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3281877-Oneshot - Beastmen English Version

The document outlines a tabletop RPG adventure titled 'The Beastmen – Oneshot,' which includes character descriptions, items, and various locations within the city of Abhaintan. Players embark on a quest to protect merchant caravans from increasing Beastmen attacks, navigating through encounters and various city points of interest such as the Adventurers' Guild, the Smithy, and the Temple of Pelor. The adventure features quests, battles, and opportunities for character interaction and item acquisition.
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0% found this document useful (0 votes)
9 views30 pages

3281877-Oneshot - Beastmen English Version

The document outlines a tabletop RPG adventure titled 'The Beastmen – Oneshot,' which includes character descriptions, items, and various locations within the city of Abhaintan. Players embark on a quest to protect merchant caravans from increasing Beastmen attacks, navigating through encounters and various city points of interest such as the Adventurers' Guild, the Smithy, and the Temple of Pelor. The adventure features quests, battles, and opportunities for character interaction and item acquisition.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Beastmen – Oneshot

1
Table of Contents
Characters ............................................................................................................................................... 3

Items ........................................................................................................................................................ 3

Introduction............................................................................................................................................. 4

The caravan raid ...................................................................................................................................... 4

The city of Abhaintan .............................................................................................................................. 6

The Adventurers‘ Guild ........................................................................................................................... 8

The Smithy ............................................................................................................................................... 9

The Temple of Pelor .............................................................................................................................. 10

The Dancin‘ Dragon“ ............................................................................................................................. 11

The Merchants Guild ............................................................................................................................. 11

The Bailiff’s Villa .................................................................................................................................... 11

Hunt for the Beastmen .......................................................................................................................... 12

Cave of the Beastmen ........................................................................................................................... 13

The End .................................................................................................................................................. 16

Additions ............................................................................................................................................... 17

Monsters ............................................................................................................................................... 18

Maps ...................................................................................................................................................... 22

2
Characters

Brulug Runenschmied An old dwarf who is almost always covered in soot as he


is constantly working in his forge. He has a long brown
beard with many rings woven into it. He‘s working in the
forge of Abhaintan.
Hohepriester Al-Zimarin Al-Zimarin is the High Priest of the Temple of Pelor in
Abhaintan. He is a very old man with long gray hair and many
wrinkles on his face. His age is written on his face and
presented in his way of speaking.
Vorian Zeltar Vorian Zeltar is a bronze-skinned Aasimar and the trade
coordinator of Abhaintan. She is very charismatic and
knows how to use this to negotiate the best trade deals.
Rehnum Crestfall II. Rehnum Crestfall II is the bailiff of Abhaintan.

Items

Heirloom of the Crestfall family The family heirloom of Rehnum Crestfall II is an old
double-edged axe. It appears to be made of copper, but is
nevertheless incredibly sturdy and sharp. Many scratches
and a few broken pieces on the blade indicate many battles
and a bloody history. Mechanically, it is a battle axe +1
Scroll of of Chickenmagic This is a very rare magic scroll. It casts the following
spell: Using the scroll is an action. When using it, roll
1d4. The result determines a random effect:
1: You summon 1d6 eggs that fly at a creature of your
choice within 30ft. Fly towards. The eggs each deal 1d4
blast damage
2: You summon 2 chickens. These now run around
wildly and can either be tamed or slaughtered.
3: 6 boiled eggs appear in front of you. These correspond
to 2 rations.
4: You turn into a chicken for 1 minute, but keep all your
stats. You can only attack with your beak (to hit bonus =
STR, one target, range 5ft., hit: 1d4 + STR).

3
Introduction
The meeting

The adventuring party is currently traveling to the nearest town. When the dusk is starting to
settle, they pass a tavern on the side of the road. Our brave adventurers decide to spend the night
in this tavern and get some rest.

When coming into the tavern they can see:

• The tavern keeper


• Laughing and drinking patrons
• A bard signing and entertaining the patrons
• A message board with quests pinned on it

The tavern keeper is an old human man with white hair and a dirty beard. While standing behind
the bar, he wipes out cups with a dirty-looking rag and spits into the cup from time to time to
remove stains from the cups.

There seemingly is nothing more on the menu than bread and stale beer.

The next morning, should the group not check the board out by themselves, the tavern keeper
informs them that there is a new quest for adventurers.

Quest message:

Adventurers! The merchant guild of Abhaintan is looking for capable people to protect our
caravans. Beastmen attacks have increased in this area and we’ve been losing people, goods
and profit.

