Havenbarrow Temple (5e Quest)

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Adventure Background[edit]

Havenbarrow, a small village located deep in the Iversett Forest, is the home to the Paalli barbarian tribe. The tribesmen have isolated themselves from the neighboring communities, until it comes down to their favorite delicacy: human flesh. Raiding during their festive season is known and feared by the nearby settlements, as their warriors are strong and excel at stealthy kidnappings. Thus, the current predicament: the adventurers are their newest prey. Will they escape the boiling cauldron of the Paalli's next meal? And what exactly drives these barbarians? Is it only their craving for the other white meat? Or is something sinister stalking behind the barbarians festivities?

Overview[edit]

In this rescue/kidnapping quest, the player characters will become very familiar with the cannibalistic Paalli barbarians. Their mission will be to either disrupt the rituals of the barbarians by either breaking out of their bonds and escaping the encampment, or rescuing the current victims and escaping. They will be able to take this a step further and destroy the barbarian tribe, or find the presence that is controlling the barbarians. To do this, they will have to find the temple that is hidden within Havenbarrow and descend to its lowest level to do battle with that that calls itself the barbarian's god. Treasure, glory, or maybe being eaten alive by savage barbarians are in store for the player characters!

Hook[edit]

There are two ways that you will be able to start your adventurers off in this quest. The first is have the barbarians of the Paalli tribe kidnap them in the middle of the night and have them break out of their bonds and find some way to escape the encampment. The second is have an NPC hire the adventurers to find some missing people who were taken by the barbarians in the night, and have them start on the outskirts of the encampment.

Chapter One: Out of the Frying Pan... (Part 1)[edit]

The quest begins as the players wake up in a large tent located in the eastern portion of the encampment. Their first task is to escape their bonds, and then either distract the guards or go on a killing spree, ending the lives of all of their kidnappers.

Starting Off and What Do They See?[edit]

The tent itself is 20'x30', and the ground is covered by damp and dirty animal skins. The characters equipment is piled off to the far corner of the tent, and nothing else other than the stakes that the characters bindings are attached to. The players can overhear two barbarians talking just outside the door of the tent. Each character wakes up with a headache and the musty smell of some intoxicating herb in their noses.

Once the players are outside of the tent, it is evening and the sun in almost set. They can just make out the rest of the encampment: three groupings of five tents in each corner of the clearing, two large tents in the center which seem of higher quality than the rest, and a large cave opening to the south. The players can make out snoring coming from each grouping of tents, with one barbarian in the center of each group tending the fires keeping them warm. The two tents in the center each have two guards, however they are not as alert at this time of night. The cave itself has a wooden door blocking the entrance, but as far as the characters can see, has no guards outside.

To get to the cave opening, players will have to either sneak past the grouping of tents closest to them, just to the south of the tent they appear from, or fight their way through the barbarians within the encampment.

What Are Your Rolls?[edit]

Key rolls made:

Breaking the characters bonds: DC 14 Strength check. After that, character can cut bonds on other characters.

Passing through the tent they start in without alerting the guards: DC 13 Stealth, guards too busy talking.

Sneaking past each grouping of tents: DC 10 Stealth, barbarians are sleeping.

Sneaking past middle two tents: DC 15 Stealth, guards are awake, not as alert but still a danger.

If characters try to get into the cave: DC 14 Sleight of Hand to pick lock, or DC 15 Strength to try and break down the door.

Inhabitants[edit]

The only creatures/people the players will find here are the Paalli barbarians. They are all human, most of the males are 2nd level barbarians, while the rest are either too frail or young to fight, while the females are not trained to defend the camp. The barbarians are proud but crude, and the males dominate the tribe. If the characters come across any of the females, they will not put up a fight, but will instead beg to be left alone. The barbarians wield longswords and handaxes, while the guards of the two main tents each have two javelins to throw as well to start off a battle. The biggest danger in the main camp here is the barbarian chief, who is currently asleep in his main tent in the middle of the encampment. He is a 5th level totemic barbarian, who uses his connection with the animals to lead his people, but the +1 longsword he swings effortlessly in the air helps to keep others in line.

Reactions[edit]

If players do not escape their bonds, before the barbarians are able to prepare them for the feast the next day, a militia from the nearby settlement will attack the encampment, slaying at least 6 barbarians, but will be wiped out by the power of the tribesmen. This short battle will give the players time to try and break free and have some time to easily escape from their tent and either join the battle, leave the site, or try and break into the cave complex.

Treasure[edit]

The barbarians are a very non-materialistic society, so players will not find much in terms of gold and silver, however all of their weapons are finely crafted, and can fetch their market price when sold. Half of the tents in the camp will contain various living tools such as cooking utensils, and the players can find in total 30g from the various tents. The two tents in the center, however, are the long hall and the chief's home. Here the players can find the chief's weapon, a +1 longsword, and his finely crafted metal shield. The long hall is where the players will find enough food and drink to last five players for the whole week.

Chapter Two: From the Depths, Madness Stirs[edit]

If the players decide they want to explore the cave and manage to pick the lock or break through the door, they will find that the cave actually descends about 30' and lead to a worked passageway, ending in an elaborately carved stone door. When the players push this door in, they will have found the Havenbarrow Temple, and will be on the first level of three. This first level contains mostly zombies and skeletons of dead Paalli barbarians who were taken inside and feasted upon by whatever inhabits this temple.

Starting Off and What Do They See?[edit]

As the door either swings or breaks open, the adventurers notice a cavernous pathway heading down. After walking down the passageway, the walls begin to flatten, seeming as though they were worked. After another minute, the adventurers come upon the end of the passage, a large, ornate door stands before them. Examining it, the players can make out depictions of fangs and claws making intricate designs across the face of the door. The door looks as though it hasn't been disturbed for quite some time, an Insight DC 16 will let the players know that it seems to be almost a year since the door has been opened. Giving a push on the door, it swings open and the smell of decay envelopes the players. Looking around, the first room they come into seems to be an entryway with three doors: one on the far wall in the corner, and one to either of them. There is no light sources currently running, so the players will have to provide their own if they cannot see in the dark.

Conclusion[edit]

<- What happens when the adventure is completed? ->

Rewards[edit]

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.

Experience[edit]

Combat Awards
Name of Foe XP per foe
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
Non-Combat Awards
Task or Accomplishment XP per Character
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->

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.

Treasure[edit]

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
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->

[[<- Unique Magic Item ->]][edit]

<- 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. ->

Enmity[edit]

<- 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. ->

Renown[edit]

<- In games which contain factions, this is where you would award renown for completing faction-related activities. ->

Downtime[edit]

Each character receives <-X-> downtime days at the conclusion of this adventure.



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