Recommended Level : 1
Our heroes wake up to a simple job from Mister Pirks: collection of artefact 032 from one of the warehouses in the United Commonwealths capital. No adventure, just purchasing an item and returning home.
It takes one travel dice to reach The Capital from Rockfern Creek.
When arriving in The Capital, the heroes must first retrieve proof of purchase of the artefact from the post office, handing in a slip given to them by Pirks. However, before entering the post office they are met by the peculiar kobold Julien McEnzie, who is loudly advertising how he wins every time at this game of cup and coin. If they are interested, Julien will lead them to a small table where a human boy, Jak, is sat with three cups in front of him. I think we all know the deal with these, and if any players attempt the game (costing just 100G!), they will lose. If they inspect the game closely, they will discover its secret. Hidden in one of the cups is Jak's well trained blink gecko - Chewy. He sticks to the top of the cup and when the shuffling is happening grabs the gold in his mouth and blinks to Jak's sleeve, where he watches the rest of the game play out. Just before Jak lifts the cup to reveal that they just picked the wrong one, Chewy will blink back into the cup and place down the gold piece making it look as if nothing had happened at all. Julien takes great interest in the heroes reasons for being in The Capital, and asks about the artefact market.
After this, the heroes will go to retrieve their proof of purchase. Upon leaving the post office, they head to the warehouse where 032 is stored. As they near, they can tell something is very wrong. People shouting and screaming, with one word cutting through the chaos - dragon. They find the manager outside the warehouse, where various crashing noises can be heard from inside. He explains that as he went up to check stock in the second floor it seemed a small dragon had made a nest and tried to attack him, and is now causing a ruckus. He also says that if they want any chance of finding item 032, this needs to be dealt with, and thus begins the dungeon.
The first room is empty, just a cash register and counter with a door behind it leading to the warehouse. As the heroes enter, a loud crash is heard above them and part of the ceiling falls in (foreshadowing hazard #5). The room behind the counter is infested with three giant rats (5e Giant Rat), something the manager didn't think worth mentioning. If the party are too rowdy, hazard #4 may trigger and the precariously balanced vials may smash causing some effect as decided by the DM. After this room, the hallway is clogged by hazard #1, a thick mass of spiderwebs.
After dealing with the spiderwebs, the next room is a thin corridor lined by shelves packed to the brim with all sorts of things. Rope, armours, swords, wheels. Anything a fantasy warehouse might stock. The commotion has shaken loose some of these items, and they block the way (#2).
The next room is host to two giant spiders (5e Giant Wolf Spiders), who are fiercely guarding a swelling egg sac (#3) This egg sac also holds the key to the door leading to the second floor, which is behind the many legged chums.
The second floor starts with hazard #5, the incredibly cracked floor. Heaver characters will plummet through the bricks back to the beginning of the warehouse, and will have to think of something smart to get across.
When across the cracked floor, four security sentry bots will come to investigate the trespassers. The manager warned the party about these, and mentioned that due to the chaos happening inside they are likely to attack on sight. Lucky for our party, these bots are at least a quarter the size you would expect them to be (incredibly nerfed 5e Animated Armour, no more than 6hp each and an AC of around 11. Two will have melee attacks, while the other two will be ranged).
Bots disposed of, the party find hazard #6 - a broken glass vial, and from where it has fallen the floor is coated in a few inches of slippery ice. This won't be much of an issue, but will class as difficult terrain. As well as this, if any physical damage is taken by a creature over 4 points while stood on the ice, they will fall prone.
With that dealt with, around the corner is another sentry bot. This one however, is quite large (5e Animated Armour, has a ranged attack as well) and ready to protect the warehouse.
Around the next bend, a fallen fusebox has left a stretching web of wires blocking off the final room. If the adventurers cut their way through, first of all they must make a constitution saving throw of 9 or take 1d6 lightning damage, and all lights in the warehouse will shut off. Behind this web, curled upon a pile of assorted objects is the "dragon". We, as the DM, know this is actually Chewy, the blink gecko from earlier, who upon orders from Julian the Kobold blinked into the warehouse with the orders of "find something shiny". The gecko found item 032, which after a few mishaps has grown Chewy to fit the size of the warehouse, and now rests inside his belly. The magnifying glass is also the cause of the various wrong sized enemies throughout the warehouse. Chewy isn't aggressive, but will fight back if provoked having the stats of a buffed 5e Giant Lizard, as well as having the ability to blink and a ranged tongue attack.
However they manage to get 032 back, the adventurers can use it to shrink Chewy back and return him to Jak. Either way, the manager will thank the heroes for their service, and upon seeing the proof of purchase will let them keep item 032, as well as a d6 fortune crystal for each of the party for their troubles.
Upon arriving back at rockfern creek, Pirks will thank the gang and pay them 1000G for the job.
The next day, Julien McEnzie will set up shop in Rockfern Creek, attempting to get in on the artefact business and opening Julien McEnzie's Authentic Artefacts. Depending on whether or not Chewy was slain, Jak will join him.
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