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Limitless Adventures ©2017
Limitless Adventures Sampler Ten free encounters for your campaign.
Xp:200 - 26000 Difficulty:10 - 39000 Levels: 1 - 20Combat
Limitless Adventures Sampler
Limitless Adventures Sampler Limitless Adventures Design Team
A Note on Our Limitless Encounters
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Each Limitless Encounter will have a Further Adventuretm section to give the DM three ideas for additional quests that could spring from a seemingly random encounter. These hooks are merely suggestions for continuing a plot and should be used or ignored at your discretion. For example, if a hook suggests that the Duchess was the murderer, that is a just a possible twist you could build from and needn't be acted upon if it would disrupt your campaign.
Every Limitless Adventures product will contain something new; a unique creature, spell, item, god, or optional rule that is previously unpublished. These novelties are set apart in blue text boxes.
Andrew Hand: Writing, Editing Michael Johnson: Writing, Graphic Design, Art Direction
The purpose of this product is to make your life as DM easier. The following ten encounters, while linked by environment, are random. These encounters were purposefully not designed for a certain level range. Some encounters may require players to come up with solutions other than combat. The world is a scary place and sometimes you may have to run for your life.
These modules can be used to craft a random encounter table for travel and exploration, to fill in the hexes of a sandbox, or whenever your players wander to a location for which you had not yet prepared. Feel free to change the names, treasures, and the number of creatures as you see fit.
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Limitless Adventures Sampler Roleplay Challenge
Coast - Contractual Obligations
Plaintiff and Defendant
Captain Squint (Bandit Captain) (CR 2) Armor Class: 15 Hit Points: 65 Medium Humanoid (Human), Neutral Armor Class: 15 Hit Points: 65 (10d8+20) Speed 30 ft.
STR DEX CON INT WIS CHA 15(+2) 16(+3) 14(+2) 14(+2) 11(+0) 14(+2) License: c.2016 Limitless-Adventures
Saving Throws Str +4, Dex +5, Wis +2 Skills Athletics +4, Deception +4 Languages any two languages Challenge 2 (450 XP)
Senses passive Perception 10 Actions Multiattack The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. Scimitar Melee Weapon Attack +5 to hit, reach 5 ft (one target) Hit: 6 (1d6 + 3) slashing damage. Dagger Melee or Ranged Weapon Attack +5 to hit,5 ft. (reach one target) or 20/60 ft. (range one target) Hit: 5 (1d4 + 3) piercing damage. Reactions Parry The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Role Play - Suing for damages "You seem like folks who've seen a few things out in the world and who might be able to help settle a, uh, 'hypothetical' conundrum. My friend and I are at an impasse."
The ship pulled into port, and set anchor a few days ago. The crew has been carousing in town. The captain, and the large man have a problematic deal that they need arbitration. The deal involves piracy, but is purely a discussion the players can solve. Use of hand gestures to signify the quotes in the following may help.
A "hypothetical" toothless captain promised the larger man that he would pick up and transport some "cargo" worth 500 gp while he and his ship were on a "fishing" expedition. After taking the "cargo" aboard, ship ran afoul of a very "large whale" that damaged the ship and the "cargo". Ship repairs might run well over the promised 500 gp, but the captain thinks that the large man should pay the full price as intended.
The large man says the cargo was worth 2500gp and he could probably only get 100gp for the cargo now that it is damaged, and will only pay the same percentage, or a total of 20gp - if he can even sell the "cargo"
The toothless captain reminds the large man that the deal was only a favor for an old friend, and that the old friend should really help repair his ship. The large man reminds the captain that he was assured by the captain that it was "no big deal".
"The tavern is noisy, and smells of sweat and rented ale. A toothless man on a bench raises his cup in a toast to the party, and waves them over with his other hand. He's surrounded by several other men, one of which is rolling his eyes and staring at the ceiling."
The Large Man (Spy) (CR 1) Armor Class: 12 Hit Points: 27 Medium Humanoid (Human), Neutral Armor Class: 12 Hit Points: 27 (6d4) Speed 30 ft.
STR DEX CON INT WIS CHA 18(+4) 15(+2) 14(+2) 12(+1) 14(+2) 16(+3) License: c.2016 Limitless-Adventures
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses passive Perception 16 Languages any two languages Challenge 1 (200 XP)
Cunning Action On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn) The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. Actions Multiattack The spy makes two melee attacks. Shortsword Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow Ranged Weapon Attack +4 to hit, range 30/120 ft., (one creature) Hit: 5 (1d6 + 2) piercing damage.
The "cargo" is human slaves ... The conundrum is a ruse to get the party to sleep at the tavern, so they can be robbed and killed... One of the crewmembers is a skilled rogue, and pickpockets something valuable from the party...
The pair offer the party 10 gp, and a free night in the tavern, if they can fix this.
Limitless Adventures Sampler Xp: 26000 Difficulty: 39000 Level: 20
Epic - When the Earth Shakes
The worms could uncover an new cavern that contains an ancient burial crypt or undiscovered dungeon... The worms could have been dominated to the surface by a drow wizard to test the region's defenses... The earthquakes could damage the structure of a shrine or historical landmark..
"The ground begins to shake violently in what feels like an earthquake, but after several minutes of sustained destruction, you realize something else as at work."
The worms don't carry or hoard treasure. However, the earthquakes could reveal a rich vein of gold, the location of which the players could sell for a handsome profit. Additionally, sages could be interested in studying the body of a purple worm.
The earthquakes are actually being caused by two purple worms. The encounter could be naturally occurring, with the worms fighting over territory or a mate, or something more sinister like being part of a drow invasion or machinations of an enemy of the party. In either case, the heroes will need to find a way into the caverns below and stop the worms, before they destroy the surface region.
Purple Worm x 2 (CR 15) Armor Class: 18 (natural armor) Hit Points: 247 Gargantuan Monstrosity, Unaligned Armor Class: 18 (natural armor) Hit Points: 247 (15d20+90) Speed 50 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 28(+9) 7(-2) 22(+6) 1(-5) 8(-1) 4(-3) License: SRD5 Open Gaming License
Saving Throws Con +11, Wis +4 Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9 Languages - Challenge 15 (13,000 XP)
Tunneler The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. Actions Multiattack The worm makes two attacks: one with its bite and one with its stinger. Bite Melee Weapon Attack +9 to hit, reach 10 ft., (one creature) Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.\ \ If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Tail Stinger Melee Weapon Attack +9 to hit, reach 10 ft., (one creature) Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a fai