Wherever you see this notice, ask for merchants from Abhaintan. We pay handsomely!

Type of quest: Protection

Payment: 5 GP per capita

The group decides to accept the quest and the tavern keeper informs them that there is currently
a merchant from Abhaintan outside who wants to travel back to the city.

The caravan raid

After talking to the trader and maybe asking for an increased payment, the group sets off for
Abhaintan with the trader. After some time, they reach the forest outside Abhaintan, about 30
kilometers from the small town. The forest is very dense and quickly becomes very dark through
the dense trees should you stray from the road. Birdsong and the sounds of other animals can
be heard as the cart rumbles along the gravel road.
In the middle of the forest, while the merchant is telling a story, arrows whistle from the dense
bushes and the merchant and the driver of the cart fall dead on the ground. The horse threatens

4
to bolt and run off blindly. Someone from the group can try to calm the horse (DC10 “Animal
Handling” check).
Encounter:

BATTLE

150 XP
6 x Beastmen Bandits

Loot:

Perception DC Loot
1-5 10 CP; 1 SP
6 - 10 15 SP; 20 Arrows
11 - 15 30 SP; 4 GP
16 - 20 Letter of an informant (P. 14 „Additions“)
>20 1x Jewel (10 GP); A magic coin that always lands on the intended side

After the battle, the group can continue on their way to the city. The road
leads directly towards Abhaintan.

5
The city of Abhaintan
After some time, the group finally reaches the city of Abhaintan. As they emerge from the dense
forest, a huge wooden palisade wall stretches out in front of them. The wall is damaged in many
places and there are some arrows sticking out of it. The group hears the rushing of a river, which
they can see to the left and right of the wall. Apparently, the city was built on both sides of the
river. Even outside the wall, they can hear the hustle and bustle of the city and see many people
outside the walls. Merchants heading into the city and many heading out. As they approach the
city gate, a guard comes to meet them.

Halt! Who are you and what is your business in Abhaintan? Are you merchants?

When the group talks to the soldier, they find out:

• The city guard has increased its patrols


• Many traders have been attacked in the forests
• Rumors have it that the Beastmen are planning to break the city walls
• The bailiff would certainly like to hear about your fight

After the conversation, the guard hands the group a map of the city with all the important places
marked on it. He wishes the group a good day and then moves on to the next traveler.
The group can now decide where they want to go first. Possible destinations include the
merchant's guild, so that they can drop off the wagon, the market or the bailiff's villa.
6
The points of interest in the city:

• The Adventurers' Guild


o Here the group can keep an eye out for new assignments and rumors (See: The
Adventurers' Guild)
• The Smithy:
o Here the group can order new gear or repair the gear they already have (See:
The Smithy)
• The Temple of Pelor
o Here the group can pray to the god Pelor and make use of the general services
of the priests (See: The Temple of Pelor)
• The Dancin’ Dragon
o Here the group can relax and regain strength for their next adventure. The drinks
are cheap and the music is good (See: The Dancin’ Dragon)
• The Merchants Guild
o Here the group can buy and sell goods and possibly find special goods and quest
(See: The Merchants Guild)
• The Bailiff’s Villa
o Here the group can request an audience with the bailiff and possibly receive
special quests (See: The Bailiffs Villa)

7
The Adventurers‘ Guild
As the party enters the Adventurers' Guild building, they see a large hall full of adventurers
arguing, sharing money, or simply chatting. To the right of the entrance is a large board full of
quests, many of which at first glance appear to be related to the raids on the merchants. Directly
ahead are several counters where the guild staff are ready to answer questions. The group can
see a queue of people at one of the counters, presumably merchants judging by their clothes.

The group can:

• Ask for information about the guild at the reception desk


• Check out quests at the message board
• Talk to the members of the guild
• Talk to the merchants selling gear and trinkets

Information about the guild:

“Greetings adventurers!!” says the smiling worker at the recpetion desk. “How can I be of
service?”

“The Adventurers‘ Guild of Abhaintan is still relatively young. Only after trade routes started
coming through this city, work for adventurers started to come in. Many of the adventurers here
are inexperienced and looking for the first real thrill, if you know what I mean. You look like
you’ve seen at least some fighting. If you wish, I may have some work for you.”

Should the group accept the offer:

The worker hands the group a note with a quest written on it (This quest is entirely optional and
can be it’s own one-shot; See Additions p.16):

Quest

We, the servants of the Temple of Pelor, are looking for skilled adventurers. One of our
members has disappeared in the forests around Abhaintan and we are very worried. If you are
interested, come to our temple in the south of the city and ask for the High Priest Dahnleim.

