THE QUEST FOR THE GOLDEN ARROWS

 D20 Beta Game - Walk Through

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The
SRD 5.1 is licensed under the Creative Commons Attribution

Updated to Level 12

This is a basic list of the characters to fight in Level One at the end of this list you should have earned enough experience points to complete the level.

There are 11 monsters to fight to complete on level one, complete this list to finish the level and assign experience points and rewards, if you do not have enough experience just keep repeating the list and assigning rewards until you reach the next level in any order until this section of the guide is finished with the backgrounds, maps and settings for level one.

I may also even reproduce this map for the online version of the game and upload it to this page for the visuals and walk though if that is possible.

IMPORTANT!

Every three turns roll for Random Encounters from page 175 of the Advanced Dungeons & Dragons Dungeon Masters Guide from Monster Table 1.

RANDOM ENCOUNTERS ONLY OCCUR BETWEEN COMBAT SITUATIONS, NOT DURING GAME COMBAT.

Don't confuse random encounter turns with combat turns.

Random encounters only occur when the party is travelling on the map outside of other combat situations as separate events.

Never include a random encounter in a combat situation! Advanced Dungeons & Dragons is not playable if you confuse this rule as it breaks the combat and dice rolling system.

You can also roll first to determine if there will be  a random encounter before using the random monster table - not covered yet in this guide.

At this point roll for random encounter every three turns to get used to the game play.

It is recommended that you use a 100 sided dice or on the internet use a free virtual dice rolling web page to generate the values for the 100 sided dice or RPG Simple Dice Android App.

Refer to the table every three turns (every three squares of distance on the graph paper on the dungeon map) and roll the 100 sided dice, then look the number up in the list on Monster Table 1 and select the values to determine the random generated value - always use minimum monster values for this adventure from Monster Manual 1.

Always properly assign the rewards from the proper treasure table value for each monster which is listed in the Monster Manual as Letters like A,B,C,D,E or F.

Use Treasure Reward Table From Dungeons & Dragons Basic Set 1981 "Blue Advanced Rule Book" Page X43 and assign all treasures to characters from table for core monster list below, then assign from any treasure table for monsters generated from random encounters from the Treasure Table assignment in the Dungeon Masters Guide.

For example a Merman is type C and R (use both if multiple treasure reward values) - after you kill the monster look up treasure table type C in the Dungeons Masters guide to see the rewards for playing ahead, this is ahead of our manual at this point.

THE QUEST FOR THE GOLDEN ARROWS MONSTER LIST:

This is the complete tentative monster list for The Quest For The Golden Arrows which is written as a 12 level Game  - Levels 1- 5 are The Quest For The Golden Arrows, levels 6 - 10 are the Dragon Slaying Levels.

Levels 11 - 12 are extra levels from the "Unearthed Arcana" Rule Book Update module to allow some Monster Characters to play beyond the tenth level, Human Characters do not need to be adapted to level 11 and 12.

If you can play Dungeons & Dragons this is enough for you to continue at home and finish the adventure with your house rules (which we are dropping for a simplified rule version later) right now, this is still open in Dragon Adventures.

IMPORTANT: This is not finished so you need to fill in the details in order to play ahead, all monsters are placed on each level for specific reasons and players need to combat these monster in this to properly play The Quest For The Golden Arrows, this is to allow you to build your character and make it compatible with Advanced Dungeons & Dragons Official Game Adventure Modules.

!THE GOLDEN ARROWS MUST BE AWARDED TO ALL PLAYERS BY THE END OF LEVEL 9!

Again, use the monster list (which may not be complete yet) and cycle through the list until you gain enough experience points for the next level, then on Level 9 The Golden Arrows are awarded by defeating the Willow Wisps which are holding the arrows.

For 5 - 7 Payers you must fight and defeat one group of Willow Wisps for each player.

Meaning, you need to win the arrows 5 - 7 times then each player gets one by the end.

The arrows are awarded according to their treasure table type as an award not random generation.

Cycle through the list of monsters on Level 9 including combating the Willow Wisps 5 -7 times until all players have been awarded the Golden Arrows.

Continue to cycle through the list of monsters after this until all players have reached level 10 to continue to the Giant Levels.

Levels 11 - 12 refer to Unearth Arcana for any monster references to those characters if needed, this will be explained later.

REMEMBER: The Willow Wisps energy force will drain the player if hit, the arrows sitting with the Willow Wisps have been charged by the Willow Wisps to drain a Dragon's energy with one shot. 

 

MONSTER LIST - BOOK: ADVANCED DUNGEONS & DRAGONS MONSTER MANUAL ONE: List Not Complete there may be about 5 - 7 monsters missing in this list, this should be enough for players to continue.

