
2 x Giant Weasel (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Beasts, Tundra, Option 2
1 x Wolf (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1 = 50
Humanoids, Stone Axe Horde, Option 1
2 x Kobold (Challenge 1/8, 25 XP)
= 50 XP
Challenge rating: 50 x 1,5 = 75
Humanoids, Stone Axe Horde, Option 2
1 x Goblin (Challenge 1/4, 50 XP)
= 50 XP
Challenge rating: 50 x 1 = 50
Combat encounters, Level 2
Recommended challenge rating for two level 2 characters is 100-200. (From easy to medium)
Beasts, Tundra, Option 1
3 x Giant Weasel (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Beasts, Tundra, Option 2
2 x Wolf (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Humanoids, Stone Axe Horde, Option 1
3 x Kobold (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Humanoids, Stone Axe Horde, Option 2
2 x Goblin (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Combat encounters, Level 3
Recommended challenge rating for two level 3 characters is 150-300. (From easy to medium)
Beasts, Tundra, Option 1
3 x Wolf (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Beasts, Tundra, Option 2
1 x Dire wolf (Challenge 1, 200 XP)
= 200 XP
Challenge rating: 200 x 1 = 200
Humanoids, Stone Axe Horde, Option 1
3 x Goblin (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Humanoids, Stone Axe Horde, Option 2
2 x Hobgoblin (Challenge 1/2, 100 XP)
= 200 XP
Challenge rating: 200 x 1,5 = 300
Combat encounters, Level 4
Recommended challenge rating for two level 4 characters is 500-750. (From medium to hard)
Beasts, Tundra, Option 1
1 x Dire Wolf (Challenge 1, 200 XP)
2 x Wolf (Challenge 1/4, 50 XP)
= 300 XP
Challenge rating: 300 x 2 = 600
Beasts, Tundra, Option 2
2 x Dire wolf (Challenge 1, 200 XP)
= 400 XP
Challenge rating: 400 x 1,5 = 600
Humanoids, Stone Axe Horde, Option 1
2 x Hobgoblin (Challenge 1/2, 100 XP)
2 x Goblin (Challenge 1/4, 50 XP)
= 300 XP
Challenge rating: 300 x 2 = 600
Humanoids, Stone Axe Horde, Option 2
6 x Goblin (Challenge 1/4, 50 XP)
= 300 XP
Challenge rating: 300 x 2 = 600
5.3 Wandering monsters, Three characters
When characters are travelling around Frostglade Tundra they may encounter wandering monsters.
Encounters are scaled for three characters.
Combat encounters, Level 1
Recommended challenge rating for three level 1 characters is 75-150. (From easy to medium)
Beasts, Tundra, Option 1
3 x Giant Weasel (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Beasts, Tundra, Option 2
2 x Wolf (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Humanoids, Stone Axe Horde, Option 1
3 x Kobold (Challenge 1/8, 25 XP)
= 75 XP
Challenge rating: 75 x 2 = 150
Humanoids, Stone Axe Horde, Option 2
2 x Goblin (Challenge 1/4, 50 XP)
= 100 XP
Challenge rating: 100 x 1,5 = 150
Combat encounters, Level 2
Recommended challenge rating for three level 2 characters is 150-300. (From easy to medium)
Beasts, Tundra, Option 1
3 x Wolf (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Beasts, Tundra, Option 2
6 x Giant Weasel (Challenge 1/8, 25 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Humanoids, Stone Axe Horde, Option 1
3 x Goblin (Challenge 1/4, 50 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Humanoids, Stone Axe Horde, Option 2
6 x Kobold (Challenge 1/8, 25 XP)
= 150 XP
Challenge rating: 150 x 2 = 300
Combat encounters, Level 3
Recommended challenge rating for three level 3 characters is 225-450. (From easy to medium)
Beasts, Tundra, Option 1
4 x Wolf (Challenge 1/4, 50 XP)
= 200 XP
Challenge rating: 200 x 2 = 400
Beasts, Tundra, Option 2
1 x Polar Bear (Challenge 2, 450 XP)
= 450 XP
Challenge rating: 450 x 1 = 450
Humanoids, Stone Axe Horde, Option 1
1 x Hobgoblin (Challenge 1/2, 100 XP)
2 x Goblin (Challenge 1/4, 50 XP)
= 200 XP
Challenge rating: 200 x 2 = 400
Humanoids, Stone Axe Horde, Option 2
1 x Ogre (Challenge 2, 450 XP)
= 450 XP
Challenge rating: 450 x 1 = 450
Combat encounters, Level 4
Recommended challenge rating for three level 4 characters is 750-1125. (From medium to hard)
Beasts, Tundra, Option 1
2 x Dire Wolf (Challenge 1, 200 XP)
2 x Wolf (Challenge 1/4, 50 XP)
= 500 XP
Challenge rating: 500 x 2 = 1000
Humanoids, Stone Axe Horde, Option 1
4 x Hobgoblin (Challenge 1/2, 100 XP)
2 x Goblin (Challenge 1/4, 50 XP)
= 500 XP
Challenge rating: 500 x 2 = 1000
Humanoids, Stone Axe Horde, Option 2
2 x Bugbear (Challenge 1, 200 XP)
1 x Gnoll (Challenge 1/2, 100 XP)
= 500 XP
Challenge rating: 500 x 2 = 1000
6 IMPROVISATION
These tables help dungeon master to improvise things.