There will be a reward, of course.

Messages on the board:

Bounty!

The guild rewards one Silver Piece for every Beastmen ear! Help us protect the city!

8
The Smithy
The town's smithy is easily recognizable by the dark smoke coming out of the buildings
chimney. As the group approaches the forge, they can smell coal and hear the thunder of a
hammer on iron. They see the heat flickering in front of the forge and an old dwarf with a sooty
face and sweat on his forehead working on a longsword. When he sees the group, he stops and
wipes his hands and face.

Greetin‘ to ya. What can Brulug Runenschmied (See Characters p. 3) do for ya young
adventurers?

When the group asks what services he can provide, he answers:

I can create ya wonderful weaponry. Ain’t called Runenschmied for nothin‘. When ya bring me
the fittin‘ materials, I can smith you weapons that ya never have seen before.

Material Geld Item


2 pieces of iron ore 20 GP Iron weapon (any normal weapon)
2 pieces of iron ore, 2 pieces of
100 GP Steel weapon (= weapon +1)
coal
4 pieces of onyx 500 GP Onyx blade (= any weapon, magic, +1)
Runic Weapon (= weapon with random magical
Diachonit, any weapon 1000 GP
property [e.g.: +1d4 fire damage])

When the group asks what Diachonit is:

“Diachonit? Ya never heard of it?” – He pulls a small, shining crystal out of his pocket - “Thats
Diachonit. A magic crystal only ever found in these lands of Langrain, very expensive and hard
to find. Things, that are enhanced with Diachonit, develop magical properties.

9
The Temple of Pelor
As the group heads south, they can hear the sound of ringing bells. The closer they get, the
stronger the smell of incense becomes. The temple is a large building with marble columns and
a blue roof. Flags with a golden sun hang from the pillars. As the group enters the temple, they
see many priests and servants talking to farmers and travelers. In one corner, the group sees an
alchemist who appears to be selling potions that are made in the temple. A healer can also be
seen in the temple.

At the other end of the temple, past the benches and smaller statues, the group sees an old man
with long gray hair and many wrinkles on his face. He appears to be the High Priest.

The group can:

• Buy potions
• Talk to the people at the temple
• Ask for the services of a healer
• Talk to the High Priest if they have accepted the quest (they can also talk to him if they
do not have the quest, he will then suggest it)

Pricing

Dienst Preis
Healing 20 CP per d4 of healing
Potion of healing 50 GP
Potion of giant strength 500 GP
Burnable oil 15 SP

Dialogue with the High Priest:

Greetings to you. Welcome to the temple of our great god Pelor. I am High Priest Al-Zimarin
(See characters p. 3). How can I help you? (Or are you here for the mission?)

Ah yes, the mission. Well, one of our members disappeared in the forest a few nights ago. He
wanted to make his way to the ruined church in the west (shows it on the map, church to the
left of Abhaintan). We don't know what he wanted to do there. He only said something about a
prophecy and he hasn't returned yet. We are very worried, especially because of the many raids
by the Beastmen. Would you look for him? If you search for him, we will reward you. I assume
you want money? We can offer you 300 copper coins and 5 silver coins. Alternatively, we
would certainly have a potion for you.

Thank you for taking care of this and I pray for your safety and that you bring our member back
safe and sound.

10
The Dancin‘ Dragon“
The tavern “The Dancin’ Dragon” is located right next to the town market. Above the entrance
to the tavern hangs a sign showing a dragon with a beer mug dancing on a table. Music and
laughter can be heard from the windows of the tavern.

As the group enters, the smell of ale, wine and liquor hits them. Some people are lying drunk
in the corner, while others take mug after mug and laugh whole-heartly at the jokes of a young
bard. The landlady, a large, gray-brown tabaxi, nods to the group in greeting.

Here the group can rest, buy food and drinks, and chat with the inhabitants of Abhaintan.

The Merchants Guild


The Merchants' Guild building is opposite of market. The building resembles a large warehouse
and traders come and go with their goods. There is bustling activity outside the building.
Merchants offer their goods directly from their carts and try to haggle with potential customers.
[The group can simply park the cart in front of the building and go inside.]

There is an entrance desk in the building where the group can report to and ask for an authority
figure. If the group asks, they will be told to wait briefly. A bronze-skinned aasimar comes to
meet them and introduces himself as Vorian Zeltar (See characters p. 3), Trade Coordinator of
Abhaintan. He thanks the group for taking care of the cart and gives them the reward.

