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Published by Siobhanmoteece, 2020-07-14 11:25:25

The Homebrewery - NaturalCrit

The Homebrewery - NaturalCrit

Introductionalling in and out of consciousness The feeling of Tries to pick lock
gravel digs scars into your back making your
eyes flare open in pain. Barely conscious enough Success The tumbles in the lock click perfectly into place and
to make out your surroundings The sight of a with one last click the steal lock on the gate falls straight to
the ground in a loud thump ecos around the room
Fflicking portal fades out in the distance as you
feel yourself being dragged along the ground Fail The lock clicks but to no avail stays locked to the gate
further and further along a destined path. Within this looks like it may be harder than it seems you may need
moments A sudden voice inside your head luls you back into better equipment.
a sleeplike state. “SLEEP”Talking in your last breath of the
sower air you fall back into unconsciousness. Items Around the Cells

Cavern Hideout Broken pieces of chain A few links of a spiked broken metal
chain lie scattered off to the side of the cell the blood marks
      You awaken from your rest to the sound of Rats inside the on the chain still look somewhat fresh. You ponder if this
room shrieking, spooked by the sound a door slammed could be used as a weapon
somewhere in the distance. Adjusting your eyes to the dimly
lit room you can “just” make out the shape of your body blood Rocks Some stones seem hidden in the corner of the cell. A
soaked and riddled with scars portion of them seem to be sharpened to a point in a hastily
attempt to make a makeshift weapon
Perception Checks
Food in the corner (moldy) You see a small morsel of food
(Low Roll) {12 and Below} placed on a ripped piece of cloth next to a metal fork in the
Looking off you see a Spider webs cluster thickly in one corner of your cell. a snake like creature slither out from a
corner. As you watch, the whole mass seems to pulsate and small hole pics off a piece and disappears into the wall
move as if disturbed by air moving through some hidden
niche or crack. Slitints of wood Broken splints of wood are scattered across
the floor in the bottom right tile of your cell a piece of wood
(High roll) { 13 and Above} seems to sit precariously into the wall as if holding the brick in
Looking up you see the metal bar lined the walls surrounding place
you and can barely make out a 15-foot-wide pathway...this is
clearly a prison and you can feel that your not the only one Finds weapon in wall
here
(low roll W/ Darkvision)
{ 12 and Below}
Trying to get you bearings you brace yourself and stand to
your feet. As you observe the area, a cold shiver briefly grips
your body. Look down, you notice that you are unclothed.

(Roll w/ darkvision) {13 and above}
Looking up from the floor you recognized the all too familiar
sight of monotonous bars surrounding you. This is without a
doubt a cell Staring past the bars you see Corpses and pieces
of corpses hang from hooks that dangle from chains attached
to thick iron rings. Most appear humanoid but a few of the
body parts appear more monstrous. You don't see any heads,
hands, or feet -- all seem to have been chopped or torn off.
Neither do you see any guts in the horrible array, Although
out of the corner of you eye you see movement

1 PART 1 | FANCINESS

Guard Returns

Suddenly the sound of a lock disengaging for the other side
of the door distracts you from your conversation. As it opens
The foul smell of death and decay overcomes the death
stricken room more than before. A scally outstretched hand
grips the door and with a hard push it slowly creeks open
scraping against the stone floor. As you eyes adjust to the
hallway light now pouring into the room a large scaly lizard-
like creature makes his way in.

(dragonic)

"Well well well. ...I'm surprised to see the lot of you
are alive"

    Slowly dragging his claws against the metal bars as he
walks,the sound of metal keys ecoh in the room. He stands
next to one of the many ceiling hung bodys and with a clean
cut of his nails slices a piece of corpses. And plops it in his
mouth. (chewing) “ ya’ worth much more alive ya’ know.” as
he talks his tail seems to sway back and forth ready to strike
at the slightest movement. He hoists the last remaining bits
of the hanging corps over his shoulder and with a loud hump
heads back towards the exit

if they do not attack The guard walks up to the cells and
looks at you in distaste.

(Dragonic)

"Don't worry, you'll all be with the big man soon
enough and out of my hair. Hopefully your heads
are worth the money”.

walking back to they door with no mind to his surrounding
unlocks it he walks thru

If they do attack
DO COMBAT!!

Fight Ends

The lizard-like body plunges to the ground as the room goes
silent, his sword falling out of the grip of his lifeless tail and
rolls to the ground. The faint sound of the wind rushing
through the cracked doorway seems to echo on the walls and
blood sems to pump through you veins with adrenaline. This
is definitely not your first kill and probably won't be you last.

