Adventure - Perilous Expedition
Adventure - Perilous Expedition
Perilous Expedition is an adventure designed for 4-6 Level 4 characters for use with the
5th Edition ruleset.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue,
plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game
Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this MonkeyDM game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other
than the material designated as Open Game Content may be reproduced in any form without written permission.
Perilous Expedition is published by MonkeyDM under the Open Game License version 1.0a. Copyright 2020 MonkeyDM
Publishing. All Rights Reserved
2
On practically every town board and on the lips of every town
crier is only one name: Almendrud. The heroes hear this
nobleman is in search of adventurers to aid him in a new
expedition. They are told to meet his associate in a tall tower
known as Archeologicus Post.
In which the heroes begin their expedition on an
extraordinary contraption.
Read this:
'As you heroes walk the path given to you by a small flyer, you
take a quick glimpse at it. "The Almendrud Academy of
Archeology is in search of helpful adventurers for an
exploration! Pay is 500 gold per adventurer." It sounds like an
ordinary job. Guide a few archeologists through their desired
region, in search of some ruins. Nothing too unknown. A few
hours into your journey, however… as you near the distant With joy, Daniel will welcome the party in, recognizing them
as adventurers. He'll excuse the mess, press a button, and
tower known as Archeologicus Post, you do see something
then say that Mr. Almendrud is upstairs, in his office, but will
beyond your idea of normal. Hanging on the side of the tower,
be down soon. The whole inside of the tower is a mess of
chained to it and yet… afloat, a large, full-sized ship. It has no random creations, all of which belong to Daniel. He is the
water underneath, nothing. It is simply a floating vessel! And it main aid for this upcoming expedition, which, he will detail,
is… marvelous. The closer you get, the more marvelous it they will go on with his ship. Which he can man pretty easily
seems. What a ride this will be!' on his own.
Any player observing the tower may make an attempt at After a few moments of discussion, the party will begin to
discerning what the ship is by performing either a DC 14 hear footsteps from upstairs, as the large figure of Lord
(Intelligence) Arcana check or a DC 12 (Intelligence) Almendrud descends.
History check, provided they are proficient in the respective
skill. A success will reveal that such a boat is referred to,
most often, as a "Skycarver" and it is a mix of engineering Lord Wolfstein Almendrud
and magic. It is also VERY expensive. Information: A traditional orc gentleman, dressed in
The players will arrive at the base of a large stone tower, a pinstripe suit, smoking a pipe, wearing a monocle
with all types of what seem to be mechanical bits and cogs up and having a very precise demeanor. His voice is as
the walls, all connecting and heading upwards, either near posh as can be. Some adventurers might have
the ship or connecting to the ship itself. The door to the tower heard of him.
is large and made of two individual wooden blocks, expertly
carved. Once they knock, they will be welcomed by Daniel
"Handy" Harding Lord Wolfstein Almendrud introduces himself, before saying
that no adventurers have accepted the job so far, due to fear
regarding riding Daniel's Skycarver (the ship). He'll also
Daniel "Handy" Harding mention that he is in dire need of adventurersbecause his last
Information: In front of the players rests a human expedition ended with the opening of a devil portal.
man, around mid-thirties, who looks almost scarily
gaunt. His face is old and wrinkled, with his body a
mess of skin and bones. And yet, his eyes flicker
with joy and intellect. His white shirt, vest and GM Note: This, of course, is a reference to The
pants have oil and soot over them, with his twirled Infernal Excavation one-shot, which the players might
mustache being the only clean bit of his whole or might not have heard about! This has no effect
persona. On his back, you just now see, a metal on the session, just thought it's a fun thing.
contraption, almost a backpack of sorts, with
appendages extending from it. Around 6 or so
gloved hands, all holding on to something
different.
In case players wish to haggle with for more money, they
must perform a DC 14 (Charisma) Persuasion check. He
will then offer up more coins.
3
4 - Spiral Staircase
A standard spiral staircase, which will lead them to the lower
Read this: level.
'The next morning, after a surprisingly tasty breakfast, you all 5 - Trapdoors
ascend atop the tower and make your way onto the deck of Two small locked trapdoors rest on the deck of the ship, with
the Skycarver. Although it goes without saying, it is a surreal a light buzzing sound coming from underneath them. A
creation. It floats in an unnatural, buoy-like way, going up and player may attempt to unlock these with a DC 15 (Dexterity)
down as if it were riding on the high seas. You see Daniel
Thieves' Tools check. Under each trapdoor rest 3 crystals,
connected to wiring, which crackle every now and then. One
quickly move himself from one side to the other of the boat
is orange, one is blue, while the last seems to be purple.
and, but a few minutes later, alongside Daniel and Wolfstein,
you ride out.' Removing an orange crystal disables the "temperature
regulator" feature of the ship.
Removing a blue crystal disables the "gravity regulator"
feature of the ship.
In which the players find out that even in the sky, sailing is Removing a purple crystal disables the "engine turbo"
difficult. feature of the ship.
