CrystalCoveModule v3.0
CrystalCoveModule v3.0
CrystalCoveModule v3.0
Set Up – 3
Session Zero – 3
Background – 3
Unique Items – 11
The End – 11
Premade Characters – 12
Aliver (bard) – 12
Cira (rogue) – 14
Gavriel (mage) – 16
Kress (warrior) – 18
Leiria (initiate) – 20
Morwyn (ranger) – 22
The Crystal Caverns
An introduction to Last Arc; Tactics Analogue. “At the far end of Crystal Cove’s bustling port town, sits a lone moun-
tain within which lie the Crystal Caverns, a vast network of caves and
By Dustin J Nickell & CritCrab tunnels that make up the now abandoned magicite mines. You have
been charged with clearing out the mines, ridding it of the crab menace,
Set-Up once and for all, so that the mines may be worked once more, restoring
prosperity and stability to the cove. You’re not the first group of ad-
The following module is a short adventure intended to be a port venturers recruited for this task. However, none sent before you, have
of entry into Last Arc: Tactics Analogue. ever returned. Though your primary mission is to clear the mines, your
This adventure is designed for a party of four level 3 characters. secondary objective will be to locate and rescue any survivors… should
Level 3 to gives players enough room to get a little creative with their early any remain. Good luck and Godspeed.”
builds, as well as access to a few more abilities to play with.
Session Zero
While the Crystal Cove module is designed to be simplistic in Room 1: The Entrance
both application and premise, it is still advised that the GM and players
should hold a session zero, during which the players can create characters,
Room Description:
When the party enters the room, read or paraphrase the following boxed
or pick a premade character (at the end of this document) and where basic
text:
explanation of the setting and rules can occur.
“The party enters the caverns through the main entrance, a wide tunnel
GM Notes: that carries the sound of rushing water through the air. Further in, is a
Though an introductory dungeon of sorts, Last Arc: Tactics An- passage that cuts left, slightly obscured by the untamed overgrowth.”
alogue may have a bit of a learning curve for players new to the system.
Last Arc is not as forgiving as some other systems. That being said, having
your players create 2 characters for this dungeon is a good idea, as you Enemies and Hazards:
might find it both convenient and necessary to have a backup ready to go. The overgrowth along the walls of the tunnel is rough terrain.
Alternatively, the premade characters at the end of this document may be Any creature moving through rough terrain has their movement speed re-
used as backup characters. duced by half. Additionally, the overgrowth grants small creatures’ con-
cealment from non-adjacent creatures. Concealment blocks line of sight.
Background
The heroes have just arrived in Crystal Cove, a once bustling Combat:
port town that has fallen on hard times, ever since their magicite mines As the party advances down either path, a small unit of crabs
were overrun by a giant crustacean menace. will rush them from the southern corridor: 2 Crab Squires, and 1 Crab
Knight.
When you are ready to begin the module, read or paraphrase the
following text.
The following map depicts the rooms detailed throughout the dungeon.
Combat Tactics: bridge, increases the DC for the next character by 5. However, small char-
acters treat these cumulative penalties as 2’s rather than 5’s and add no
As this is a quick and easy introduction to combat mechanics,
cumulative penalty for crossing.
the crabs will initially focus on the nearest enemies, prioritizing targets that
are easiest to hit. Should the crabs take damage from ranged or magickal
If a character fails, their respective Acrobatics check all charac-
sources, they may try to make their way to those characters and attack, if
ters currently on the bridge will fall into the waters below. The characters
they can do so safely.
are now moved into Room 3.
The path forward leads to The Bridge (room 2), while the off-
Any characters that make it across the rope bridge, enter Room
shoot in the middle of the tunnel leads to The River (Room 3).
4.
Stat blocks like these will be listed near encounters throughout the module.
Crab Squire CR 3
N Small beastkin 4
Room 3: The River
Init d8; Senses Low-Light Vision; Passive Perception 17 Room Description:
Language Aquan If the party attempts to cross the river by jumping rock to rock, read or
Defences Ref 19 (flat-footed 17), Fort 15, Will 14 paraphrase the following text:
Hp 25; DR 5; Threshold 15
Weakness Colde, Electric “A river divides the bottom of the small chasm below the old bridge.
Speed 4 squares; climb 2 squares; swim 4 squares A number of small boulders emerge just above the water’s surface, al-
Melee steel broadsword +12 (2d6 +2) most forming a traversable path. On the far end of the room, across the
Space 1 square; Reach 1 square river, is a steep wall, atop of which lies the path forward.”
