An Old Widow's Fortune (5e Quest)
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<- Describe the backstory to the adventure, explaining the setting and the forces which lead up to the current situation. Make sure to make clear what is and is not known by the public and the player characters. An Old Widow's Fortune is a D&D quest designed to be a player's first experience. It's meant to take players from level 1 to level 2. Its linear story makes a great introduction to new players, and the explicit writing of the quest is even good for new Dungeon Masters. ->
After the players create their first level characters, allow them to walk the market of Morgraine City. The players can purchase any armor, weapons, or adventuring equipment here. Allow them to talk to shopkeepers and roleplay with each other, introducing themselves. Once they’ve finished, read: We set our scene on the sunny streets of Morgraine City. Townsmen bustle, merchants shout, and the city wakes up. A carriage pulls up to the market square. A servant opens the door and helps out the newly widowed, Madame Lefevre. Landing firmly on her feet, she brushes her black gown, adjusts her veil, and begins to fan herself. “Gerome, get my bag so that we may go in. It feels like the world is staring at me.” Madame Lefevre might be the richest woman in the city. Her late husband was the cousin of the archduke of some province north of Scottshire, and she has royalty all up and down her bloodline. Lefevre and her servant make their way up the brick stairs of the bank and disappear behind the mahogany door. A few moments later, a massive gunshot resounds from inside the bank. Lefevre shrieks. A group of bandits exit the bank, open a manhole, and disappear into the sewer system.
<- Give a quick run-down of how the adventure plays out. ->
<- Provide a few different examples of how the party could be dragged into this adventure. This makes it easier for your adventure to be incorporated into an existing campaign. ->
<- A stage is a chapter, or an important phase of the story. In a dungeon crawl, a stage would be one floor of the dungeon. In a more episodic, story-like adventure, a stage would be a series of connected scenes. ->
Step or Location
<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->
<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. -> Hi
<- If the step is also a location, list the things that live there ->
<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->
<- List how the scene can change over time due to character actions. ->
<- List any treasure the players might acquire, and how they would acquire it. ->
<- What happens when the adventure is completed? ->
This is a transcript of everything to be awarded the players, and the conditions attached to those rewards, at the end of the adventure. Think of it as a sort of checklist to make sure everything was covered.
- Combat Awards
|Name of Foe||XP per foe|
- Non-Combat Awards
|Task or Accomplishment||XP per Character|
The minimum total award for each character participating in this adventure is X experience points.
The maximum total award for each character participating in this adventure is X experience points.
The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price.
Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide.
Permanent magic items are divided up according to a system. See the sidebar if the adventure awards permanent magic items.
- Treasure Awards
|Item Name||Sale Value|
[[<- Unique Magic Item ->]]
<- If the magic item exists only on this page, remove the header brackets, otherwise make the title a link to the page containing the item. <- Duplicate this section as many times as needed. ->
<- This is an actual effect generated by you doing something that hurt people who still exist in the setting. Think of it is a boon, but absolutely horrible. ->
<- In games which contain factions, this is where you would award renown for completing faction-related activities. ->
Each character receives <-X-> downtime days at the conclusion of this adventure.