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SPRUCEDALE MIDSUMMER FESTIVAL Level 1, start of campaign

The adventurers find themselves at the town of Sprucedale, attending the


Midsummer Festival. There is music, feasting, and merriment. Merchants and bards
have travelled from the nearby countryside to sell their wares, tell their tales, and
celebrate. As part of these festivities, the town hosts a Gauntlet, for adventurers to
test their mettle. Despite the name, there is no real danger in this Gauntlet, it is just
for the entertainment of the crowds and the naming of an honorary Festival
Champion.

At each stage, the adventurer must pass some obstacle or challenge. How he do so
is up to him, and there are multiple ways to pass any of them. Each obstacle is
worth up to three points. A contestant gets two points if he succeeds on his first
attempt. He gets one point for succeeding on his second attempt. After failing twice,
a contestant can just move on to the next obstacle. Only an exceptional solution will
win three points on an obstacle. The DM keeps track of each players point total.

Stage 1

You come to a strange device. A sledgehammer lies next to a tall pole with a round
bell at the top, and a lever at the bottom. An iron slug is resting on the lever, within
a groove in the pole. You succeed if you ring the bell.

Some possible solutions:


Hit the lever with the hammer: Strength DC of 11.
Hit the bell with a thrown object: Dex DC of 11.
Use a spell to make the sound of the bell ringing (Thaumaturgy,
Prestidigitation, etc): Spellcasting DC of 11.

Stage 2

You come to a climbing wall, about 10 feet high, with a rope attached. On either
side of the wall are fences about 4 feet high. You must get past the wall.

Some possible solutions:


Climb the wall using the rope: Strength (Athletics) DC of 11
Parkour up the wall using the fence on the side: Dexterity (Acrobatics) DC of
13
Knock down the wall by the use of a spell (Thunderwave, for example)

Stage 3

Local children are tossing balloons full of ice-cold water at you as you try to run past
them. If you get hit, the shock of the cold will slow you down.
Some possible solutions:
Brace yourself for the cold: Constitution saving throw DC of 12, with
advantage if you are resistant to cold damage
Try to dodge the balloons: Dexterity saving throw DC of 12
Pretend youve already been hit: Charisma (Deception) DC of 12

Stage 4

You are sent into a room that is pitch black. In the middle of the room, there is a
small table, containing a key and a locked box containing a marble. You must open
the box and bring out the marble.

Some possible solutions:


Fumble around and try to open the box without seeing it: Dexterity (Thieves
Tools) DC of 10
o Disadvantage if in the dark
o Darkvision or using a light source gives advantage instead
Create a marble using Prestidigitation and pass it off as the one in the box
Smash open the box: Strength DC of 15

Stage 5

You must get past a guard dog that is guarding the way forward. Children are lining
the sides of the course here. Before you approach, you see that the dog is playing
with the children, but as soon as he sees you, he goes back to guarding the path.

Some possible solutions:


Try to pacify the dog: Wisdom (Animal Handling) DC of 12
Try to sneak past the dog: Dexterity (Stealth) DC of 16
Try to intimidate the dog into backing down: Strength (Intimidation) DC of 14
Use a spell to make the dog unaware of your presence
Note: If an adventurer makes an attack against the dog or causes it damage,
spectators will jeer the competitor and throw eggs at him/her. Dexterity
saving throw DC of 15 to avoid getting hit. This counts as two failures, and
the adventurer may move on to the next stage.

Stage 6

You must recite the customary blessing of the Midsummer Festival to the
satisfaction of a judge. To wet your whistle, you are given a glass of Starfruit
Liqueur, which is made specially for this festival once per year. The blessing
requires a Charisma (Performance) DC of 12.
Some possible solutions:
Drink the Starfruit Liqueur: It has a strong flavour, and the alcohol hits you
immediately. Constitution saving throw DC of 17. Failing this save gives
disadvantage on the Performance check.
Sneakily ditch the Liqueur: Dexterity (Sleight of Hand) DC of 15. Failure
requires you to drink another glass.
Cast a spell such as Prestidigitation to change the taste of the Liqueur, giving
no disadvantage on the Performance check.
Cast a spell such as Silent Image to create the illusion of you drinking the
Liqueur, when you in fact are not.
Cast a spell such as Minor Illusion to create the illusion of you successfully
saying the blessing.

After all adventurers have completed the Gauntlet, the mayor announces the victor.
The following morning, there is a celebration to honour the victor, and all
adventurers who took part. All participants are given a prize, with the victor
receiving a greater prize, according to the following tables:

Roll 1d6 Participant Prize Victor Prize


1 Potion of Healing Potion of Greater Healing
2 Potion of Healing Potion of Greater Healing
3 Potion of Healing Wand of Magic Missile (non-recharging)
4 Potion of Climbing Potion of Heroism
5 Potion of Water Breathing Spell Scroll (Level 1)
6 Potion of Hill Giant Strength Potion of Frost Giant Strength

This celebration is cut short, however, as something has gone wrong

Encounter

During the celebration, an unruly mob gets violent. They are unhappy about some
local issue, and they've been drinking. Two Drunks start smashing windows of shops
down the street, and are robbing the townsfolk in the street. Two Drunks start
ransacking the Gauntlet obstacles, attacking anyone who gets in their way.

Once the party has stopped these groups, one Thug and one Drunk will emerge
closer to the ceremony and try to take Mayor Claudius hostage. If the party dealt
with only one group at first, the second group will join up with the hostage takers.

The Thug will state his grievances, and will demand whatever prize the winner of
the Gauntlet was given. If the adventurers give him the prize, and make no hostile
moves that he can see, he will release the mayor and run out of town. If he feels
that a fight is imminent, he will knock the mayor unconscious and either engage or
flee.
It's up to the players to negotiate with the Thug, give in to his demands, challenge
him to combat, or try to get the jump on him.

Drunk
AC 11 (no armour)
HP 11
Abilities: 12/12/12/9/10/10
Club: +3 to hit, 1d4 + 1 bludgeoning damage
Dagger: +3 to hit, 1d4 + 1 piercing damage, thrown range 20/60

Thug
AC 11 (leather armour)
HP 22
Abilities: 15/11/14/10/10/11
Skills: Intimidation +2, Stealth +2
Mace x2: +4 to hit, 1d8 + 2 bludgeoning damage

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