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DG29 Allies In Trouble

By Dan Hass

The Order of Tythia was inspired by the alliances determination to reform Odill.
The Tythian, Pastor Okama provoked a slave revolt in Ferry hill. During the conflict
allies were captured and are in the custody of Prin ce Priogrim. Can the PCs save
their allies? A D&D 5 t h edition adventure for 1-8 7 t h level characters. The fourth
episode of the Villages of Odill Arc.

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DG28 Peasant Revolt
By Dan Hass

Contents
Adventure Summary .............................................................................................................. 0
Preparing the Adventure........................................................................................................ 0
Running the Adventure .......................................................................................................... 0
Adventure Background .......................................................................................................... 1
Adventure Outline.................................................................................................................. 1
Starting the Adventure ........................................................................................................... 2
Encounter 1: Interdiction........................................................................................................ 3
Encounter 2: Entering Odill .................................................................................................... 4
Encounter 3: The Streets of Odill ........................................................................................... 5
Encounter 4: Militias Keep .................................................................................................... 6
Encounter 5: Fiendish Pursuit................................................................................................ 7
Concluding the Adventure ..................................................................................................... 8
Appendix 1: DM Maps ........................................................................................................... 9
Odill Area ........................................................................................................................... 9
Odill ..................................................................................................................................10
Forest Path .......................................................................................................................11
Odill Gate..........................................................................................................................12
Street Scene .....................................................................................................................13
Militia Keep .......................................................................................................................14

Thanks to the many people who have helped me make this possible. Here are some who
contributed in special ways.
Editing
Jeremy Esch
Cover Art
Fernando Olmedo (his work)
Sponsor
The War Store
Sponsor
Eric Mills

Copyright 2015 Dan Hass Endeavors

Adventure Summary
DG29 Allies in Trouble is a Dungeons and
Dragons 5th Edition adventure designed for
1-8 7th level characters. It requires a
Players Handbook (PHB), a Monster
Manual (MM), and a Dungeon Master's
Guide (DMG).
While the encounters include scaling for
1-8 characters, parties of 1 or 2 PCs and 7
or 8 PCs are fringe circumstances that may
play oddly. Specifically, parties of 1-2 are
highly susceptible to a single bad die roll,
and 7-8 can slow play dramatically. Ideally
a party will be 3-6 PCs.
It is set in the Dimgaard Campaign
Setting (the Dimgaard Campaign Guide is a
free pdf download), but could be set in other
campaigns where there is a corrupt city ripe
for overthrow by organizing the communities
near it. The Digital copies of the encounter
maps are available here.

Preparing the Adventure


It is always a good idea for the DM to read
through an adventure before running it.
DG29 Allies in Trouble is no different.
There are some complex encounters that
will benefit if the DM spends time preparing.
DG29 Allies in Trouble can be run with a lot
of interaction between the PCs and NPCs
depending on the inclinations of the PCs
and DM. The module deliberately gives
just enough information about NPCs to
move the plot along, leaving a lot of room
for a DM to individualize these to her
campaign. It makes things smoother if the
DM spends a few minutes deciding how she
will deliver the NPCs interactions. Some
DMs revel in the opportunity to assume the
personas of multiple NPCs over the course
of a session, others prefer a summary
approach. The decision is a matter of style
and showmanship. Similarly, many players
look forward to opportunities to interact in
character and other prefer to summarize.
Neither approach is correct; both are valid
ways to collaboratively build a story, but the

DM should try to anticipate her players


preferences, decide her own, and prepare
accordingly.
A battlemat or dungeon tiles may be
helpful, but not necessary.

Running the Adventure


The encounters in DG29 Allies in Trouble
attempt to challenge PCs in different ways
besides only combat. The combat
encounters are expected to be hard (DMG
p.81), but additionally there are encounters
to test the PCs ability to deal with diplomatic
situations and pose difficult questions about
their characters morals.
Modification Exploits
Technically each encounter uses a
medium XP budget per the encounter
building guidelines. And for many parties
a medium encounter may turn out to
meet the definition of hard as PCs may
be built for roleplaying and the party may
not have optimized their tactics.
Modifications have been made to the
creatures which do not increase the
calculated CR of the creature but do
increase the challenge of the creature.
These are denoted with a 1. The DM
should gauge the effectiveness of the
party and decide which of these to use
(keeping in mind the definition of hard
encounters).
Awarding XP
The XP listed with each encounter
reflects the XP of the creatures listed
which make a medium encounter.
However, the encounters with the
enhancements to the creatures likely is a
hard encounter. If the DM is tracking XP
(instead of using milestone
advancement), then considering that
seventh level is quite wide, the DM
should consider awarding 50% more XP
than that listed in the tables which would
correspond to the XP for a hard
encounter rather than a medium
encounter.

