Elfhunt Adventure Primer
Date, Location, and Current Political State
This adventure takes place during the 4th Age of Illicid in the Jungles of Whent, a large rainforest spanning through 3 distinct countries on the world's two oldest and most prosperous continents, but more specifically centers around Camp Highmound, a military established trading post in one of the Free Territories of Gunese. Over the 4 Ages of Illicid Gunese has remained a loose coalition of independant states that have only united once during The Great Schism before the end of the Third Age.
Camp Highmound was established on a large hill, believed to be a sacred place, in a piece of territory recently annexed by the Kingdom of Seyridge from the neighbouring Zolin Territories whom they had conquered in the past decade. The camp was established here as a method of further strengthening the Seyrian's hold over the Zolin. It is run by the Chiefs, who are headed by High Chief Xilonen, a Zolin defector that is said to have turned the tide in the war and cost the Zolin people their freedom. This leadership structure follows Zolin traditions rather than Seyrian forms.
Playtest Materials
This adventure is intended to be a testing ground for a new homebrew mechanic: Blood Magic. Blood magic is a dark and feral way to give yourself an edge, but at a cost:
Blood Magic: Using a Bonus Action, a number of times per Long Rest equal to your proficiency bonus, you can reduce your maximum HP by your proficiency and gain a +1 to your save DC. Both your save DC and maximum HP return to normal on a Long Rest. You must be capable of drawing your own blood to gain this effect.
The specifics that we are looking to test are:
- Does this rule unfairly benefit casters over martial classes
- Is the there a good balance between Risk/Reward
Character Creation
Character creation rules for this adventure will follow the standard 4th Age Character Creation Rules. Most notably:
- Character Stats should be either Point Buy or Standard Array
- Please create your sheet on DnD Beyond and enable Homebrew
- Firearms have not yet been invented
- Planar Travel is highly restricted so some Fey and Shadow races aren't playable
- The ability to enchant items has been lost, and Artificers have found themselves in a strange situation. They are still a playable class, but come with some extra flavour
Character Levels & Level Ups
This adventure is made for Level 5 characters and doesn't include any provisions for any level ups throughout the adventure. As a way to keep things interesting, rather than receiving level ups, you will be awarded with feats as you reach certain stages in the adventure. You will gain 2 feats (you will be able to choose your own) throughout the story.
Backstory
The pre-scripted backstory sees the Characters as reputable members of the Tribe of the Black Phoenix who have been contacted by Johan Petry, a retired member of the Tribe that is looking to hire the adventurers to track down a missing elf and return the sensitive information that she stole. You may use this backstory if you like or create something completely different, so long as somewhere in your story you have earned a reputation as a reliable adventurer and are currently in the area. If you have any lore questions, or would like more information about the world please don't hesitate to ask!
Due to the short length of this adventure there won't be enough time to sufficiently explore individual backstories, however if the party has a common backstory I will do what I can to weave that within the given adventure. Also, please include a favourite or treasured item in your character's posession and the story behind it!
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