Read this: Map Created by CzePeku
'As you ride through the sky, you see landscapes quickly Join their Patreon to access to multiple variations
move from below you and youtransition from forest, to of this map and more !
mountain, and then slowly into a steppe of sorts. The weather
is noticeably colder, especially this high, but it doesn't bother
you too much, especially since the speed at which you are
going ain't that fast. Then, Daniel, who is at the wheel, turns
his head towards you. "Do me a favour, would you kindly go MAP 1: Airship 1
below deck and shift the temperature field? We'll get to the
desert soon, so we'll be needing a little cooling." He then
turns back to his sailing. All is well… for now.'
The players must now explore the ship, finding the so-
called "temperature field".
1 - Almendrud's Chambers
The door to Almendrud's chambers is closed, with him
casually writing into his journal on the inside. Although he is
prone to being polite, he is also not too interested in talking.
If the players do persuade him or annoy him enough to come
out, he will, although reluctantly. As for letting them inside,
that is something he doesn't desire to do.
2 - Empty Chambers
An open door leads the players to empty chambers, prone for
the taking, but also prone for passing through, as it also has
an additional door.
3 - Daniel's Chamber
Daniel's chamber isn't locked, so the players can walk inside
without issue. Upon walking inside, they find a bag resting on
his bed. Upon closer inspection, this is a bag of holding filled
with all manner of tools and mechanical creations, as well as
200 gold pieces. The players may steal if they so desire.
Any player may look through the room with a DC 12
(Wisdom) Perception check, finding a photo on his bedside
counter. The photo is of a beautiful elven woman with very
long brown hair. On the back, in black ink, is written "To my
beloved Daniel, good luck on your travel! - Hope."
4
8 - Weaponry Chamber
6 - Power Crystal Chamber
Read this:
Read this:
'You walk through a narrow door and find yourself in a room
'As you walk inside, you can almost feel the energy around you
filled with all sorts of weaponry. Cannonballs, harpoons,
shift. Brightly shining in the middle of the room is a crystal of
spears, axes, everything one might expect. What you also find
unknown origin, crackling and forming small, bug sized
is a large metallic box, the lid of which you open with a loud
explosions of arcane energy. On the ground, wires and pipes
thud. Inside, three small glass vials, with a swirling purple-ish
connect it to five or so different exit points. Weirdly enough,
color to them.'
you almost feel like your magic is enhanced in this chamber,
yet you don't know as to why.'
Any player may attempt to investigate the vials with a DC 13
(Intelligence) Investigation check. On a success, they
Any player proficient in the Arcana skill or in Jeweler's Tools discern that this can only be energy syphoned from the main
may make a DC 16 (Intelligence) Arcana or Jeweler's Arcanum crystal.
Tools check to discern the nature of the crystal. On a success, GM NOTE: Each vial can be open and drank like an
they discern it is an Arcanum shard, a powerful gem that can ordinary potion. When a player does this, roll 1d4. On a 1, the
harness immense magical power. Surely, one of these many energy overflows them and they take 2d6 lightning damage.
exit points connects it to some arcane weaponry. On a failed On a 2-3, they regain one expended 1st level spell slot, if they
check, they get briefly electrocuted by the crystal, taking 1d6 have any. On a 4, they regain one expended 2nd level spell
lightning damage. slot, if they have any.
In order to find the switches, the heroes must make a DC
12 (Wisdom) Perception check, finding them on a success.
If they do not find them, they will take a long time searching
below and wasting time. You may proceed to the next chapter. Map Created by CzePeku
Join their Patreon to access to multiple variations
7 - Regulator Switches of this map and more !
Read this:
'On the wall, rusty and dusted, but barely noticeable, are three MAP 2: Airship 2
large switches attached to a panel. Underneath each switch
there is a streak of color and a name. The leftmost switch has
the name "temperature regulator" and an orange streak. The
middle one has the name "gravity regulator" and a blue streak,
while the last one has a purple streak and the name "engine
turbo". Currently, the middle lever is in the middle, while both
the other levers are down.'
5
9 - Medical room …
The door to the medical room is partly off its hinges, for it to Read this
open again, one might need to put it back. This requires a DC
12 (Strength) Athletics check. After that, the party may walk 'With those pesky harpies taken care of, you find yourself
inside. Inside one of the coffers, they will find two potions of breathing heavily, but luckily, you are safe, soaring through the
healing.
If the players did not fail to find the switches, give them a sky. It is only then that you see Daniel "Handy" Harding looks
little time to explore before moving on to the next chapter. up at all of you, before standing up straight. "Too much…
There is no need to rush them, however if you feel they are stress… I will…" Before he even gets the chance to finish his
wasting time mumbling about, proceed. If they go up after sentence, you see the inventor faint and hit the ground like a
pulling the switch, proceed to the next chapter. slab, while the wheel of the ship is untended to. You look up in
front of you only to see large mountains up ahead. Someone
has to man this ship!'