Reward:

15 GP total. One person in the party can attempt a DC15 Charisma check to double the reward,
since they defended the cart and wares with their lives in combat.

The Bailiff’s Villa


On their way to the bailiff’s villa, our brave adventurers are stopped by a group of guards on
the bridge to the noble quarter.

Halt! Who are you and what is your business here? This is the noble quarter and the path to the
bailiff's villa.

Once the group has passed the guards, they can make their way to the bailiff. When they arrive
at the villa, a servant asks who he may announce and what the reason for their visit is. The
group is invited in and offered tea. After a short time, the bailiff enters. The bailiff is a fat old
man leaning on a metal walking cane. He introduces himself as Rehnum Crestfall II (See
characters p. 3).

Dialogue with the bailiff – important information

• Many raids on the merchants traveling the roads, sometimes raids on the city
• No soldiers to patrol the roads as they protect the city
11
• Rumors about a camp of Beastmen near the city
• Has no idea how the Beastmen know when the merchants are departing as they started
traveling from the city on an irregular basis to confuse the Beastmen
• Reward for killing the Beastmen that attacked the group: 30 SP und 5 GP
• Promises a greater reward should they drive out the Beastmen

Possibility to level up

Hunt for the Beastmen

To find the camp of the Beastmen, our brave adventurers can:


- 3x DC15 Survival or Nature Checks to find the camp
- Ask around in the tavern for information (improvise this bit to encourage your players
to roleplay a bit if you’re so inclined)
When the group finds the camp:
Encounter:

12
BATTLE

700 XP
1x Beastmen Shaman
2x Beastmen Bandit
2x Beastmen Hunter

After the encounter, the group can start looting the camp

Perception DC Loot
<=5 15 KP
<=10 10 SP, 15 Arrows/Bolts, Clue where the Beastmen cave is
<=15 3 GP, 6 SP
<=20 Clue that there is an informant in the city, 1x Healing Potion
<=25 1x Jewel (10 GP), Scroll of Chickenmagic (See Items S. 3)

Cave of the Beastmen

After the group has cleared out the Beastmen camp and found out where the cave is, they can
make their way there. [Possibility to level up]
The party then comes to the cave of the Beastmen (This is the final dungeon. The party should
be fully ready to fight).

13
Room 1 (Dungeon):

• A bunch of skeletons
• A dead soldier from the city
• Chains
• Bloody handprints and small pools of dried up blood
• Encounter:

BATTLE
100 XP
4x Beastmen Bandits

• Loot: An order for the Beastmen to capture a monk, 40 CP

Room 2 (sleeping chamber):

• A few beds
• Campfire
• Bundle of torn and dirty clothes
• Encounter:

BATTLE:
650 XP
1x Beastmen officer
2x Beastmen Hunter
14
• Loot: 15 CP, 3 SP

Room 3 (Kitchen):

• Food
• Dried up pools of blood
• A pile of skin
• Chests, barrels and other storage items
• Loot: 5x Rations

Room 4 (Garbage room):

• Pile of bones
• Dirt
• Garbage

Room 5 (Treasure Room):

• 1x Chest = DC15 Sleight of Hand to open (Loot: 1x piece of Onyx, 1x


random magic Item [Standard])

• Loot: 10 GP, 100 CP

Room 6 (Main Room):

Before going into this room, level up your party and allow them to
heal/rest

• Totem, Drums
• A table with rusty weapons
• Bloodstains in front of the totem
• The roaring of a small river that runs through the cave can be heard
• A broken throne
• Braziers at the entrance
• Boss fight:

BATTLE

800 XP
3x Beastmen Hunter
2x Beastmen Bandit
1x Beastmen Lord

• Loot: Greatsword+1, coin purse (8 GP, 15 SP)

15
Hint: The group needs proof that they actually killed the leader of the
Beastmen

The End
Once the group has cleared out the cave, they can make their way back and tell the bailiff about
their successful battle.

Rewards:

• An old family heirloom (See Items)


• A healing potion
• 5 poisoned arrows (1d6 poison damage)
• Permission to register with the guild as an official adventurer of the city
o Meaning better quests, better rewards

The reeve bids farewell to the group and the adventure can come to an end.

