Nohal
April 9th, 2019, 05:55
Essentially I'm trying to gauge how long things should take in a one shot. I'd also like to gauge how strong the monsters should be relative to the loot they should be dropping\have around them.
I want something I can refer to for a couple of friends who want to take multiple characters from level 1 to level 2, without dedicating to a long term campaign but also having the ability to continue to a level 2 one shot\longer campaign via a plot device at the end.
Here i've summarized the logistics of the attached one shot that I've planned for my group within that context. By the end I want it to feel like they've hit level 2, got their first magic item, and received enough loot to both maintain health throughout and acquire wealth. Gold can really only be spent on repairing items and buying booze\food so there isn't much need for it in this story but there are herbs\mushrooms in the boring walkways that if collected can be traded to certain individuals for healing potions, information, and a special plot condition. There are also 3 opportunities where its safe to store items \ loot for later play so there's an opportunity for continuing characters to amass a growing gold pile.
The setting is in Highforest, in the Silverwood of Northwest Faerūn. It is set in 1307 DR because the elf settlement Nordahaeril will be where whatever race any person would like would come from, as they sail to the beach leading to the village before the story anyway. Even though it is a primarily human settlement, magic and fey creatures are not suspicious to the townsfolk, but they are aware of the growing evil in their proximity.
The character(s) begin at level 1 on the coast swimming up to the path into the Silverwood at the top of a beach cliff. The captain they paid to take them heard about the mission and gave them back their money before floating their belongings to the shore in barrels out of paranoia.
There are 3 types of xp\loot gain over the course of two days:
Ravens -do\drop nothing but give 10 xp per- realistically these are just supposed to constantly reappear just outside the village for atmosphere but can be killed each time if truly wanted.
Cultists -there are 3 groups. all three are separated going down a hallway. the first two are in rooms that have 100 gp each. the last is a single one at the back down stairs, he has 100-300 gold worth of silver depending on whether the first and second are killed. If they are, he drops 1\3 of 300 per group of the ingots into the cauldron, and you need to have met conditions to have it refined or else that silver is worthless.
There is a time gate in the form of an anti-magic, anti-pick lock after the last cultist that forces a return to the village. An npc interaction will grant an ability to remove it the morning after the cultists.
Ghoul -there is a single ghoul in the dungeon beneath the summoning chamber, it drops a +1 unique ability score ring and a plot amulet.
It is written for one player currently, with the number of cultists increasing per player with loot item staying the same but each character receives equal non-quest loot quantity as listed above.
For example in a team of six: Searching the Forest gives everyone a mushroom, there is 600 gold per cultist room with the Silver ingots being larger to equal 1800 total, and searching the Dungeon after the ghoul yields 6 +1 unique ability score rings & a single plot amulet.
Please let me know what you think! Thanks!
I want something I can refer to for a couple of friends who want to take multiple characters from level 1 to level 2, without dedicating to a long term campaign but also having the ability to continue to a level 2 one shot\longer campaign via a plot device at the end.
Here i've summarized the logistics of the attached one shot that I've planned for my group within that context. By the end I want it to feel like they've hit level 2, got their first magic item, and received enough loot to both maintain health throughout and acquire wealth. Gold can really only be spent on repairing items and buying booze\food so there isn't much need for it in this story but there are herbs\mushrooms in the boring walkways that if collected can be traded to certain individuals for healing potions, information, and a special plot condition. There are also 3 opportunities where its safe to store items \ loot for later play so there's an opportunity for continuing characters to amass a growing gold pile.
The setting is in Highforest, in the Silverwood of Northwest Faerūn. It is set in 1307 DR because the elf settlement Nordahaeril will be where whatever race any person would like would come from, as they sail to the beach leading to the village before the story anyway. Even though it is a primarily human settlement, magic and fey creatures are not suspicious to the townsfolk, but they are aware of the growing evil in their proximity.
The character(s) begin at level 1 on the coast swimming up to the path into the Silverwood at the top of a beach cliff. The captain they paid to take them heard about the mission and gave them back their money before floating their belongings to the shore in barrels out of paranoia.
There are 3 types of xp\loot gain over the course of two days:
Ravens -do\drop nothing but give 10 xp per- realistically these are just supposed to constantly reappear just outside the village for atmosphere but can be killed each time if truly wanted.
Cultists -there are 3 groups. all three are separated going down a hallway. the first two are in rooms that have 100 gp each. the last is a single one at the back down stairs, he has 100-300 gold worth of silver depending on whether the first and second are killed. If they are, he drops 1\3 of 300 per group of the ingots into the cauldron, and you need to have met conditions to have it refined or else that silver is worthless.
There is a time gate in the form of an anti-magic, anti-pick lock after the last cultist that forces a return to the village. An npc interaction will grant an ability to remove it the morning after the cultists.
Ghoul -there is a single ghoul in the dungeon beneath the summoning chamber, it drops a +1 unique ability score ring and a plot amulet.
It is written for one player currently, with the number of cultists increasing per player with loot item staying the same but each character receives equal non-quest loot quantity as listed above.
For example in a team of six: Searching the Forest gives everyone a mushroom, there is 600 gold per cultist room with the Silver ingots being larger to equal 1800 total, and searching the Dungeon after the ghoul yields 6 +1 unique ability score rings & a single plot amulet.
Please let me know what you think! Thanks!