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This section contains example adventures that demonstrate the principles described throughout the chapter. Each provides enough information for you to run a one-session adventure, with the help of the maps in appendix B and the monster stat blocks in the Monster Manual.

Each adventure in this section includes the following information:

Title. An adventure title can help you organize your campaign notes, and if you share the title with your players, it can set the tone for what’s ahead.

Character Level. Each adventure specifies the level of characters it’s aimed at. The difficulty of encounters in each adventure is tailored for four characters of that level. You can use adventures for characters of higher or lower level or for larger or smaller groups. However, the encounters might be easier or harder than you expect unless you adjust them.

Situation. Each adventure lays out what’s going on—the situation that the adventurers are called on to deal with. See “Lay Out the Premise” earlier in this chapter.

Hook. Each adventure offers one way to draw characters in to the adventure. See “Draw In the Players” earlier in this chapter.

Encounters. The rest of each adventure description is a series of encounters. The text describes the location where the encounter occurs, often pointing to the maps in appendix B, and any triggering event that might provoke the encounter. Monster names in bold point you to the stat blocks in the Monster Manual. Some encounters also specify treasure the characters might find.

Use your imagination to bring the locations and encounters to life, and build on the ideas the players bring to each encounter. Alter these outlines freely to suit your tastes—and those of your players—and your ideas for your campaign.

A Starting Campaign

You can use the adventures in this section to get a new campaign off the ground. These adventures are linked to locations near the Free City of Greyhawk, as described in chapter 5. You can run the first three adventures in sequence, having the characters gain a level after each adventure. They might return to their home base in the city between adventures, or they could travel to Greyhawk after they complete “The Winged God.” Use the encounters and interactions the characters have in these early levels, and the situations that interest your players, to plan later adventures.

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