Adventure Hooks for Downtime #11
Adventure on the Beach
The beloved seafront, home of many family gatherings and childhood memories is in danger! There are some unexplained disappearances at the frequented vacation spot of the largest town nearby. The party is asked to investigate by the municipality, since more than 10 people vanished without a trace within a few months – sometimes in broad daylight! The protective runes on the beach and in the water are intact, the guards are unable to solve the matter.
This is a fun, light-hearted adventure with lots of laughter – just imagine our heroes in plate armor on the beach! It is also an ideal first adventure for a rookie party.
So why have the beach-goers vanished? Because of the lifeguard, who’s been cursed by a magician when his nephew drowned under the care of the poor fellow. The lifeguard, Hitch Mukanan isn’t aware of the curse though – he only knows that he’s “extremely unlucky” wherever he goes. The curse keeps conjuring a sand elementals, kidnapping people everywhere. The once-happy, now-depressed lifeguard keeps running, but no matter where he goes, the same things keep happening.
Under Open Gaming License.
Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 40 ft., burrow 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 6 (-2) 10 (+0) 6 (-2)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages Auran, Terran
Challenge 5 (1,800 XP)
Sand Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The elemental makes two slam attacks and can use its Crushing Sand.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Crushing Sand. Each creature in the elemental’s space must succeed on a DC 14 Strength saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage and is grappled (escape DC 14). A creature grappled in this way is also restrained. On a successful save, a creature takes half as much damage and isn’t grappled.
Sandstorm. The elemental releases any creature it is grappling. Each creature in the elemental’s space must make a DC 14 Constitution saving throw, taking 13 (3d8) piercing damage on a failed save, or half as much damage on a successful one.
A billboard of a large city is surrounded by adventurers, all looking at the same advertisement. The mascot of the city, Rhal escaped! Anyone who finds the rare lion will get unimaginable riches as reward. The whole city gets excited!
“Such high reward to find a lion? Easy money!” – is the first thing comes to mind.
Obviously the task is not that easy! The lion didn’t escaped, it has been kidnapped! The deed has been covered by planting footprints of another lion, leading far away into the woods, so all search parties are being misled.
Rhal is kidnapped by a druid, though kidnapping is not the right word: she wanted to set the magnificent beast free. Our heroes can decide: money, fame and success, or the moral reward of having a lion set free.
Under GNU Free Documentation License 1.3
Huge beast, any chaotic alignment
Armor Class 20 (natural armor)
Hit Points 150 (15d12 + 60)
Speed 60 ft.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 22 (+6) 8 (-1) 12 (+1) 14 (+2)
Skills Intimidation +7, Perception +6
Damage Resistances bludgeoning from nonmagical attacks
Damage Immunities piercing and slashing from nonmagical attacks
Senses darkvision 120 ft, passive Perception 16
Languages understands Common but can’t speak it
Challenge 16 (15.000 XP)
The nemean lion is a ferocious beast that seeks to be left alone to curse its fate. Those who dare to face it and disturb its solitude will meet a fate worse than the lion’s by far. Some people suspect the creature’s existence, yet do not fear him. Those who don’t are often dead or have gone missing in the wilderness.Impenetrable Skin. The nemean lion possess an impenetrable skin making him almost impossible to kill, melee weapons attacks made against the nemean lion have disadvantage.
Keen Smell. The nemean lion has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the nemean lion can make one bite attack against it as a bonus action.
Running Leap. With a 10 feet running start, the nemean lion can long jump up to 30 feet.
Multiattack. The nemean lion makes three attacks: one with its bite and two with its claws, or three with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d12 + 5) piercing damage. If the target is a huge or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the nemean lion can’t bite another target.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 5) slashing damage.
Thundering Roar (Recharge 6). Each creature within 120 feet of the nemean lion that can hear its roar must succeed on a DC 18 Constitution saving throw, if the creature fail the saving throw then he take 22 (4d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.
Swallow. The nemean lion makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the nemean lion, and it takes 15 (4d6) acid damage at the start of each of the nemean lion’s turns. A nemean lion can have only one creature swallowed at a time.
If the nemean lion takes 30 damage or more on a single turn from the swallowed creature, the nemean lion must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the nemean lion. If the nemean lion dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Hunter of Men. Though the nemean lion is a creature of solitude, it will leave its home to hunt for food. Its food can consist of any living creature like deer, goats, and even wolves. However, if the lion ever tastes the flesh of mortal man, it will mercilessly hunt any it can find and eat its fill.
Curse of the Gods. The nemean lion’s existence is a curse that has been bestowed by the gods to mortal villagers not as a punishment to them but as a punishment to the gods they worship and for the temples they have, for the wars of the gods effect all mortals… with no exceptions.
Huge Terror. The nemean lion is a problem for the people of Nemea; they could neither kill the lion nor keep it from killing them or their livestock. The nemean lion is said to be twice the size of a normal lion, with an appetite to match.
The Impenetrable Skin. The skin of the mighty nemean lion is thought to near impenetrable; its claws are one of the few things that can be used to skin the hide of this mighty beast. Thus, a lot of merchants and adventures would kill to have their hands on such eccentric item, believing it would make a good protective armor to use.
Rena (suitable for a good-aligned party)
The smoke is easy to see, even though the village is totally concealed by the hills. It was a calm and peaceful settlement, where the party wanted to spend a few weeks just resting.
The destruction is terrible. Nearly all the building have been burnt to cinders, the last survivors are just being massacred on the main square by savage gnolls. After they defeat the attackers, the party is sad to acknowledge that no one survived the raid.
Well, almost no one. Overcome by a strange feeling, the magic user of the party cautiously walks into a small street, where they witness the strangest of scenes. A huge explosion destroyed everything: buildings, gnolls, walls, chests, villagers – everything and everyone is in pieces. A little girl is lying prone in the epicenter of the explosion, holding a wand in her tiny hands.
Who is this little girl? What powers does she possess? She’s the only survivor, her friends and family all dead, so it’s obvious that she cannot be left alone.
This can be a simple sidequest of finding shelter, family or training for Rena, or even the beginning of an epic journey to discover her true identity and purpose.