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Perilous Peak’s “Birds” of Prey

- A D&D 5e Adventure for a party of four to six characters of 2nd to 4th level.

Adventure Hooks
Scenario: Monster Hunt
This Monster Hunt can be easily inserted into any
A stranger comes to town claiming his father has setting where the players may be working for hire, or
been killed and carried off by giant birdlike monsters. traveling through a mountainous region.
Thus, the players are tasked with hunting down a group
of perytons nesting atop the nearby mountainous Here are a few example hooks that can be used to
landmark known as Perilous Peak. inform players of the “traveler’s” plea:
They must climb the cliffs, find the nest, and slay
- The party meets the traveler directly.
the monstrosities. If the players can also find the
- The party hears or sees that a private bounty has been
“family heirloom” carried by the father of the traveler
placed on the group of monsters of Perilous Peaks.
that hires them, they will receive a bonus reward.
- The party is asked to investigate by an accomplice
authority figure or related faction of some kind.
Story Summary:
When a desperate “traveler” stumbles into town, What is a Year One Adventure?
word spreads that a group of birdlike monstrosities are We’ve developed a style of adventures for new DMs and
terrorizing the hills to the south of town. The poor fella Players. They are typically shorter in length and more
named “Pete” has apparently lost his father to these linear in their concept. We have used these adventures
giant feathered creatures.... He’s looking to hire with great success with an After School group of
someone to hunt the monsters down, and slay them. players that includes 7th-12th graders. The adventures
typically include monsters and tropes that experienced
The traveler seeks vengeance for his fallen father,
players may find cliche. But any well seasoned DM can
and to reclaim the “family heirloom” that’s been lost easily spice these up with a little flair.
with him. All the traveler is telling folks who ask, is that
the two had been attacked while climbing through the
hills south of the city. He’s unsure where exactly the What is Amplus Ordo Games
monsters are residing, only that he watched them fly off We’re a growing network of DMs and Players that run a
towards Perilous Peak with the body of his father. If site much like a Digital D&D magazine. We release
completely free new content weekly, and offer even
someone can successfully slay the monsters and return
greater benefits to our supporters. You can find us by
the heirloom, this traveler is willing to pay big to see it following this link.
done. Can the party proceed to Perilous Peak and https://www.patreon.com/amplusordogames
procure both prey and prize? Perhaps… Perhaps not. Or joining our Discord..
Turns out that this traveler is actually a wizard’s https://discord.gg/GDp7a3CFtA
runaway apprentice, the “father” had been his recent
master, and this heirloom doesn’t belong to him at all.
Once the players successfully slay the monsters and
Acknowledgements:
reclaim the missing heirloom, will they help the ● Wizards of the Coast and D&D for the amazing job
“traveler,” return the heirloom to its rightful owner, or they do providing RPG Content for us to use!
keep it for themselves? ● Original Story Written by Amplus Ordo Games
● All Maps and Handouts were done by Amplus Ordo
Games using Inkarnate
● PDF Formatting done using The Homebrewery
Adventure Outline: “Pete” the “Path inder” - Dialogue
An averagely built young half-elven man, Pete is
Adventure START - quirky, jittery, and nervous. His speech is full of
1. Pete’s Plea from the Peak awkward “ums” and “uhs” as if he never knows quite
a. Learn the Problem what it is he’s about to say.
b. Discuss course of Action “My name is, uh,,, Peter! Yeah. I’m Pete. You can call
2. Proceeding to Perilous Peak me Pete, uhm… please. I could really use your help,
a. Over the hills... because ah, well, um… I’m not much of a monster
b. Climbing the Cliffside hunter and I kinda need to ind someone who is.”
3. Problematic Perytons
- Nervous and Anxious
a. Slay the Young Perytons - Will offer the players his traveling money (20gp),
b. Don’t fall and Don’t Die and his Cloak of Elvenkind if they help him.
4. The Perilous Peak Perch - Would like to leave as soon as possible, and will
a. Slay the Matriarch dodge questions about his origins.
b. Collect the Stone Tower’s Treasures
If asked about his predicament:
5. “Pete’s” Poorly Planned Predicament “Well you see um, my father and I were traveling
a. Find the “Father’s” Remains over the foothills near, uhm, Perilous Peak, when all of
b. Discover the truth about the heirloom a sudden, there were, uhm, giant bird monsters! They
c. Decided what to do about “Pete” swooped down from the sky and uh… well, they
attacked us! They picked up my poor old father, and
- Adventure Resolution / Conclusion
carried him up and away into the mountain peaks. It
was awful… I watched where they went, and I’d like to
go back… but uh, not by myself. No no. That’s why I
need people like you! So will you help me?

