3.5e Quests
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Quests
Name | Adventurer Levels | Integration | Preparation Time | Play Time
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Encounters
Name | Integration | CR SMW::off |
---|---|---|
A lost Soul | While traveling in Cēcí N'est forest, you stumble upon a man weilding an iron staff with a purple crystal at the tip of it. | |
Black Lake | Perfect for a magical dungeon of any sorts! | 13 |
Cursed Zombies | Random Encounter or undead lair. Can be used with characters of any level, though 1-4 is usually best. | 2 |
Dem Bones | A room encounter to be placed into an undead-themed (mega)dungeon. Since the room is rather large, as are the skeletal inhabitants, a large dungeon is suggested - no 5-foot-wide corridors! The nature of the skeletons suggests at a faintly Lovecraftian precursor race that inhabited the dungeon long ago, but this can be done away with a few tweaks. | 14 |
Drow Hunters | Random Encounter in the underdark, part of a drow invasion. | 8 |
Garbage Disposal | This encounter serves as an introductory ambush into a larger dungeon, or a brief battle before a more stealth-heavy approach. Since excessive magic and easy access to flying can serve to trivialize the encounter, it fits better into a low-magic/low-rewards game. | 8 |
Gnomes and Gnolls | A simple random encounter for overland travel. | 7 |
Jumanji | ||
Kevins | While the party is wandering about in the woods for whatever reason. Travelling to the nearest town, or looking for their lost horse. It doesn't matter how the encounter comes into play the DM should know the appropriate time to set the scene. | 10 |
Lullaby for a Drunk | While the party is traveling (hills, hilly forest) they hear the sound singing. Works best in the wild further away from civilized lands or perhaps near a frontier settlement. The DM should time the encounter to happen as a side bar random encounter or interlude on the way to or coming back from another adventure. | 6 |
Noble Salamander and Iron Golem | Good for a Noble Salamander's lair in the Elemental Plane of Fire | 14 |
Paracelsian Posse | A group of archaeologist wizards are excavating the site of an ancient ruin, belonging to a long-dead civilization. While the archaeologists aren't hostile by default, they certainly can be made so (by threatening them, barging into their camp by surprise, or even attacking them) and are more than capable of causing trouble for even a well-prepared group. | 15 |
Pit of blood | any dungeon of cave that has something to do with undead and sacrifices | |
Rein of the Necromancer | The Necromancer has captured the heroes from destroying his Rein. Will they escape alive? | |
Tunnel of Death | any underground campaign | 4SMW::on |
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