Hi all,
I recently came across The fall of Silverpine watch in this tread. While I love the preparation for new DMs I struggle to use a 100 pages document for an adventure, so I started practicing and made an adaptation. Can you give me feedback and ideas?
Hopes it doesn’t matter to be inspired by the anbdry DMs original material.
The fall of the Broncepine watch
“I can’t upload images or links (don’t know why) so add http to next line”
://im.ge/i/OZLcBp
Each floor is10 feet tall (so more or less 10 feet from mechanism 1 to the roof of the corridor and 30 from mechanism 2).
ROOMS
- In every room (or when they make noise) 1d6 zombies appear.
- At one point they should be overcome by zombies (best when they are trying to get treasure, maybe in the armory). The pinch Room.
- In the forge is a revenant with a magical hammer. It doesn’t die unless exorcised (only with the help of holy water o holy symbol from the chapel)
- Chapel is a secure place (revenant and zombies cannot enter, Captain can).
- Every room has treasure if they search. (insert shabby or common loot in normal rooms)
- Mechanism opens the doors (one at each side). Behind the 2 door there are a bunch of zombies that attack the merchant.
Monsters
Zombies 1 heart. +2 STR +2 CON; basic effort damage; when dead they revive in 5,6 in 1d6 unless killed with Ultimate effort o gore description of mutilation are used.
Revenant. 2 hearts. Revives when 0 HP. Follows the party like Jason (always walk but it moves as fast as the group). +3 STR +2 Weapon Effort (magic hammer with properties of your choice). Breath from beyond the grave. Def save or blinded for 1d4 turns in close.
Captain. 3 hearts. +2 STR +2CON +2 CHA. Magic effort +1 (dagger). Captain’s lament: Cha save or actions are hard for 1d4 rounds. Traitors dagger: magical cursed dagger. Captains attack the last person who have spoken (he thinks is plotting against him). Attacks with magic effort.
Swarm of Bats (or worst). Target 20 to hit. Detract half damage from target until reach 10 (the swarm goes away). Allow interactions for EASY actions (fire, team work,…).
For the DM
- A merchant hires the party to guard the caravan in its next travel.
- Captains warns with his lament the party and warn them to not enter the watch at the start.
- Captain has killed all the watch influenced by the dagger.
- Merchant knows the captain (and maybe the dagger- he can be evil and trade cursed items)
- The spirit of the chaplain guards the chapel against the evil but cannot resist against the dagger.
- If the party open the second gate the captain attacks them thinking they going to tell everyone about what happened in the watch. (This is the worst scenario because simultaneously the merchant is attacked by zombies).