Adventure Start If asked about the monsters:


“Oh they were really uh, really scary… They were
huge, and they had large colorful wings like um, like a
After the DM has decided on and delivered a falcon’s, and with sharp black talons. But the
fitting hook to players, Read them the following text to strangest part were their heads! Instead of a bird’s
begin the adventure with Encounter 1 head, they uhm, they had heads shaped like a stag,
with ah, antlers and everything! Their faces still had
feathers, and beaks, but it was really scary…”
You are approached on the road by a nervous
young man. He stands at average height and build, DC 16 Nature or Arcana for Monster Knowledge:
wearing an elven explorer’s out it made from these creatures are called Perytons.
sturdy fabric. From his waist hangs a pack of - They are always hostile
climbing gear. He stumbles towards you with - They hunt humanoids speci ically
desperate dimenor. - They nest in very small families.

“Please, you uhh, you must be the ones to help me! If asked about what he wants from players:
You, um, you wouldn’t happen to be monster “Oh, um, yes… I ahh, I am looking for some strong
hunters would you? I’m in, uhm… I’m in desperate people to help me slay the creatures. I uh, I want
need of someone like you. Would please-ah, would vengeance for my father, who’s almost certainly dead.
you please hear the plea of a misfortuned traveler?” “I don’t think he could have survived, and uhhh…
Well I’d like to try and stop the creatures from
attacking anyone else, and uh… If we can ind my
1 - Pete’s Plea (Social) father’s remains that would help me.
“I’d like to recover a family heirloom. It’s a really
“Pete” the “Pathfinder” will introduce himself to special amulet that’s been passed down from my uh…
the players as a young mountain explorer. He will my Grandfather! Yeah… He gave it to my father, and
explain that he had been traveling through the foothills someday it was supposed to be for me, but uhhh… well
my father had it on him when he got taken away… so
near perilous peak when monsters attacked.
yeah. I wanna try and uh, get it back if I can.
- A DC 12 Athletics or Acrobatics Check each round
If asked about a reward:
“Well uh, you see, I have about 20gp on me right will allow them to move up the mountain at half their
now, and my magic climbing gear. But it’s all I have. movement speed. (without potions)
I suppose you can have my mother’s cloak? This Elven - There are 3 Checkpoints that the players can reach as
one I have here? It’s really nice… but uhm yeah that’s resting points: 50, 100, and 150 ft.
all I’ve got. You can have one of these? And I bet you
could sell the monster parts for a lot of money though!
I uh, I won’t um… I don’t need any of those things... Mountainside Hazards
- The players may experience various hazards like
- “Pete” will want to move on as fast as possible. He falling rocks, slippery mud, insect infested foliage, etc.
says that He can guide the players to the correct
- These example hazards are potential extra obstacles
locations, but won’t be much of a help in the ights.
that the players could experience while climbing. The
DM can decide to use few, many, or none.
Leaving Town. 3 - Problematic Perytons
- “Pete” carries a Rope of Climbing, a Climber’s Kit. and
3 Potions of Climbing that he will share with the
(Combat)
players. He will encourage them to purchase more if After making about three-quarters of the way to
the party feels like they need it. the top of the cliff, (the 150ft checkpoint) the players
- The party can try to research the monsters before they will be attacked by a group of Perytons. The party must
leave with a DC 16 History or Arcana Check to learn fight them off while still on the cliffside.
that Perytons will attack any humanoid creatures near
their nesting grounds. There is usually a Matriarch that
You hear an ear piercing series of screeches and
will lead a flock. If slayed, younger Perytons will then
cawing come from the cliffs above you, as three
disperse to make their own nests elsewhere. large feathered bird-like monstrosities come
swooping down from the mountains above. With
2 - Proceeding to Perilous Peak large wings, the face of a deer, twisting antlers, and
sharp talons, these creatures attack you with a
(Exploration / Skill) viciously ferocious lurry of scraping and biting.

