“Greenwind Depths” World/Campaign Overview Suggested Intro Text: Welcome, adventurers, to the tomb of Aldruin Greenwind. After days of searching for the entrance, you’ve stumbled upon a nondescript trapdoor in a very unusual place—the forest. Following it down, you find carved rock walls and golden offerings fit only for a dead war legend. Can you survive the dangers and make it to the burial chamber before becoming another spectre in this forgotten place? Battle Pacing: Greenwind Depths is designed to be an action-packed, fast-paced experience from start to finish. As such, it’s perfect for truncated gaming session and, with some modification to the story (as you see fit), a good learning environment for beginners. Unique Hostile NPCs Bonegrub: An undead wolf flanked by lesser-ranked mobs. The Captain: The ghost of a long-dead adventurer who fell to one of the tomb’s traps. Dr. Reid: Another member of The Captain’s group, kept alive (and driven insane) by the vengeful Greenwind. Aldruin Greenwind: A dead noble who turns out to be alive—at a cost. In order to stay immortal, he must never leave the grounds. Unique Gear Bonegrub’s Bone: 1h club Bone Dagger: 1h dagger Research Book: Grants stat bonus as seen fit by Dungeon Master once per thirty minutes. Healing Staff: 2h staff Greenwind’s Bow: 2h bow Greenwind’s Vest: Leather chestpiece Suggested Traps: Spike pits; poison tipped blades; suspect or poisoned food; booby trapped treasure chests Layout: The dungeon consists of two hallways with offshooting rooms (tombs for other Greenwinds), both leading to a main chamber at the end. To speed up gameplay, we suggest keeping the hallways mostly clear of lesser hostile NPCs and saving large encounters for a select number of chambers. Add encounters as needed if you have more time to play.
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