Gariff Castle (5e Quest)
From D&D Wiki
- 1 Adventure Background
- 2 Overview
- 3 Stage 1, Scene 1: Streets of Gariff
- 4 Conclusion
- 5 Rewards
20 years ago, seemingly out of nowhere, monsters started to run rampant in the world. A half elf by the name Lia Evenwood disguised herself as a man and, taking on the name Varis, joined the humanoid forces in a fight against chaos. She quickly Became a hero in the conflict, and was promoted to one of tehe leading generals in the humanoid forces, despite her mixed race. When the war was over, she kept her disguise of a man and ruled over the city of Gariff (pronounced Gare-ITH) as a Baron.
<- The Party, eventually accompanied by Lia, find out that something mysterious has taken refuge in the old Gariff Castle.->
<- The Party is a group of travelers that were passing through Gariff. After stopping a confrontation with some bandits, Varis Evenwood calls them to the Keep of Gariff to thank them. Varis tells them that those particular gang of thugs have been very distructive lately, and he will pay the party good amounts of money to go to the abandoned and rotting Gariff Castle, where he thinks the Bandits are hiding. ->
Stage 1, Scene 1: Streets of Gariff
<- The Party is walking through the main street of Gariff. Gariff is a walled city, home to about 15,000 humanoid citizens. As the Party walks down the street, they notice 2d4 thugs harassing a street vendor for money. A DC 16 Wisdom (perception) check reveals a shoulder pad on all the thieves, ->
Step or Location
<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->
<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->
<- If the step is also a location, list the things that live there ->
<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->
<- List how the scene can change over time due to character actions. ->
<- List any treasure the players might acquire, and how they would acquire it. ->
<- What happens when the adventure is completed? ->
This is a transcript of everything to be awarded the players, and the conditions attached to those rewards, at the end of the adventure. Think of it as a sort of checklist to make sure everything was covered.
- Combat Awards
|Name of Foe||XP per foe|
- Non-Combat Awards
|Task or Accomplishment||XP per Character|
The minimum total award for each character participating in this adventure is X experience points.
The maximum total award for each character participating in this adventure is X experience points.
The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price.
Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide.
Permanent magic items are divided up according to a system. See the sidebar if the adventure awards permanent magic items.
- Treasure Awards
|Item Name||Sale Value|
[[<- Unique Magic Item ->]]
<- If the magic item exists only on this page, remove the header brackets, otherwise make the title a link to the page containing the item. <- Duplicate this section as many times as needed. ->
<- This is an actual effect generated by you doing something that hurt people who still exist in the setting. Think of it is a boon, but absolutely horrible. ->
<- In games which contain factions, this is where you would award renown for completing faction-related activities. ->
Each character receives <-X-> downtime days at the conclusion of this adventure.