![]() ![]() The basement drug lab quest is best played as part of a Years of Gold campaign, since the flavor has been tailored to match that setting. The players can also be given the quest by a law-enforcing party. The best way to introduce the quest to a game is to have the players gain initial hints of the laboratory's existence and then have them investigate further, until they gain access to the laboratory itself. This one is hidden in a city or town of moderate to large size. This is meant to be played as a final boss after many smaller quests.Īny organization or society that has a criminal element, works with the criminal element or has a narcotics background can have a drug laboratory. By doing this, the players should come to think that it is a group of people who are behind the scenes, instead of just one single powerful enemy. Each time they see him in a different city or setting, he might look completely different with only one thing similar, such as a necklace, or the color of his robe. The players should see him every now and then, but not know that he is manipulating all of their other enemies. Instead, have him just be seen in the background of events, every now and then. To integrate this villain into an existing story/game, don't just have him jump out at the players. If used in another setting, remember to change the goblin stats to standard D&D stats, since the stats used here are for Pansaerian goblins. In the Years of Gold setting, the fortress represents a hideout of Great Claw goblins somewhere in the lowlands of Hundon. ![]() The abandoned fortress can serve a variety of purposes in a variety of settings: it doesn't necessarily have to be occupied by goblins (undead and wild beasts work just as well), and it can easily be extended (a cellar comes to mind). The quest is designed with the city of Redford and the campaign setting of Years of Gold in mind, but the ubiquity of guardsmen in fantasy makes it extremely easy to adapt to any city location with a sewer and corrupt nobility. This should awaken the moral roleplayer in your players. Not as hostile enemies with ill intent, but rather as living, breathing obstacles to their true goal. That most essential character of the fantasy city, the nameless guardsman, is often an expository NPC, but in this quest, the players approach the guards as enemies. Quests Quests without an improving, reviewing, or removing template present. Add your own quest or encounter to D&D Wiki by clicking the link and following the instructions. ![]()
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