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1 Woman being kidnapped by hooded figures. If the party rescues her,
she says she is the daughter of a wealthy merchant in town and will
reward you 400 gp in gratitude.
Cult Member. MR 30.
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Spite 2: Dagger throw. All players must make SR vs. DEX or take 1d6
damage.
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2 Party is ambushed by a street gang (MR 20 each) who demand all the
party's money. Loot: 20 gp, weapon poison (+1d6 dmg for 3 rounds).
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3 Merchant shouts, "Stop! Thief!" SR vs. SPD to catch up to the thief.
MR 50. Additional SR v. DEX every round of combat to strike the slippery
rogue. If they return the stolen goods to the merchant (some
candlesticks and other brassware), he will reward the party 50 gp.
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4 Baron's guardsman suddenly appears around a corner. He stops short
and stares at you a moment before shouting, "Halt! Escaped prisoners!"
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5 Two-part encounter:
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First encounter: Children come running around a corner, shouting
and playing. Make SR vs. INT or be pickpocketed.
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If the party encounters this group again and tries to confront
them, they reveal themselves to be goblins in disguise and attack
immediately. Party must make SR vs. INT or be surprised for 1
round.
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6 Players find a curio shop, Vendredi's Antiques, filled with
magical items that are actually cursed. Once the players purchase
anything, they will be unable to locate the shop ever again.
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7 Guards stop the party and interrogate them in connection with local
robberies. Party will have to think quick in order to account for where
they've been without tipping off the guard that they're escapees. If
they have stolen goods, the guards will confiscate the goods and demand a
hefty bribe (100 gp).
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8 Party passes by the city graveyard. In it they see robed figures
performing a strange ritual. If the party interrupts in any way, the
ritual goes wrong, unleashing tendrils of energy which enter the
necromancers' eyes and kill them stone dead. It also summons a demon who
promptly reanimates them.
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(x4) Reanimated necromancers: MR 45. No magical powers anymore.
Also no eyes anymore. But sustained by magic.
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Special Ability: They heal 10 CON each round.
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Minor Demon. MR 70.
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Spite 3: Extra healing. Heals lowest zombie to full health.
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Spite 4: Exploding Zombies. Causes lowest zombie to explode, doing
an extra 4d6 damage that round.
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Weakness: Healing potions or spells do 10 times as much in damage.
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9 Goblins. MR 20.
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10 Feral Dogs. MR 10.
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11 Stone Gargoyles. MR 40.
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Special ability: Stone Skin. Takes half dmg from sharp weapons, double
dmg from blunt ones.
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12 Thief. MR 50.
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Spite 2: Poisoned blade: +5 poison damage for 3 rounds.
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13 Ghoul. MR 110.
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Special Ability: Fiendish Rot. If hit, player will not heal above
current CON without help from a healer.
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14 Drunken Troll. MR 220.
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Spite 5: Hunka Chunka. Troll tears up a section of road and hurls it.
SR vs. SPD or take 3d6 damage.
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Weakness: Slow monster: SR vs. DEX to do direct dmg.