Abilities Str 10, Agi 14, Vit 13, Int 2, Mnd 10, Cha 2
Feats Skill Focus (1-handed), Weapon Proficiency (Swords)
If a member of the party entered this room by falling from the bridge and
Skills 1-Handed +12, Perception +9, Unarmed +12
into the river, read or paraphrase the following text:
Loot Stardust (5%), Steel Broadsword (20%), Storm Crystal (50%)
Steal Stardust (5%), Antidote (20%), Health Potion (95%)
“You get a sudden sinking feeling in your stomach, as the bridge be-
neath your feet gives out. Plummeting into the river below, you are
Crab Knight CR 3 submerged into the dark water, with a loud splash. Within moments,
N Small beastkin 3/warrior 1 you feel sudden, sharp pains all over your body. It is not the sensation
Init d10; Senses Low-Light Vision; Passive Perception 18 of freezing cold water, it is the tearing of your flesh!”
Language Aquan
Defences Ref 20 (flat-footed 18), Fort 18, Will 16 Special:
Hp 29; DR 4; Threshold 18 Characters within Room 4 may interact with party members,
Weakness Colde, Electric objects, and creatures in Room 2, Room 3, and Room 5. Additionally,
Speed 4 squares; climb 2 squares; swim 4 squares Room 4 is in dim light.
Melee boar spear +14 (2d6+5)
Space 1 square; Reach 1 square
Abilities Str 12, Agi 15, Vit 14, Int 5, Mnd 12, Cha 4
Hidden Items:
Characters with a passive perception of 20, or that make a per-
Talents Armour Training
ception check of 15, will notice a strange plant on the northern bank of the
Feats Armour Proficiency (light, heavy), Skill Focus (2-Handed),
river.
Weapon Proficiency (Polearms)
Skills Athletics +8, 2-Handed +13, Perception +8, Unarmed +8
A DC 15 Knowledge Nature Check will allow them to deduce
Loot Stardust (5%), Boar Spear (20%), Iron Cuirass (50%), Storm it is moonwort.
Crystal (95%), and 100gp
Steal Stardust (5%), Moonwort (20%) Should anyone wish to salvage the moonwort, a successful DC
15 survival check will grant them 1 moonwort, as well as an additional
moonwort for every 5 points by which the DC was exceeded. After the
survival check is made, the plant is depleted.
Room 2: The Bridge
Room Description: The base survival DC is increased to 20 if it is made without
first having made a successful knowledge check.
When the party enters the room, read or paraphrase the following boxed
text:
Enemies and Hazards:
Within the waters of the river are swarms of piranhas, which
You stand before an old rope bridge. In a clear state of disrepair, the
can be identified by the party with three levels of clarity by the following
bridge is missing a number of wooden planks, while those that remain
Perception checks:
look weathered and rotted. Suspended about 10 meters above a rushing
river with jutting rocks, falling would likely lead to serious injury… or
DC 15: There are schools of fish in the water.
worse.
DC 20: A school of fish appear to be feasting upon something in the water,
creating a darkening cloud.
Enemies and Hazards: DC 25: The darkening cloud appears to be blood.
A DC 20 Knowledge Engineering check will allow a character
to deduce that the bridge may only hold up for a few more uses before it Party members who fail their Perception check notice nothing
finally gives out, and that small creatures have the best chance of crossing in the water.
safely.
Anyone who has entered the water suffers 1d4 unaspected dam-
Any character that wishes to make their way across the bridge age, that ignores all forms of DR, for each square of water they move
must succeed a DC 10 Acrobatics check. Each character that crosses the
through (or 2d4 if no movement was made). As all damage, this may ex-
plode. Gnomes and Tinker Gnomes are the only exception to this, as the
Room 5: The Nest
piranhas do not find them appetizing. Room Description:
Exploding damage is triggered when you roll the maximum “Exiting the corridor, you enter a large, open chamber. A nest rests in
value on a damage die. You then roll another damage die of the same type,
the centre of the room, surrounded by a small body of water. On the
adding it to the total damage. Damage dice may explode indefinitely. There nest lies a large, 3-headed dragon, bearing finned spines. The dragon
is no limit. sleeps comfortably in its nest, undisturbed by your presence. Nearby,
in the small pool of water rests a number of large lizards, while the
A character who does not have a natural swim speed must make mangled remains of an unfortunate explorer can be seen on the ground.
a DC 10 Athletics check to swim up to half their movement speed each On the far end of the room a large, hastily arranged pile of rocks ob-
turn. If the check is failed, no progress is made. If the check is failed by 5
struct the way out.”
or more, the character begins to sink.
