Adventures (Dragon Ball Supplement)

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Adventure Sections[edit]

The following are events a party are likely to encounter.

Collecting the Dragon Balls[edit]

The quintessential Dragon Ball adventure, the party must collect a set of Dragon Balls. For every Dragon Ball in the set, roll 1d4. While various solutions are given, violence is often an equally potential option that can easily spin into its own mini-adventure.

1. Peaceful Landing[edit]

The Dragon Ball has fallen in a relatively peaceful, safe area. Roll 1d10.

  1. The Dragon Ball is in the center of a clear meadow, sitting gently and obviously on a gigantic flower. The surface of its petals are 20 ft. in the air, and are sturdy enough to hold a person. A player attempting to climb up the flower must succeed two DC 15 Athletics or Acrobatics checks in a row to climb the flower.
  2. The Dragon Ball is buried deep in a forest in a heavy, but small enough thicket to cause a Dragon Radar to be unable to pinpoint an exact location. After a successful DC 17 Investigation or Perception check, the ball is found.
  3. A deer has taken a particular liking to the Dragon Ball. It will attempt to evade the players who do not succeed a DC 18 Animal Handling check.
  4. The Dragon Ball has found its way into a jewelry shop selling it for a whopping 5,000 gp. It can be stolen with a successful DC 18 Sleight of Hand check.
  5. The Dragon Ball has found its way into the hands of a back-alley swindler who believes it to be a fake, selling it for a whopping 2,500 gp.
  6. Egad, a whole market of swindlers has Dragon Ball replicas, all being sold for 1,000 gp, but only 1 can be real. Each fake Dragon Ball has 5 hit points and AC. If destroyed, a swindler will demand the 1,000 gp anyway, potentially seeking government assistance.
  7. The Dragon Ball has sunk into a 900 ft. (3 minute swim with a swimming speed of 30 ft.) deep lake.
  8. 15 ft. below the surface, a new corral reef is beginning to grow in the ocean. It can be taken with a simple action at the cost of the reef, which could provide valuable tourism and science to the ocean's surrounding cities, or it can be slowly removed over 5 straight minutes of work, or 3 instances of 3 minute work.
  9. The Dragon Ball has landed in a small cave. Deep within the cave is a strange rice cooker that was once used as a vessel for the Mafuba. The party could just take the Dragon Ball and go, but who knows what's in there.
  10. The Dragon Ball is somewhere inside a jungle, but a crafty monkey has gotten its hands on the party's Dragon Radar. Monkey antics ensue.

2. Dangerous Landing[edit]

The Dragon Ball has fallen into a place which either readily has danger, or presents danger in order to get the ball. Roll one d12.

  1. A village elder has come into possession of one of the balls, but has an issue; The village has an infestation problem with large beasts, such as Giant Boars, Lions, or T-Rexs, and will give them the ball if they help the village out with said problem.
  2. A squadron of goons within a large city has gotten their hands on a Dragon Ball, and won't part with it willingly. Beating them oughta be simple, right..?
  3. The Dragon Ball in question seems to be inside of some monster's gut! It must've eaten it while having it's lunch. You could wait it out, or you could rough it up and make it cough it up.
  4. The ball has landed inside of a ravine, filled with a bunch of sharp spikes, traps, and army memorabilia. The place seems deserted, like the people who were here left, willingly or otherwise.
  5. The ball seems to be in possession of a Martial Art sensei, a Mystic, or otherwise a powerful figure for some place. They order you to fight their subordinates; For a win, you get the ball! For a loss, either money, servitude, or death...
  6. A group of Aliens (or a singular, strong one) have taken hold of a Dragon Ball, seemingly knowing of what it does. This could be bad for the Human race if they get a hold of them all, so you got to stop them! Or, at the very least, just nab the ball and leave them to someone else's hands.
  7. Inside of a large castle, filled with mazes and monsters galore, the ball resides within a vault containing other valuable treasures.
  8. Around an active volcano site, the Dragon Radar beeps. It could be inside of the volcano, but you should hope it isn't actually in the lava.
  9. The radar shows it's nearby, but you can't find any ball in sight! Then, you notice a metal hatch which leads to a shiny, cold ladder, leading to a dark descent. The ladder leads to a laboratory, the ball being guarded by a mechanical terror.
  10. A gaggle of miscreants have a hold of one of the balls, planning for world domination with their wish! You could probably wipe them off the face of the earth in a breeze, but their high-powered tech keeps you on watch.
  11. A kid has hidden a ball, and you can't seem to find it. His demand is simple; you take down some private militia, led by a Colonel or General something-or-other. Unless you want to tear apart a town looking for a ball, you better follow what he says.
  12. You follow the radar's beeps and boops until you run into a cavern entrance, leading to some kind of hideout. Clearly, those residing in it seem to not think highly of you entering, and all aware of you try to attack. One of these folk has to have the ball on them, surely!

3. Hostile Landing[edit]

The Dragon Ball has fallen into a place where its claim is likely already contested. Being in such a place is dangerous enough, but actively trying to obtain the ball is another story. Roll one d12.

  1. Somehow, the ball has stumbled into civil war! Neither side has noticed, but trying to get your hands on it will likely lead to drawing fire from both.
  2. The local government has already taken the ball, and it's on the move to a treasury. If you can't intercept the heavily armed convoy, prying it from the facility is a much more daunting task.
  3. A group of monsters have discovered the Dragon Ball, and are now hoarding it. If you can't distract them to take the ball, you may be in a very deadly situation.

Planetary/Base Invasion[edit]

Some adventures in the Dragon Ball universe can stray far from the mystical Dragon Balls, venturing instead into the vastness of space—whether through planetary conquest, large-scale battles, or even simple base invasions. Be it space pirates seeking to dominate the universe or people fighting to defend themselves, the struggle for survival and power knows no bounds.

(This Adventure is intended to be used with the Swarms sheets in the Bestiary)

Invading[edit]

The strongest players or creatures (it is recommended to use PECR for this) will act as the leaders of the defense, representing and guiding the forces present during the invasion.

Amount of Bases/Citys

The GM must roll 1d4 + 1 to determine the number of smaller bases or cities on the planet. Each of these bases or cities is protected by 1d4 (minimum of 2) Swarms. An invasion can take anywhere from days to years to fully resolve, potentially leading to the planet’s complete domination. At the GM’s discretion, they may increase the number of bases/cities on the planet by an additional 1d4 and/or use higher PECR Swarms to escalate the challenge.

A base or city chosen by the GM may also have one or more "Heroes"—powerful defenders created with PECR and leveled up in comparison to the strongest Invader/Player.

Base/City "Sheet":

Each base/city has a pool of "Hit Points" equal to 300 (representing its inhabitants) + the Hit Points from the Swarm and Hero alive (representing its defensive capabilities) and AC 5, at any time, a character can attack the base/city and any Area of Effect damage roll, always count with the base/city failling the save. Once all bases have been destroyed, the planet is considered cleared of its population and falls under the invaders' control.

Additionally, the GM may decide that these cities or bases are connected and capable of communication, allowing reinforcements to be sent (additional Swarm sheets) to fight the invaders unless they conduct a stealth invasion, if reinforcement is send, they will take 1d10 turns (minimum of 5) to arrive or other base/city can increase it's defense to fight back the invaders. Alternatively, the invaders may need to travel across the entire planet, significantly extending the duration of the invasion—potentially taking years to fully conquer the planet.

At the GM’s discretion, the city/base may count as a object for the Super Destructive Blast rule.

(Any value stated in this rule can be increased or decreased to scale the difficulty, ensuring that higher or lower-level invasions always feel like a challenge.)


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