6.1 Quest ideas
Roll dice or select one of the quest seeds.
Quest ideas, Dungeon, Land (1d6)
- 1 Fedaneih (Human, female, bard) sings a song about The Dragonclaw Maze. (Manmade dungeon, humanoids)
- 2 Horgarn (Dwarf, male, cartographer) shows Ruins of The Lost Labyrinth from his maps. (Manmade dungeon, beasts)
- 3 Nogash (Half-orc, male, adventurer) is looking for Tomb of the Frozen King. (Manmade dungeon, undead)
- 4 Nasmura (Dwarf, female, barmaid) has heard rumors that large gems has been found from The Frozen Caverns. (Natural dungeon, beasts)
- 5 Hjoldor (Dwarf, male, innkeeper) has heard Stone Axe Horde have invaded Tunnels of the Spirit Bear. (Natural dungeon, humanoids)
- 6 Kasril (Human, female, guard) knows there are undead creatures in The Deep Grotto. (Natural dungeon, undead)
Quest ideas, Land (1d6)
- 1 Guards have spotted monsters near town.
- 2 Look for missing person. Roll 1d4 for profession of the missing person: (1) Guard (2) Miner (3) Stonecutter (4) Hunter
- 3 Look for missing item. Roll 1d4 for type of item: (1) Ring (2) Necklace (3) Stone tablet (4) Book
- 4 Deliver products for one of the merchants in town.
- 5 Protect caravan on a way from mine to town.
- 6 Characters notice a poster. Roll 1d4 for headline of the poster: (1) Missing (2) For sale (3) Work available (4) Wanted
Generic quest lines (1d4)
- Gather (items) from (location)
- Search (artifact) from (dungeon)
- Kill (monster) in (dungeon)
- Help (NPC) to reach (location)
6.2 Improvised dungeons
These tables help dungeon master to improvise dungeons.
Dungeon type
- Natural cave with ice
- Mine
- Castle
- Prison
- House
- Warehouse
- Crypt
Dungeon names
- The Winter Grotto (Natural dungeon, Beasts)
- The Roaring Caverns (Natural dungeon, Beasts)
- The Living Dead Grotto (Natural dungeon, Undead)
- The Laughing Skull Cavern (Natural dungeon, Undead)
- The Forgotten Chambers (Manmade dungeon, Humanoids)
- Maze of the Savage Orc (Manmade dungeon, Humanoids)
- The Misty Tombs (Manmade dungeon, Undead)
- Crypt of the Cold Widow (Manmade dungeon, Undead)
Ways to trigger trap
- A character steps on pressure plate
- A character steps on weak surface (Suspension bridge, collapsing floor)
- A character opens door
- A character tries pick a lock
- A character touches artifact
Trap effects
- A spear hits from wall causing damage.
- Rope launches a crossbow causing damage.
- Character falls down (Trapdoor)
- Character falls down (Slope surface)
- Character falls down (Pitfall)
- Large boulder begins to roll - may crush characters.
- Walls of the room start to move - may crush characters.
- Room begins to fill with water.
- Falling net - characters are trapped inside.
- Roof collapses causing damage.
- Poison needle (Melee or ranged)
- Statue spits fire.
- Quicksand - characters may drown.
Obstacles
- Cliff (Climb)
- Water (Wade, dive)
- Branches (Clear the path)
- Door (Locked)
- Portcullis (Find lever)
- Secret door
6.3 NPC Names
Dwarf, male: Beldrom, Beldur, Bendar, Bendek, Bhaldren, Bharrim, Dalrak, Dulgrim, Ebmek, Ebmir, Gerdain, Gimgarn, Gramrom, Grilnir, Hornam, Kharduhr, Kromrum, Thydek, Thynik, Urmmor
Dwarf, female: Argiel, Baernia, Brennar, Brolnip, Brolra, Bryllelyn, Brytnas, Deargwyn, Gemnyl, Germura, Gwandielle, Jengwyn, Jennas, Katnas, Katmura, Myrdelle, Mysmura, Redlyn, Solglia, Tysthiel
Human, male: Alexzander, Alonzo, Aubin, Barry, Bromwell, Carden, Collins, Dacian, Faramond, Gualtiero, Hasan, Joan, Jordan, Jules, Maslin, Neivin, Olivier, Onnan, Onnond, Penn, Quentrell, Raimund, Reynard, Ricardo, Rodi, Rubert, Sebastian, Semjon, Verrill, Vital, Whit, Wilfrid
Human, female: Afton, Antje, Berit, Bronwyn, Charisse, Charlot, Cheri, Cheyenne, Devonne, Dionne, Ellaine, Ena, Evelia, Evon, Germana, Hollie, Jaclyn, Jayde, Jocelina, Julianne, Kaia, Maeve, Makenna, Marjolina, Ortelia, Reese, Romana, Stefana, Steffi, Trudi, Victoria, Zarah