DRAGON ADVENTURES

D20 BETA GAME

Follow Advanced Dungeons & Dragons rules set and Basic - Use Treasure Table Assignment Page X43 Advanced Basic Rules - Blue Book

For Number Of Creatures Appearing we are using the lower to beta test the game, Experience Point and Treasure Table Assignment not accurate to storyline and level reward continuity yet in the Dragon Adventures Game. 

*****  Reward Experience Points For Level Advancement Using Chart Page 85 Dungeon Masters Guide   *****

Using Approximate Values Listed On Chart Plus Bonus Values

Default Monster Hit Point Values default to d10 x level number for hit points, if game becomes too hard lower Monster Hit Point Values.

To change the difficulty settings of Dragon Adventures lower the default monster HIT DICE from d10 to d8, d6 or d4 if game becomes too hard.

Weapon and Magic Combat will remain the same but monster strength will be lowered.

Example: Level 1 Monster rewards the player with 10 experience points unless penalized and they get 5, for defeating one monster.

Then include Hit Point and Special Ability Bonus towards your experience point reward for your player character sheet for each monster defeated.

First Play This Module "The Quest For The Golden Arrows" with Female Fighter Characters first, then male fighters and after that any other Advanced Dungeons & Dragons character, after this your character will be D20 Compatible.

Make your own map and roll for random encounters every three squares of travel, or three random encounter rolls between each monster in list.

Use Appendix C Advanced Dungeons & Dragons Dungeon Masters Guide Page 174 - 192 for Random Monster Generation Tables, Appendix C lists all tables by level for random monster generation. 

LEVEL 1

Beginning their adventure into the marshes of the Willow Wisp on the Quest For The Golden Arrows the team finds themselves in the swampy marshlands of the Southern Peninsula. 

 

Merman

The players first must face 20 Mermen, the minimum amount appearing in the Monster Manual.

Assign the following rewards at completion:

Treasure:

Treasure Types: C, R

Assign:  Assign rewards from line C and line R

Assign Experience Point Reward from page 85 Advanced Dungeons & Dragons Dungeon Masters Guide based on per monster defeated then divide total reward by the number of players for example 20 X 10 = 200 experience points.

Then divide 200 by the number of players in the party and assign those points toward each characters level advancement.

 

Nixie

The Nixies have charmed the team and lured them to a fishing camp where they control an enslaved human they are using appearing in a group of 20 with 1 - 4 Hit Points Each.

The Nixies are attempting to enslave and eat humans along the shoreline, a trap the team has fallen into by trying to eat the summoned fish of the Nixies.

Treasure Type: C, Q

 

Giant Rat

Trapped near the bottom of the sunken ship the team finds a large chest in the back of the cave protected by a group a five Giant Rats with 1 - 4 Hit Points Each.

Treasure Type:  C

 

Sprite

Heading into the meadows the team comes across a group of 10 Sprites who have appeared to the players. The leader of the group of sprites tell the players that they don't like them because they think they're evil.

If the players engage the Sprites in a chaotic manner two will suffer paralysis for one day in the game, during this time the other players may rest and gain one hit point while the other players recover.

If the players leave the camp they travel for one day in the game and engage in random encounters until the first two players heal.

Suggested 6 hours Game time and then continue to next step.

Treasure Type: C

Hit Dice 1: This Means Level 1 Creature, Roll Level Times Hit Point Dice For Creature To Determine Hit Points -  example: default to 1d10 for each Sprite in the group of 20.

 

Stirge

Biting two of the victims on the neck the Stirges begin to drink their blood inflicting temporary paralysis in their non-combat weapon hand, while the third swoops in on it's next prey in the group of 3.

The Stirge are attempting to drain 12 hit points from each victim at that time it will leave, appearing as if it was a larger creature.

Hit Dice: 1 + 1 : Dragon Adventures has been defaulted to d10 for creature hit point determine for fast monster hit point calculations. Hit Dice 1 means 1d10 + 1 meaning up to 11 Hit Points per monster.

 

Elf

A group 20 Sea Elves has approached the team, their leader accuses them of killing the Mermen who they say were their friends and demand repayment from the group and begin to attack the team in a chaotic manner.

Hit Dice: 1 + 1 - Roll 1d10 for each Sea Elf

 

Goblin

The tribe of 20 Goblins have come out of their layer demanding their King to allow them to eat the team, the strongest of the Goblins should be the ones to eat them not the other creatures in the forest.

Treasure Type Goblin Lair C

1 - 7 Hit Points Each

 

Halfling

A group of 30 Halflings and Two Fighters Level 2 (Stats Not Available - use default value 2d10) approach the group attacking them outside demanding their weapons and equipment.

