RPG

Goblins and Gnolls

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This product contains two adventures. From the introduction of 'Death in the Painted Canyons': The party of at least four PCs of level 5 should include a mix of abilities, especially PCs with investigative and survival skills. It would be helpful, but not necessary, if at least one PC has some knowledge of the Painted Canyons, or at least some experience with desert survival. If your party lacks investigative skills, there are clues as to the criminal conspiracy in the gnoll encampment, or you can just drop that aspect of the adventure and run it as a stand-up fight. Parties lacking survival skills or desert experience can hire a guide at Salt Springs for 3 silver shekels (gp) a day. There is a hidden secret behind all the events of this adventure; a great deal of combat can be expected, and those attempting this adventure should be prepared for a vicious battle before resolving the plot. Individually, the combats in this adventure are not that challenging, but the cumulative effect of so many battles – or if the PCs allow the gnolls to organize themselves – may prove more challenging to the players than it might initially appear. From the introduction of 'Deep in the Vale': This adventure is for beginning characters, with a bias toward fighters. Player characters should start at 1st level with zero experience points. As they complete each encounter, give them the experience points they earned immediately instead of waiting until the adventure is over. Ideally, characters should gain a level or two (and the hit points and other benefits those levels add) before the characters wrap up the adventure. All of the player characters should have been raised in the Vale. The pleasant valley is a peaceful place where few problems bother the inhabitants. Twenty to thirty years ago, there were wars against orcs and goblins; oldsters of the village still tell stories about those times. But now, life is easy for the people of the Vale—or it was. That is about to change.

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