In this encounter, players are led to a cliffside


leading up to the nesting grounds of the Peryton flock. COMBAT 1 - Young Perytons
Players will need to successfully climb in order to reach MAP: Cliffside
the area where the monsters are nesting. - These 4 Young Perytons will never land or perch, and
will attack the targets closest to the top of the cliff.
After a few hours of travel, Pete leads you to the - The Perytons will fight to the death.
base of a large cliff roughly 180ft, leading up to a - If a Peryton slays a player, it will attempt to pick up
lonely mountain peak. the body and carry the body back to its lair above.
“I know uh… I know this doesn’t look fun. But
trust me, it’s the best way up. When we were uh,
coming through here, we didn’t see any other way
to reach the top of the mountains. Once we uh…
once we get past this cliff, we should be able to
make our way to the peak…. I think..”

Climbing the Cliffs


- The party will use their Climber’s Kits or and Potions
of Climbing to scale the 180 foot cliffside.
- While using the Climbers Kits, a player can use an
action to create an anchor, and cannot fall more than
25 feet at a time from the position they last anchored
themselves to.
4 - e Perilous Peak Perch The “Old” Stone Tower
(Combat) - The Stone Tower can be flavored however you want. It
could be an old military lookout, an abandoned
When the players reach the top of the peak, they wizard’s tower, a ranger’s getaway, a dwarven smithing
will need to travel a little further up the mountain to station… whatever. It can be long abandoned or recently
the Matriarch’s Nest. A small stone tower has been destroyed by the monsters. Feel free to outfit it however
taken over by the monsters, and the nest rests atop the you’d like to match your campaign setting best.
tower’s old caved in roof.
Harvesting Peryton Parts
You’ve successfully made your way up the cliff, and - Once the Perytons have been slain, players can make
begin to walk along the rocky crags towards the Nature or Survival checks to harvest monster parts. The
peak of the mountain. DM can decide to give the party specific monster parts
After traversing the mountainside for some time, that may be useful to the players in some way, such as
you inally see the pointed landmark known as antlers, talons, feathers, skull, teeth, etc.
“Perilous Peak.” Now that you’re closer, you can
- The DM can decide on the value of each part, and
make out a small stone tower standing against the
mountain’s peak in the distance, resting on a ridge may give the opportunity for players to sell these
that leads to the mountaintop. It’s roof has been harvested parts to a merchant in future sessions.
caved in, and completely replaced with a gigantic
nest of twisting branches and foliage.
There seems to be an old rugged pathway cutting
through the rock face that leads up to a small
plateau at the foot of the tower…
You get the eerie feeling that you’ve stumbled
upon the Peryton lock’s nesting grounds… and
you’re not welcome here.

COMBAT 2 - e Matriarch’s Nest


MAP: Cliffside Tower with Peryton Nest
- The players must slay the 2 Adult Perytons and the
Peryton Matriarch, then climb up to the nest to find the
remains of “Pete’s Father”

The Peryton Matriarch


- The Matriarch and Adult Perytons will swoop in to
attack the players without mercy or relent.
- The Matriarch will choose a single target to attack,
and ground itself on that location in the center of the
group with a Wing Gust attack.
- The Matriarch will attempt to carry the chosen target
back to the nest, even if still conscious.

