Outcast Lands
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[edit] Outcast Lands
Intended for four to six Start LV1- End (TBA) adventurers.
You don't. This is a start to finish campaign. This is for the lazy, uncreative, or first time DMs. I, being an uncreative DM, took some parts of this from these same dandwiki pages. So copy, paste, play, and happy Dungeon Mastering.
- Prep Time 1-2 hrs. Get familiar with material and write/ print the content.
- Play Time TBA. I have not finished the campaign yet.
[edit] Quest Introduction
This is a mostly central campaign with a bit more role-play then combat. All monster battle stats are here so you don't need to fumble with or even have monster manuals.
[edit] History
All people booted from the upper lands are thrown here. Journey across the desert is impossible. The only way you got across was due to a high level teleport spell.
[edit] Map
The map should be structured like this. All places are named "Outcast (whatever it is)". Mountain in the far north. Swamp touching the mountains on the far east. Covering the rest of the east of the map is an ocean. In the bottom left corner is a forest with a bulge coming from the top. A river goes from the ocean across the flatland into the forest and branches up to the west of the mountains to a lake. There are 5 guilds all located in a stronghold (almost all obviously placed). The names of the guilds are as follows. Forest, mountain, swamp, island (there should be a few smaller islands surrounding the large one in the ocean), planes (located between the forest and lake). The two halves of the flat lands divided are called the upper and lower area.
[edit] Background
[edit] NPCs
Most main NPCs will not need a character sheet except a few key characters named and details below.
[edit] Items
{{{items}}}
[edit] Stage One:Infiltration
Opening Qwest:You are the newest members of the Forest Guild. A few days after you completed basic training the guild gained possession of an ancient book. They have been working to get it for years, but they wont tell you what is written in it. The only member of the guild who could translate the artifact was the guilds most powerful sorcerer. That night when he was supposed to begin translation of the book, he died. The death of this very healthy member of the guild caused a lot of suspicion. You were assigned to infiltrate the mountain guild and gather as much information as possible, and if they had any involvement in the death of their sorcerer.
Common Knowledge of the Forest Guild: The Forest Guild has an alliance with the Planes Guild. Other then that there are no known alliances. To signal your membership in the Forest Guild in the presence of other Forest Guild members or Planes Guild members use the password: Bratus, if they are from the Planes Guild they will use the password: Pratum. The guilds are at war for the upper and lower areas where the grazing and mining lands are.
Along the way to the Mountain Guild: Right as you leave the forest you are apprehended by a group of bandits. You wake up and it is dark. You are in an abandoned boathouse. You have no items with you except for your cloths. (If one of the PC's has an animal companion/familiar: You can hear it making whatever animal noise from outside). After a few minutes or so you hear a commotion outside followed by 3 men in red capes bursting through the door (knowledge local/ history check DC 14 to know red capes are a sign of the mountain guild). They run behind you and cut your bonds. While the two men in the back hold your stuff (Animal companions and familiars contained) the one in the front asks,"Where are you from?" (If they tell the truth they are attacked by 3 Elf Soldiers. If they lie bluff DC 14 and no fight).
If they fought the Elf Soldiers: Assuming they won, when they get to the gate they are instantly fired upon. Once they are all unconscious, they wake up in the situation marked In the Mountain Guild. If they lost they go unconscious and wake up in the same situation.
If they passes bluff: The whole way the soldiers are spouting all about how the mountain guild is the best. Soon their rantings become a drunken party with the addition of bottles of ale. (If the PCs attack during this whole time then go into the fight and use the If they fought the Elf Soldiers: situation.
In the Mountain Guild: You find yourselves in a room alone, told to wait for "The Leader". After a minute or so a man walks in. Ah new recruits. Lets see how you do in the arena. (Each one individually fights in the arena against an Elf Soldier after being healed. If they all win they are brought back to the Leader, if not they are killed and its campaign over.). He says,"You have done better then most of our new recruits. Would you like to go on a little mission for me. Your answer doesn't matter. You are doing it anyway. There is a plague in the village area of our stronghold. we almost have an antidote and the last ingredient is dragons blood. All of our ranking members have their hands tied at the moment and we are desperate. Take this intelligence report." He walks out of the room after handing you a file. Inside it talks of reports of hatch-lings in the upper swamp, eastern mountains, and a collection of blood being hoarded by the planar guild.
Collecting Dragons Blood: No matter where they go they get a random encounter from a Bugbear.
Swamp: As you approach the swamp it slowly darkens unnaturally. Slowly the cave you used to see up ahead fades (Spot DC 18 to see it again). When you finally get into the cave it suddenly gets lighter. In the middle of this dome like cave is a pool of stagnant water with a few white opal shaped objects in the middle, and one broken one. Next to the broken shell there is a black glob in the water. It moves toward the edge of the pool. The Wyrmling Black Dragon attacks when it hits shore.
Mountains:As you approach a small volcano it slowly heats up unnaturally (Fort DC 16 to keep going, fail and 1D4 heat damage then DC 14 will to get in the cave). When you finally get into the cave it suddenly cools down. In the middle of this dome like cave is a pool of red hot lava with a few white opal shaped objects in the middle, and one broken one. Next to the broken shell there is a moving glob in the lava. It moves toward the edge of the pool. The Wyrmling Red Dragon attacks when it hits shore.
Planar Guild:Assuming they use the password to get in the gate. Diplomacy or Bluff DC 18 to get the dragons blood.
[edit] Stage Two: {{{stage-two name}}}
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[edit] Stage Three: {{{stage-three name}}}
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[edit] Stage Four: {{{stage-four name}}}
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