Read this:
'As the shop soars through the sky, you feel ever so calm. Up
One of the players must now take up the ship's wheel, making
three subsequent checks. If the turbo mode was activated,
here, no threats could possibly come upon you. You are too far
they will make all checks at disadvantage.
up for anyone to even notice you and the element of speed is
For the first check, the ship is heading down towards the
also in your favour. Few beings could possibly keep pace, mountains and they must pull it up to not crash. The player
much less come at you from a distance. The only thing you manning the ship must make a DC 12 (Strength) Athletics
see is a flock of four or so birds in the distance.' check, using their entire strength to pull the ship's wheel up.
On a failure, the ship scrapes against the mountains. Every
player takes 1d6 bludgeoning damage from the impact.
If there is a character with a passive perception above 14, For the second check, they must find a way to stabilize the
read this to said character: ship's engine, using one of the many buttons they see on the
'<character>, you begin to hear the faintest of sounds. wheel. The player manning the ship must make a DC 14
You just about make out a song… a lullaby maybe? You look (Intelligence) Investigation check to find the right button.
towards the side once more. What from a distance looked On a failure, the ship's engine overflows with energy and
birdlike now looks a little… humanoid.' everyone takes 2d4 lightning damage before the engine
Any player proficient in the Nature skill may now try to ultimately gets back on track.
identify the creatures with a DC 15 Intelligence (Nature) For the third and last check, they must once again pull on
check, realizing they are harpies on a success. the wheel with enough strength. The player manning the ship
Read this: must make a DC 16 (Strength) Athletics check, using their
entire strength to pull the ship's wheel to the side. On a
'Quickly, the distant creatures begin to come ever closer,
failure, the ship scrapes against the mountains once more.
Every player takes 2d6 bludgeoning damage from the impact.
gaining ground on you, before you slowly begin to hear their
song louder… and louder… and louder. Roll for initiative.'
Once all three checks are finished with, read this:
'Although not as perfect as you intended it, you bring the large
The players must now take on 4 harpies. Wolfstein behemoth of a ship back on track and into the high skies, near
Almendrud ( noble ) will lock himself in his room before even the clouds. You breathe in deep and find yourself to be
hearing the sounds, taking him out of the encounter. Daniel somewhat safe. In a few minutes, Almendrud comes out and
Harding, on the other hand, will need to save against getting helps shake Daniel awake. He then looks at you with a stern
charmed. If not charmed, he will try to operate the ship while look "Rest briefly… We should be reaching the excavation site
screaming in fear. If charmed, he will mutter "Hope!" and tonight. You've only got a little bit of time."'
move towards the harpies. Without him manning the ship, it
will begin to head down and the players must either take up
the wheel or free him before they crash. The players may take a short rest before you proceed to the
next chapter.
GM NOTE: The idea is NOT to crash your players. It
is a threat, for spectacle, but let them always be just
in time with saving the course of the ship. The ship
crashing would make for a VERY brief adventure.
Although if you're players have been naughty, why
not ?
6
Map Created by CzePeku
Join their Patreon to access to multiple variations In which the players make it to the site, decipher a code and
of this map and more ! fight a guardian.
Read this:
'Not that many hours later, you feel the pressure ease up and
the engine calm itself down, as the Skycarver descends. You
return onto the main deck only to find the land around you is
no longer trees and hills, but rather dunes and sand. Below
you, not too far off, you see a break in the sand, a large gap,
with remnants of sandstone and rock. That is, without a
MAP 3: The Eye of the Desert shadow of a doubt, the exploration site. And that is where you
shall go. In but half an hour, you are down in the dust and
sand, in front of the weird gates to a long-forgotten
temple.You see Wolfstein come down with you, as he too
takes in the sight of it all.'
7
The players must now face a chimera , known as the Desert
Warden, who speaks all languages and whose alignment is
lawful good. If you are running this adventure with 6 players, Get all the maps by clicking here
add 2 dust mephits to the encounter. Upon bringing the
chimera to 20 HP or lower, it will stop attacking and bow its
head, shouting: "Enough! You are worthy. Let us speak!"
You may now proceed to the next chapter.
Read this:
'The weird creature bows its head in retreat, as you hear
all three of its beast-like heads speak in unison. "I am the
Desert Warden. Welcome to the Eye of the Desert! You are
worthy of seeing its treasures." With your bodies wounded,
you bow your heads back in thankfulness, then watch as
Almendrud himself begins to descend down into the crevice,
joined by Daniel. He looks back towards all of you. "Thank
you, adventurers! And thank you, Desert Warden! I am sure
you and I have much to speak of. And it is clear that you will
more than ensure I am protected. Adventurers, go with
Daniel and return home. Your payment is already on the
ship." And with that said, you say your goodbyes and return to
the ship, where you receive your payment and head on to
further adventures. Gods only know what that temple hosts
inside...'
Medium humanoid (human), chaotic good
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.
8
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