Drops

    Sword: A rusty Longsword Well for whare but still sturdy
enough for use 15 gp 1d8 slashing 3 lbs Versatile (1d10){2
hands}

Potions 1d4: The potions glow somewhat red pulsating in
an inviting way. From the look of them they seem harmless
but you can never be to shure. Greater Healing 4d4+4

Unknown Meat: a thick cut of meat A creature subjected
to this Meat must succeed on a DC 13 Constitution saving
throw or be Poisoned for 1 hour. Disadvantage on all rolls

Keys : a rusty set of keys each different than the next

PART 1 | FANCINESS 2

Leaving the Jail

Making your way through the doorway you notice
The walls narrow considerably as you exit what you can only
assume was a prison. The thick, damp odor of the fungus,
like old dairy and filthy boots, grows stronger as you
walk down the cave like hallway. The cavern is just
wide enough to fit you and a half but it seems to be
unguarded. The cave diverges into unidentifiable paths
each one more fungus ridden than the next.

Directions

Left

To your perceived left somewhere in the
distance echoing off the walls you can hear
the sound of a repetitive metallic tapping and
the light hum of a distant voice just far
enough that the rushing wind silinces it.

Right

To right you can identify the sounds of what seems
to be a heated argument in what you can only assume
is the angry language from before,

Center

Directly in front of you appears to be complete silence,
A large gateway blocks the walls that seem cleaner and
devoid of fungus and mold, but a thick slime like substance
seems to bleed through all the cracks in the floor.

DM Notes

The corodur is a circle; The choices lead to each
other you may give the key to the exit at anytime.

4

Left Hall Roll Perception

Walking down the curving path, a distance voice guides you. (Low Roll) {10 and Below}
As you approach this chamber, the metallic tapping you heard You see tables around the room are littered with various of
earlier grows louder. Beneath that noise, you can hear a voice what you assume were games. One has cards, some tables
muttering and cursing in angry speak. You can see two of have a checkered-board with miniatures of horses and
what you assume is the creature from before brutally knights. while others have sets of dice. All that seem to be
tormenting a fish-like creature that is pinned to the floor abandoned in a rush. The long table down the middle has
beneath a net. various meals with meats and vegetables freshly cooked and
prepared
Heavy chunks of stone hold the net in place. The sadistic
laughter and loud teasing from the creatures (kobolds) seems (High Roll) {11 to 16}
to have prevented them from noticing any sounds outside of Looking at the various game tables you see what looks to be
this chamber. The Fish jelly like creature looks towards the scattered pieces of gold and silver and various simple
group. Within your thoughts you hear the small whisper of weapons that seem to have been left in the mits of a ruckus.
“help” Weapons Longsword Dagger Blow Gun with 11 darts “4
which seem to have a weird sheen to them, and a pungent
Roll constitution: smell of toxins”

(High Roll ) {15 or above}
You watch as the poor creature is being attacked. Weak and
defenceless but there is not much you can do in your current
state.

(Low Roll) {14 or Below}
Whispering through the air an overwhelming sweet aroma
seeps into your nostrils You are overcome with a feeling of
sympathy and care. Something within you wants to protect
this monster.

(Low Roll) {6 or Below}
With all the strength you can muster you kick the gate lock
off its hinges. Swinging with might the metal bars open with
a monstrous echo it bangs against the wall announcing your
presence.

Charging forward you scream “Leave my Flumph alone”
something within you now knows what this creature is.

Player Has first Turn in fight
(1D4 + 1 Kobolds enter the room)
Now alerted to your presence (insert number) more
of the lizard-like creature barges into the room from an
against door forks and knives in hand.

Roll Perception

(high Roll) {8 or Above}
looking past the torchered creature and scattered weapons
you see what looks to be a doorway leading to another room.

Dining hall

Entering, you find yourself in a surprisingly
large room that you can only assume was a
Dining hall that seems to be re-designed for
gambling. The stone walls are decorated with
skulls and trophies of past kills and on the back
wall stands a large empty throne dusty and unused.
Scattered around the room lie various tables and
a long dinner table splitting the room down the
middle.

RightHall

The corodur is a circle left and right choices lead to each
other Following the hallway you approach what seems to be
the rather heated argument echoing and ricocheting off the
walls. Looking through the cracked door way of where you
could only assume the noise could be coming from. You can
see what looks to be two lizard-like creatures, one like the
creature from before, standing over what resembles a pile of
various treasures. Of which are probably stolen. Littering the
room floor from left to right are shiny weapons, jewels, and
jewelry. Engraved with sigils of houses and crest long lost to
time. Reaching over in a fit of rage the lizard on the left
snaches one of the many items in the other lizards hand

“We don't live in anarchy Elto! Put it in the pile like all the
other magical things, or hand them over.” He tosses the mace
into the pile and it lands with a clank seemingly dissolving
with all the other items.

Roll perception

As you look at what is left in his hand You see what looks to
be a familiar symbol


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