Adventure 1: Reaching Kendall Keep
It is on the 18th day of Goodmonth that our story begins. The sun, Lord Pelor, is high as you mount the steep track up toward the keep’s mouth. Nim grumbles something about drink and a soft bed. Dural watches carefully, eying the glint of spears atop towers peering over the exposed ramp. The boy and his sister, Diego and Elva, mutter quietly to each other. Ulb is quiet, apprehensive.
A summer day traveling through the muggy Tangles has made you all tired, ready for a bench to rest your feet and a cool draught to slake your thirst. Ever the rutted road seemed to twist and turn about burled roots and undergrowth until finally it opened onto a broad field planted with rye and oat. A rocky stump of a hill juts upward in the middle of the field, topped by a small keep. About the base of the hill lay a small cluster of wooden shacks, home to the few farmers and craftsmen living in the hamlet.
Atop the ramp a row of doughty spearmen bar your way. Their captain stands behind them, helm in hand and sword at his waist. He motions you to stop and waits for you all to gather in a clump before the guards. Arrow tips peek from crosses cut into the tower walls, threatening you with deadly aim. “What is your name and business here? Why do you come? You ask for hearth and health within our walls, strangers. Tell us of yourselves and why we should trust you.”
Goals of the Adventure
- Have fun and display difference between tabletop RPG and video games – Use picturesque description to excite the imagination. Encourage creativity as a way to explore a wide variety of options.. Encourage interactive play between the players. Exciting combat.
- Teach rules – Use progressively harder encounters: no combat, CR 1, CR 1, CR 1, CR2.
- Survive – Have an NPC cleric (Elva Rappal) tag along.
- Ensure return visit – Make obvious that there is more to explore in the ruins of Haln Vrast. Also make clear that ruins hold magical treasure or knowledge. Provide players various options to proceed – Make clear that there are at least 5 different paths the party can take after the adventure.