The Lost Huntress (5e Quest)
From D&D Wiki
- 1 Adventure Background
- 2 Overview
- 3 Stage
- 4 Conclusion
- 5 Rewards
In the local town the players may be staying at, there is a slight ruckus as a young woman with a bow and arrow is thrown out of an item shop. She looks dirty and beaten, yet she just yells back at the shopkeeper, who remarks on these "useless Huntresses living like rats outside our fair town." The woman eventually slinks away, defeated. There is a lot of talk in this town which the players are aware of, about a small band of women who call themselves Huntresses, followers of Artemis. They initially came to kill a beast but by the work of fate gone amuck, they had lost one of their own to the fearsome creature which now infests the wild near the town.
Many believe the Huntresses have unleashed the wrath of some unspeakable evil and want to drive them away. However, the women are adamant about staying until they have avenged their fallen comrade. This has been going on for a few days, and the Huntresses seem to have run out of funds. They were kicked out of the inn and now seem to have no supplies. Their leader drops by the item shops daily to request assistance but the townspeople have grown tired of lending ear and now all see these women as annoyances drawing trouble.
The players help the huntresses, or at least opt to help the town be rid of these women, by hunting the beast they seek. This part of hunting, tracking and staking out will take the longest time and is the main quest body. Upon killing the beast alongside the huntresses, if the players were amicable all the way, they will be declared honorary friends of the huntresses and welcome to their circle. At this point, they will be given a parting gift from the huntresses, who will then leave shortly.
If there is a good aligned character, particularly chaotic, then they may be inclined to help the huntresses or at least get involved. A more lawful character may wish to help the town be rid of these people. If they do not get involved at the initial prompt, they may encounter the beast either out in the wild or when it intrudes suddenly in the town. This makes an uproar and the town will likely search for able bodies to help hunt the creature down, offering monetary reward. If the party starts this way, they will be confronted with the huntresses in their hunt, and only the huntresses have the foolproof way of finding the beast, which the DM is privy to make up.
The story mainly starts in a town the party stumbles into, surrounded by wilderness. As the story goes on, the party will be drawn into prolonged periods in the wild to hunt.
The start of the journey is in civilization. It is a location not too close to others, granting it the feel of a rural setting, but still populous enough that it isn't dead of activity and people are still lively.
The town doesn't have much, honestly. There is the tavern, which has an optional blocked trapdoor down to the whorehouse and local distillery. In the distillery, there is a barrel with the tavern's emergency funds, worth about 120 gp. To find it among other barrels, players must succeed a Investigation check of DC 16. Miscellaneous houses dot the town streets that generally PCs should not access. The local guild is a small building, virtually a shack. It has a notice board and a few tables for sitting. Next to it is the town hall. The town has a weak, but still high enough, wall around it to section it off from the forest. If anyone should attempt to climb it, it requires an Athletics check, and the DC is equal to 12. the wall also has 13 AC if anyone should attack it, and every 5 foot segment has 15 hit points. Lastly, the town general store doubles as an inn, with lodging upstairs.
The town is populated by humans. They have the stat block of a commoner.
This is where a majority of the beginning conflict takes place. The players meet the huntresses here, and witness the townsfolk's displeasure for them. They can also pick up bits and pieces of lore about the monster and the huntresses religion.
This is the woods or general wilderness which surrounds the town periphery.
There is mainly coniferous trees here, so the canopies are thick and hard to see if one is flying at that level. This also means that those flying above the canopy cannot see anything past the treetops. There is at least one river here sustaining the wildlife. As it is wild, there is little like manufactured traps and such.
There are the usual critters that lurk around the wilderness. But due to the beast which lurks, most of the obvious harmless creatures are diminished, leaving only those wily or tough enough to survive.
<- List how the scene can change over time due to character actions. ->
As the party pursues the beast, if they manage to catch the beast in the wild and wound it, it may retreat to its den, which constitutes this scene. The players may also stumble upon this location if they successfully track it while it is away or asleep.
<- 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.