The Peryton Adults


- The Adults will attempt to slay players first, then will
carry their bodies back to the nest.
- Each Peryton will attack a different target, making as
many flyby attacks as it can.
5 - “Pete’s” Poorly Planned The Amulet and Spellbook
Predicament... (Social) - Spending time to Identify the Amulet will reveal it as
a rare wondrous magic item of some kind, according to
Once the players find the remains of “Pete’s Father” the DMs discretion.
in the Matriarch's Nest, they could discover that the - The Spellbook found in the robe is a collection of
amulet “Pete” is looking for doesn’t actually belong to spells resembling those that might be used by a 6th to
him at all… in fact his name probably isn’t even “Pete.” 8th level wizard. Spells found within the book are up to
They must negotiate with “Pete” using various the DMs discretion.
forms of uncovored evidence, in order to unveil the
truth about his identity and this “supposed father.”
Adventure Resolution
In the nest are many skeletal remains of both
animal and humanoids alike, picked apart by the After the players have successfully slain the
Perytons no doubt. After searching through the monsters and recovered the amulet, it is completely up
bones, you ind one set of remains that looks more to them how they would like to deal with “Pete.”
recently added to the pile. Among it rests a tattered
red robe. Wrapped into the robe, you ind a thick
spellbook, and a beautiful amulet. You stand atop the nested perch with amulet and
evidence in hand. Poor ol’ “Pete’s” plan to procure
the precious possession of the fallen old man failed,
Searching the Robe: and the problematic Perytons have been of icially
- If the players decide to inspect the robe further, they put down. Thanks to your party’s bravery, the
will find a small scroll inserted into an inner pocket. pathways below Perilous Peak are safe for passage.
The scroll is tied closed with blue ribbon.
- The scroll reads; Giving “Pete” the Amulet
- Pete will give the players the promised magic items,
“Dearest Patrick, my apprentice and I are and will then guide the players back to their starting
making our way towards you from beyond the locations, afterwich he will promptly disappear.
mountain’s northern pass. We shall be personally
delivering the family amulet to you, as a most
precious and promised gift, to celebrate your Keeping the Amulet
newfound matrimony. If you’ve received this letter, - Refusing to give Pete the amulet will result in Pete
it means we are only a few days away from attempting to abandon the party.
reaching you! I’ve never been more excited to
- The party can either chase him down or let him go.
celebrate anything in my entire life!
I cannot wait to meet your bride, and have never - The party may then decide to keep the amulet for
been more proud to be your father. See you soon. themselves, or deliver it to the rightful owner.
- Love, your father Jairus
Delivering the Amulet to it’s Rightful Heir
Dealing with “Pete” - This can be a potential new side quest for the players
- “Pete” will refuse to say his real name, and will to embark on, or simply a quick dropoff for another
attempt to persuade the party that he really is the heir extra substantial reward, up to the DM’s discretion.
to this fallen old man.
- Even if the ruse is up, “Pete” will still offer all the Final Conclusion
magic items he has on him, plus a bonus of 100gp that
Players will be recognised for their bravery, “Pete”
he didn’t offer the players earlier… claiming that it’s
will disappear from the party, the roadways are cleared
stashed away back in town.
of the Peryton threat, and all is well in the town they
came from… Perhaps, a young groom is forever grateful
and indebted to the party for retrieving his father’s
amulet as a wedding gift.. Perhaps not. Either way, the
party is a little bit more powerful than it was before.
MONSTERs and ENEMIES:
Combat Encounters STAT BLOCKS by Encounter:
This page is dedicated to providing the workspace
and stat info needed for each combat encounter! Young Peryton
Medium monstrosity, chaotic evil

Combat 1 - Young Perytons Armor Class: 13 (natural armor)


Hit Points: 33 (6d8 + 6)
4 Young Perytons Speed: 20 ft., fly 60 ft.
MONSTER HP workspace:
STR DEX CON INT WIS CHA
Young 33 16 (+3) 12 (+1) 13 (+1) 9 (-1) 12 (+1) 10 (+0)
Peryton 1 Skills: Perception +5
Damage Resistances: bludgeoning, piercing, and slashing
Young 33 from nonmagical attacks
Peryton 2 Senses: Passive Perception 15
Languages: understands Common and Elvish but can't speak
Young 33 Challenge 2 (450 XP)
Peryton 3
Dive Attack. If the peryton is flying and dives at least 30 feet
Young 33 straight toward a target and then hits it with a melee weapon
attack, the attack deals an extra 9 (2d8) damage to the target.
Peryton 4
Flyby. The peryton doesn't provoke an opportunity attack
when it flies out of an enemy's reach.

