5e Solo - Heroes of Faerun Shadowborne - Dark Sorceries.pdf

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Heroes Of Faerun: Shadowborne
Chapter 1: Dark Sorceries
A Solo Adventure for Fifth Edition Dungeons and
Dragons
Written by Abel T. Trotter
Maps by Abel T. Trotter
Art by Aaron Lee, Joyce Maureira & Patrick E. Pullen
Playtested by Taylor Fontecchio, Ingrid Hain, Ethan Trotter, Saul Trotter
Inspired by the 5e Solo Gamebook “The Death Knight’s Squire” by Paul Bimler
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission granted to print or
photocopy this document for personal use only.
Chapter 1: Dark Sorceries
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Not for resale. Permission granted to print or
photocopy this document for personal use only.
Chapter 1: Dark Sorceries
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Introduction & Rules
Thank you for purchasing Dark Sorceries! This
adventure is set in the Forgotten Realms, and is
the first 5e solo adventure for the Heroes of
Faerun: Shadowborne campaign!
This adventure is designed for a 2nd-level
character, and will reward enough experience
points to advance your character to 3rd level!
While this adventure is intended for solo play, it
can be easily tailored to fit the size of any gaming
group (see Group Play).
challenging and exciting combat encounters. I
hope you have as much fun playing the
adventure as I did writing it!
Group Play
If you are playing through this adventure with
more than one player, each encounter has a Group
Play section with detailed information on how to
adjust the encounter.
When enemies attack, roll randomly to
determine the creature’s target, or do your best to
roleplay the creature’s state of mind, targeting a
player based on damage dealt, or how
threatening the player may seem to the creature.
For determining responses while playing, you
can either share the responses, roll for responses,
or round-robin the responses. If you are a DM
running this game for a group of players, feel free
to roleplay and improvise the scenes as necessary.
Shared Responses.
All players agree upon a
response and progress through the story,
accepting the chosen response for all players.
Rolled Responses.
Each player chooses a
response and rolls a 1d20. The highest number
determines the winner, and each player accepts
the winning player’s chosen response.
Round-robin Responses.
Have each player roll
a 1d20 at the start of the game. The highest
number determines the winner. The winning
player makes the first response. The player to the
winning player’s left chooses the next response.
At each new response, continue to rotate to the
next player so that every player has a chance to
participate in selecting responses.
What you Will Need
• A 2nd-level character with an open backstory
• A set of polyhedral dice, or a virtual dice roller
• Paper and pencil for keeping track of mechanics
• The Basic Rules for Fifth Edition Dungeons and
Dragons (PHB and DMG recommended)
• Miniatures, tokens, or a virtual tabletop (Roll20,
Fantasy Grounds, etc) for keeping track of the
enemies and players during combat encounters
• Printed maps or a virtual tabletop for running
the combat encounters
How to Play
This adventure does not need a Dungeon Master
in order to play. The narrative progresses in a
manner similar to a “choose your own adventure”
book. Read the blocked text and choose the
response that best fits your character. If you are
using the PDF version of this adventure, follow
the bold text links after each response to progress
through the story. If you have printed the
adventure, navigate to the correct heading of your
response to progress through the story. Try not to
read any of the other blocks of text until you are
instructed to.
While you play, you will be asked to keep track
of various gameplay mechanics. If at any time
you have a gameplay related question, remember
that you are the DM and can ultimately make the
final call on whatever task you are attempting to
accomplish.
The goal of this adventure is to have fun and
explore a gripping, dramatic narrative with
Not for resale. Permission granted to print or
photocopy this document for personal use only.
Exploration
While playing, you will have the opportunity to
pursue various responses and outcomes. When
choosing a response, you may not repeat a choice
unless the rules explicitly state that you can take
20 and try again.
Resting and Healing
You will be informed when you can take a short
rest as you play through the adventure.
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You can use potions and cast spells at any time
while exploring, but may not cast spells or use
potions when you are involved in character
interaction segments (unless prompted).
Combat Encounters
Each combat encounter has a detailed map
associated with it. Combat tactics, terrain, and
enemy behaviors are detailed with each combat
encounter.
When determining actions for enemies or
NPCs, ask yourself what that enemy would do in
the given situation, and then do it. Stay as close to
the enemy script as possible.
Difficulty
This adventure is designed to be challenging. The
goal of this solo campaign is to tell a gripping
story, and present difficulties to the player that
they must overcome. Because this adventure is
intended for solo play, there are two modes that
you can can choose from when starting this
campaign:
Hadrdcore.
The classic D&D mode. If you die,
reroll a new character and start the adventure
over.
Story.
If you die, start the encounter over with
the same character state that you initiated the
encounter with. For example, if you had only 1
spell slot left and 3 hit points, and you die, you
would start the encounter over with 1 spell slot
and 3 hit points.
Feedback
Do you have some constructive criticism about
the adventure? Did you absolutely love it? Did
you absolutely hate it? Leave a review on the
Dungeon Master’s Guild and let me know!
Not for resale. Permission granted to print or
photocopy this document for personal use only.
Chapter 1: Dark Sorceries
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