Characters may attempt to cross the river by hopping from stone Enemies and Hazards:
to stone using their athletics skill, though the overgrowth (rough terrain) The hydra is sleeping (as per the sleep status effect) and will not
on the riverbank will prevent them from gaining a running start unless they attack unless awakened.
attempt to jump the overgrowth as well.
A successful DC 17 Knowledge Arcana check would reveal that
When the party successfully clears the river, read them the fol- the dragon is a hydra. Every 5 points the check exceeds the DC reveal a
lowing boxed text. single piece of information about the hydra’s weaknesses, immunities, etc.
“You arrive at the base of a stone wall 10 meters in height. Given its Any who approach the hydra’s nest must succeed a DC 13 (bei-
slight incline and small rocky protrusions it appears scalable…” thirs passive perception of 18 -5 for sleeping) stealth check to successfully
move through the water and into the nest undetected. Otherwise, any crea-
ture who steps into the water immediately alerts the hydra to their presence
Party members looking to scale this wall must succeed a DC 20
and wakes it, resulting in combat.
athletics check. A character with an adventure pack that successfully makes
this check, may choose to use pitons, and create proper handholds for the
The skinks are not hostile unless provoked, be they attacked di-
next climber, reducing the DC to 15.
rectly or the hydra disturbed. If combat begins, they will fight on the side
of the hydra, seeing it as a greater lizard.
Alternatively, in the event that the bridge above was broken, it
may be used as a knotted rope with additional footholds, reducing the DC
The exit is blocked by a large pile of heavy rocks tightly packed
to climb to DC 5.
together, blocking the exit.
Anyone that successfully scale the wall enter room 5.
This was clearly erected to obstruct a larger creature, as there seems to be
just enough room for a medium or smaller creatures to wedge through.
However, if 4 or more total skill checks are failed by the party, Armoury Loot Table
before any successful escape, the party fails to escape their cells. Reference
text Result B. # Items Found
However, if the party had to escape the holding cells after de-
GM Notes: feat, or otherwise had to free any players' backup characters from the hold-
Should the party leave the hall through the left passage, they re- ing cells, only confiscated items can be recovered in this room.
enter the Pits (room 8) to find the Crab Battalion has dispersed, leaving the
room empty. Enemies and Hazards:
If, and only IF the party had to had to free themselves from the
Result B: holding cells after defeat, does this encounter trigger.
If the party does not escape their cells, read or paraphrase the following
text: As the party recovers their equipment (give them time to use
potions if they would like) and are ready to leave the Armoury, the loud
“Your attempts at escape have proved fruitless. You have no choice but sound of chittering feet, large and small, can be heard from the hall. Within
to sit in your cell and await your fate. Before long, you hear the chit- moments, 4 Crab Squires, 1 Crab Priest, and 1 Crab Executioner burst
tering footsteps of crabs coming down the hall. Your cells then open, into the room!
one by one, as crab squires are directed by a small crab, wearing an
ornate, clerical mitre, to lead you from your cells into the hall. The Section B
large, ominous figure of a crab cloaked in black, blocks the passageway
to your left. He carries a massive two-handed axe, with the still fresh Room Description:
blood of his last kill coating its edge. The crab priest motions the As the party is forced into the Armoury, read or paraphrase the following
squires forward, now leading you to a chamber at the far end of the text:
murky corridor.”
“As the crabs lead your party, willing or not, into the armoury. You see
it’s been fashioned into a makeshift execution chamber. A crude,
GM Notes: blood-stained chopping block rests at the centre of the room, a small
Should a member of the party resist the crabs and refuse to exit mound of severed heads piled against the east wall. Across the room,
their cell, the crab squire will automatically knock them unconscious and you can see your armaments carelessly scattered atop the tables… As
drag them the rest of the way. the crab priest begins to flip through a small tome, preparing your last
rites, the executioner begins to sharpen his axe. Their backs are turned
Willing or not, the party enters the Armoury (Room 8) to you and even the lowly squires pay you little mind… this may be
your last chance.”
-The End-
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