Combat 2 - e Matriarch Nest Keen Sight and Smell. The peryton has advantage on
Wisdom (Perception) checks that rely on sight or smell.
2 Adult Perytons & 1 Paryton Matriarch
ACTIONS:
MONSTER HP workspace:
Multiattack. The peryton makes one gore attack and one
Adult 45 talon attack.
Peryton 1
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Adult 45 Hit: 7 (1d8 + 3) piercing damage.
Peryton 2 Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) piercing damage.
Peryton 110
Matriarch
Adult Peryton Peryton Matriarch
Large monstrosity, chaotic evil Large monstrosity, chaotic evil

Armor Class: 14 (natural armor) Armor Class: 14 (natural armor)


Hit Points: 45 (6d8 + 6) Hit Points: 110 (15d10 + 50)
Speed: 20 ft., fly 60 ft. Speed: 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 9 (-1) 12 (+1) 10 (+0) 19 (+4) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 10 (+0)

Skills: Perception +5 Saving Throws: Str +8, Dex +6, Wis +6


Damage Resistances: bludgeoning, piercing, and slashing Skills: Perception +6
from nonmagical attacks Damage Resistances: bludgeoning, piercing, and slashing
Senses: Passive Perception 15 from nonmagical attacks
Languages: understands Common and Elvish but can't speak Senses: darkvision 60 ft., passive Perception 16
Challenge 2 (450 XP) Languages: understands Common and Elvish but can't speak
Challenge 5 (1,800 XP)
Dive Attack. If the peryton is flying and dives at least 30 feet
straight toward a target and then hits it with a melee weapon Flyby. The peryton doesn't provoke an opportunity attack
attack, the attack deals an extra 9 (2d8) damage to the target. when it flies out of an enemy's reach.

Flyby. The peryton doesn't provoke an opportunity attack Keen Sight and Smell. The peryton has advantage on
when it flies out of an enemy's reach. Wisdom (Perception) checks that rely on sight or smell.

Keen Sight and Smell. The peryton has advantage on ACTIONS:


Wisdom (Perception) checks that rely on sight or smell.
Multiattack. The peryton makes one gore attack and one
ACTIONS: talon attack.

Multiattack. The peryton makes one gore attack and one Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
talon attack. Hit: 10 (2d6 + 4) piercing damage.

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage. Hit: 12 (2d8 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Wing Gust. The Peryton Matriarch beats its wings, sending a
Hit: 8 (2d4 + 3) piercing damage. powerful gust of wind across the ground over a 15 foot radius
area centered directly below it. Any creature standing in the
area must succeed on a DC 13 Strength Saving Throw or take
Prone: 6 force damage and be knocked prone.
- A prone creature's only movement option is to crawl,
unless it stands up and thereby ends the condition. LEGENDARY ACTIONS:
- The creature has disadvantage on attack rolls. The Peryton Matriarch can take 2 legendary actions,
- An attack roll against the creature has advantage if the choosing from the options below. Only one legendary action
attacker is within 5 feet of the creature. Otherwise, the can be used at a time and only at the end of another
creature's turn. The Peryton Matriarch regains spent
attack roll has disadvantage.
legendary actions at the start of its turn.

Grappled: Detect. The peryton makes a Wisdom (Perception) check.


- A grappled creature's speed becomes 0, and it can't
Talons Grapple. The peryton makes one attack with its talons.
benefit from any bonus to its speed. The target must also make a DC 14 Dexterity Saving Throw
- The condition ends if the grappler is incapacitated. or become grappled by the Peryton Matriarch.
- The condition also ends if an effect removes the
Dive Attack (Costs 2 Actions). The peryton moves up to its
grappled creature from the reach of the grappler or
speed toward one target of its choosing. It then makes a gore
grappling effect, such as when a creature is hurled away attack that deals an extra 9 (2d8) piercing damage on a hit.
by the thunderwave spell.

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