Thursday, March 12, 2020

Issue#1 An Ambush in Avenwood




Issue#1
 Overview

An Ambush In Avenwood is the first in the Pocket Sized Perils series and my first attempt at a graphic mini adventure.

The zine assumes the dungeon master is familiar with the D&D 5e system with occasional details abbreviated or omitted to fit more adventure in.

However, the adventure itself aims to include first time players by touching on several recognizable tropes of the fantasy genre; daring rescues, mysterious towers, evil wizards etc. The intention is that these familiar touchstones will give a player who is new to tabletop role playing a ramp into the action.




Below is a break down of each page of the adventure. As with everything in the Pocket Sized Perils series the DM should feel free to alter, adapt or discard anything they find in this adventure if they feel it will result in more fun at the table.

If you don't have a copy to refer too this may not make a lot of sense. If you desire you can grab a 'pay what you want' copy HERE.

1. A Beginning.

Generating a common goal for a party can be tricky and there's endless advice and debate elsewhere about how best to do it. As this is a 'one shot' we're going to cut to the chase and unite the group under the banner of, The Resistance. This page is trying to do three things.
  1. Give the party a common goal.
  2. Give players a chance to think about their characters before the dice start rolling.
  3. Share the players ideas about their characters with the group to aid role play in the session.

2. The Ambush.

Often the first fight of any D&D campaign is an ambush, (consider the 5e starter set, Lost Mines of Phandelver). In, An Ambush in Avenwood, we're going to flip that trope and cast the players as the ones doing the ambushing. Role playing games are about player choices and creativity. This way we're giving them a chance to concoct a crazy plan; are they going to try chopping down a tree to block the path? Sneak up and take out the guards one by one from the back? It's up to them and we play to find out if their plans work.

However the wagon is on its way so they don't have limitless time to prepare. A time limit is going to stop the planning discussion from getting bogged down. After 15 minutes have the wagon come around the bend whether the characters are in position or not.

3. The Enemies.

Now we get into some combat. Our enemies are challenge 1/8th making this a 'Medium' encounter for a first level party of four. If you have more or less players in your group you can consider adding or taking away a guard. The terrain, the standard rules on cover and Ivan's, 'Bark Orders', action can all be used to keep the combat interesting but if the players have executed a particularly effective ambush there's nothing wrong with this being over quickly.

4. Bernard.

We follow our high beat with a low beat. This is a chance for some role play and an opportunity for the DM to feed the party info about the obstacles ahead. If they've captured a guard or two have fun playing a non player character who's having a very bad day at work. Bernard the healer lacks a stat block because combat isn't the function he performs in the adventure. He's there to reward the player's victory with some hit points and vital information. You could style him as a local cleric or druid to suit your needs. The Druid npc block from The Basic Rules pg.398  is a good fit.

5. The Tower.

This page covers a list of things the players may be able to find out about the end dungeon of the adventure. A successful ambush means the players are probably in possession of a few guard outfits and the prison wagon. This dangles the possibility of rescuing Lady Briarthorn using subterfuge rather than force. Once again we're giving the players a chance to be creative, (but only if it occurs to them to do so). As with the ambush we want to impose a gentle time pressure on any planning,  Lady Briarthorn is tough but perhaps she will reveal the location of The Resistance's hideout under torture etc.

6. Rewards 

This page is out of sequence so the fold out can be dedicated entirely to running the tower as an environment/dungeon without the need for further flipping. I've deliberately opted for rewards beyond gold and instead focused on options that connect your players to the world or open up potential hooks for future adventures.

Ambush in Avenwood does not end with The Resistance triumphing over The Baron's forces, (in fact, The Baron, never appears). Instead it leaves those threads for you to weave into a broader campaign if you so choose. Alternatively the adventure can stand alone with Lady Briarthorn's rescue serving as the conclusion to the story.

Fold Out. THE TOWER (again).

Getting In.
Unlike the first encounter of the adventure here the Guards are spread thin. I imagine one on look out, two on patrol and two resting in the camp but feel free to draw up the roster however you choose.
The tension in any fight is that the guards from other areas may arrive as reinforcements.

The Fire Breathing Bear.
Here is a stat block for a fire breathing bear that you shouldn't use in your session.


Not everything in the world is the party's level and they shouldn't necessarily open every door.  If it's to be interacted with at all it is as a puzzle rather than an 'encounter', something to be used as a tool if they can figure out how. E.G. what happens if they open the door and dash away whilst being pursued by guards? This monster will absolutely murder 1st level players so be cautious.

The Laboratory.
The final show down! You may notice a table between the door and our evil mage. This is there to help them keep range from the melee fighters in the party and instead lock those players down with Lady B. If you're wondering about the dimensions of the lab and how far the mage should be from where the players enter  I propose that the answer is always, "Far enough that the melee fighters can't close with them without taking an opportunity attack from Lady B". If a player chooses to risk the hit, all good, I just suggest that we put a little cost on 'Geeking the Mage'.

Mind Control.
Lady B's mind control is intended to present players with a tough choice. Players must weigh up the risk of harming Lady Briarthorn by targeting her or the brain slug or trying something creative to remove it.  Let them attempt creative stuff. If the role is good let the creative solution work. This keeps them thinking through the combat rather than just doing the 'optimal' attack each round.

Here is a slightly more detailed stat block for the Brain Slug for you.


And that's it - We're all out of Zine! If you've run this adventure with your group I'd love to hear how it went, what worked, what didn't,  any changes you made etc. The play tests produced some very fun stories and I'd love to hear yours.


Till next Issue.

Happy gaming :)



1 comment:

  1. I love it! This one is a great "classic" adventure!

    The details here on the blog post really flesh out the options and thinking around each element of the scenario.

    ReplyDelete