16
Additions

All these additions can but don’t have to be implemented. Its up to you, if you want to expand
on the adventure provided with these ideas. You’re obviously welcome to use your own ideas
as well!
If the party finds the information about an informant in the city, they can go on a detective
adventure to find a traitor inside the Abhaintan Merchant Guild who has made a deal with the
Beastmen. If the group has found the informant's letter, they can bring this up with Vorian
Zeltar. This offers the possibility of a small side quest in which the group could find out where
the camp of the Beastmen is located.
The search for the monk from the monastery offers the opportunity to improvise a small side
quest or it can form the start of another adventure. There may be spirits in the church near
Abhaintan that need to be appeased or driven away. Perhaps the monk has fallen victim to a
curse and is now summoning dark demons that want to invade the world.

17
Monsters

Beastmen Bandit

Medium, humanoid, any non-lawful

AC: 12

HP: 11 (2d8 + 2)

Speed: 30ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses: passive perception 10

Languages: Common

CR: 1/8 (25 XP)

Actions

Scimitar. Melee attack: +3 to hit, range 5ft., one target. Damage: 4


(1d6 +1) slashing damage.

Short bow. Ranged attack: +3 to hit, range 80ft./120ft., one target.


Damage: 5 (1d6 + 1) piercing damage.

18
Beastmen Hunter

Medium, humanoid, any non-lawful

AC: 13

HP: 15 (2d8 + 6)

Speed: 30ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)

Skills: Intimidation +2

Senses: darkvision 60ft., passive perception 10

Languages: Common

CR: 1/2 (100 XP)

Aggressive hunter. As a bonus action, this creature can move up to its speed
toward an enemy creature it can see.

Actions

Long sword. Melee attack: +5 to hit, range 5ft., one target. Damage: 7
(1d8 +3) slashing damage.

Short bow. Ranged attack: +3 to hit, range 150ft./600ft., one target.


Damage: 5 (1d8 + 1) piercing damage.

19
Beastmen officer

Medium, humanoid, any non-lawful

AC: 15

HP: 65 (10d8 + 20)

Speed: 30ft.

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

Skills: Athletics +4, Deception +4

Saving Throws: STR +2, DEX +3, WIS +0

Senses: passive persception 10

Languages: Common, one additional language

CR: 1 (450 XP)

Actions

Multi Attack. The officer makes three melee attacks: two with his scimitar
and one with his knife. Or he makes two ranged attacks with
his longbow.

Scimitar. Melee Attack: +5 to hit, range 5ft., one target. Damage: 4


(1d6 +3) slashing damage.

Messer. Melee Attack: +5 to hit, range 5ft., one target, damage: 5


(1d4 +3) piercing damage.

Langbogen. Ranged Attack: +5 to hit, range 150ft./600ft., one target.


damage: 5 (1d8 + 3) piercing damage.

20
Beastmen Shaman

Medium, humanoid, any non-lawful

AC: 13

HP: 27 (5d8 + 5)

Speed: 30ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+3) 13 (+1) 10 (+0) 15 (+1) 8 (-1)

Skills: perception +4, sneak +4, survival +6

Senses: passive perception 14

Languages: common

CR: 2 (450 XP)

Spellcasting. The Shaman is a level 4 spellcaster.

Save-DC = 12

Magic hit = +4

They have access to the following spells:


Cantrips: Druidcraft, Produce Flame, Thron Whip
Level 1 (4 Slots): Entangle, Fog Cloud
Level 2 (3 Slots): Heat Metal, Spike Growth

Actions

Multi Attack. The Shaman attacks twice in melee: one with his claws and
one by biting. Alternatively he can cast twice.

Claws. Melee Attack: +4 to hit, range 5ft., one target. damage: 3


(1d4 +1) slashing damage.

Biss. Nahkampfangriff: +4 zum Treffen, Reichweite 5ft., ein Ziel,


Treffer 5 (1d6 +2) Durchdringungsschaden.

21
Beastmen Lord

Groß, humanoid, any non-lawful

AC: 11

HP: 59 (7d10 + 21)

Speed: 40ft.

STR DEX CON INT WIS CHA


19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

Senses: dark vision 60ft., passive perception 8

Languages: Common

CR: 2 (450 XP)

Actions

Greatsword. Melee Attack: +6 to hit, range 5ft., one target. Damage: 9


(2d6 +3) slashing damage.

Throwing Spear. Ranged Attack: +6 to hit, range 30ft./120ft., one traget.


Damage: 11 (2d6 + 4) piercing damage.

Maps

The maps used in the oneshot can be found on the following pages. These are presented as
two different versions. One with a border and one without a border, depending on how your
printer prints and what you exactly want.

22
23
24
25
26
27
28
29
30

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