Treasure Type: K

1 - 6 Hit Points

 

Hobgoblin

A tribe of 20 Hobgoblins approach the team, their leader the Tribe Leader and his two assistants each have 9 Hit Points, the other have HIT DICE 1 + 1 Each.

The Tribe Leader tells the team that they rule the underground dungeons in the abandoned lands now overrun with monsters, and everything on the surface in day and night because they can see in the dark.

They warn you to stay out of the marshes and subterranean areas, and that there are other tribes of Hobgoblins that they are at war with and tell the team they are the Rippers of the Hobgoblin Tribes and accuse them of trying to use the other Hobgoblin tribes to kill them in some kind of alliance.

The Hobgoblins tell the team that they are in the War Of The Hobgoblin Tribes and they are their enemy and attack them team to kill them.

Treasure Type: J, M, D, Q.

 

Kobold

In the abandoned ruins in the swampy marshlands there is an old ruined white marble castle and estate that has been overgrown by the swamp and trees closer inland from the shoreline.

A tribe of 40 Kobold's and their Leader with his two guards Hit Points 4 Each Armor Class 6, 1 - 6 Hit Points Damage Each.

Other Kobolds 1d4 Hit Points.

They tell the team that this part of the marshlands belongs to them their Kolbold tribe and the treasures are theirs and tells the team to leave, the tribe then tries to put the team in cages and them drag them down into the marble ruins.

Treasure Type:  J, O

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At this point Players should have reached Level 2 including random encounters, if not repeat list until you reach level two.

Don't continue to next section until you reach level 2 to stay aligned with the proper treasure table assignments to the characters which are awarded by level, this will ensure the characters get to the Golden Arrows in the proper sequence in the treasure reward table.

 

LEVEL 2

The team has found themselves out on the barrier between the grasslands of the swamp lands and the plains of the mountain region of the interior of the peninsula.  

The team needs to make it across the plains of the grasslands where there is a large war of various monster tribes taking place in a state of Chaotic Anarchy.

Four monster tribes are fighting over control of the plains and swampy grasslands Troglodye's, Ghouls, Lizard Men and Gnolls.

Travel on the open map on square or hexagon graph paper having random encounters every three turns while you repeat fighting this monster sequence until you reach Level 2.

Repeat these four scenarios while doing random encounters every three turns.

 

Troglodyte

10 Troglodyte's Hit Dice 2

Treasure Type: A

 

Ghoul

2 Ghouls Hit Dice 2

Treasure Type: B, T

 

Lizard Man

10 Lizard Men Hit Dice: 2

Treasure Type: D

 

Gnoll

20 Gnoll's Hit Dice: 2

Treasure Type:  L, M, D

 

 

LEVEL 3

 REPEAT BELOW TO CONTINUE -

 

Carrion Crawler

Anhkheg

Harpy

Sea Hag

Triton

Bug Bear

Water Weird

 

LEVEL 4

 

Doppleganger

Ghast

Pecyton

Beaver Giant

Blink Dog

Hellhound

Vakaalwere

Giant Spider

Cockatrice

Yeti

Gargoyle

Unicon

 

LEVEL 5

 

White Dragon

Wraith

Hydra

Carnivorous Ape

Owl Bear

Slithering Tracker

Sea Monster

Giant Scoripon

Orgre Mage

Su-Monster

Satyr

 

LEVEL 6

 

Manticore

Sea Lion

Catoblepas

Wind Walker

Displacer Beast

Intellect Devourer

Mummy

Troll

Black Dragon

Brass Dragon

Succbus

 

LEVEL 7

 

Wyvern

Grifton

Groaning Spirit

Type V Maritith

Morkoth

Copper Dragon

Green Dragon

 

LEVEL 8   

 

Gorgon

Type I (Vrock)

Shambling Mound

Umber Hulk

Blue Dragon

 

LEVEL 9

 

Covatl

Dragonne

Type II Hecrou

Stone Giant

Lamia

Levcrotta

Shedu

Red Dragon

Silver Dragon

Willow Wisp ( Will-O-(The) Wisp in Monster Manual)

 

LEVEL 10

 

Ghost

Fire Lizard

Lurker Above

Type III Glabrezu

Gold Dragon

Efreeti

 

LEVEL 11

 

Type IV Naffechnee

Lich

 

LEVEL 12

 

Cloud Giant

Fire Giant

Frost Giant

Storm Giant

Locathah

Giant Squid

Dragon Turtle

Titan

 

FIGHT ONE OF EACH MONSTER PLUS RANDOM ENCOUNTERS LIST THAT WILL BE GENERATED UNTIL YOU REACH THE NEXT LEVEL.

KEEP REPEATING THIS LIST IF YOU NEED MORE EXPERIENCE POINTS UNTIL MANUAL IS COMPLETE IN THIS SECTION.

RETURN TO PREVIOUS SECTION.