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DG29 Allies in Trouble
By Dan Hass

Adventure Background
The villages around Odill have split between
the anti-slavery Alliance, and those who
rely on Odills slave trade for the labor
intensive plantations that provide most of
the food to Odill.
DG29 Allies in Trouble takes place
immediately after DG28 Peasant Revolt
during which the Tythian, Pastor Okama
and the gold dragonborn Wulxan were
captured by the pro-slavery nobles as they
worked in support of the rebelling peasants.
They are in custody in Odill. They were
examined by Tholy the Divine, the chief
theologian of the Inquisition in Odill and
determined to be threats to civil order and
the One True Faith. Both are sentenced to
execution and are being held in the keep of
Prince Priogrims newly upgraded militia.
They will be executed in the evening of the
current day.
Okama and Wulxan
Pastor Okama and Wulxan have
developed a close relationship as they
pursued their mutual goal of undermining
the slave trade in Odill.
While trying to liberate some Cheynan
peasants in Ferryhill, Okama triggered a
full-scale peasant revolt. He realized that
his actions had led to a great deal of
rampant violence and destruction, and
tried to take actions to moderate the
situation. In the process the Odill nobles
captured him.
Wulxan went to investigate Okamas
disappearance and was also captured.
The Odill nobles military prowess was
intimidating to the nobles in the Alliance.
They are generally unsure they have the
military resources to overcome Odill should
hostilities erupt. Sandpoint, Noldrun, and
Darnagal participated in the suppression of
the peasant revolt, but beyond that they
havent declared their allegiance to either
faction. There is hope they can be swayed
to join the Alliance, but there is no current
strategy for that now.

Prison?
The concept of incarceration as a form of
punishment hasnt emerged in Dimgaard.
Certainly the idea of incarceration with
the goal of reform isnt a part of any
Dimgaard culture.
Suspected criminals are confined in
short term holding spaces keeps,
towers, stronghouses until the
appropriate authority can rule on guilt.
Punishments range from the ultimate
form of punishment, execution by magic
item crafting, down to a nominal fine. In
between is simple execution, permanent
slavery, indentured servitude for a set
amount of time, performing a service, and
hard labor. Each of these turns the
criminal into an asset for the state while a
prison system would be a financial
burden on the state.

Adventure Outline
Brilohors Haunting
Creature trap
Odill is the territory of the night hag (MM p.178), Brilohor.
The DM can use her Nightmare Haunting during any
long rest. There is no known NPC in Odill capable of
casting greater restoration. This effect may also carry
over from one adventure to the next.

The PCs are presented with the situation


that the Alliance is teetering on the edge of
dissolution after witnessing the military
strength of the proslavery Odill supporters
during the peasant revolt in Ferryhill.
Further, Pastor Okama and Wulxan were
captured during the revolt.
The PCs must devise a strategy to
retrieve Okama and Wulxan. Possible
challenges are presented: city guards and
the agents of organizations wanting to
remove the Tythian and gold dragonborn
from the scene. Many of these obstacles
can be avoided with a good strategy and
strong relationships built during previous
adventures.
The PCs are also presented with the
keep where Pastor Okama and Wulxan are
being held.
Finally the PCs must exit the city and
return to Greenville.

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Starting the Adventure


DG29 Allies in Trouble takes place very
shortly after DG28 Peasant Revolt. The DM
may grant some downtime, but it shouldnt
be more than a day or two. Further, at this
point, the PCs probably have a reputation
that wont allow them easy access to Odills
markets, and other resources. The villages
of the Alliance can replenish mundane
supplies, but more unusual items are going
to be extremely hard to find.
PCs Resources
Managing the PCs access to
extraordinary equipment is another tool to
modulate the difficulty of the encounters.
If PCs are underpowered, the villages can
contribute potions and scrolls to increase
their effectiveness. Stronger parties may
not need this type of support.
When the downtime is resolved, read or
paraphrase:
Earl Tarrowin has invited you to a brunch
to assess the Alliances situation.
The peasant revolt was a significant
event. Peasant revolts are the thing most
dreaded by nobles even those in the
Alliance. The idea that our campaign could
result in civil anarchy has hurt our cause.
Compounded by the fact that the Odill
factions have a military advantage should
things come to violence and the Alliance is
teetering.
To regain the initiative, we need to
demonstrate that we can successfully carry
out actions against Odill until we can field
an army sufficient to challenge Odill and the
villages loyal to it.
Pastor Okama and Wulxan were
captured during the action around the
peasant revolt, and they are being held in
Odill. Wulxan is very well connected and
the loss of his diplomatic skills is going to
greatly hinder progress. Also, the most
dedicated anti-slavery participants in the
Alliance have developed strong attachments
to Pastor Okama. If you can infiltrate Odill
and free Okama and Wulxan it would help
the cause in many ways.

They are being held in the keep of


Priogrims militia. Both are expected to be
executed tonight.
The PCs will need to devise a plan and
implement it. If the PCs take a long rest,
Pastor Okama and Wulxan are executed at
dusk.
The PCs may have various resources to
call upon. Typical assets the PCs will have
at this point are:
Fellowship of Olidammara (Odill
Campaign Guide)
Trithereons United (Odill Campaign
Guide)
Brother Rolf and other loyal members
of the One True Faith (Odill Campaign
Guide)
Kristoph (DG26 Greenville)
Ginesta (DG27 Shaky Alliances)
Cobru (DG27 Shaky Alliances)
Rebel Peasants (DG28 Peasant
Revolt)
The DM can decide that many of the
encounters in this adventure may be
avoided with the right preparation,
relationships, roleplaying, and strategy by
the PCs.
A hobgoblin chieftain has been charged
with monitoring the PCs actions and
eliminating them when they leave Greenville
(Encounter 1).
Rests
D&D 5th edition expects PCs to have
several encounters before taking a long
rest. Resource management is an
important part of D&D 5th edition. If the
PCs are able to come into every
encounter with full resources, even
deadly encounters will not challenge
them.
Even short rests should be rationed
sice there are many builds that recharge
after a short rest.

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Encounter 1: Interdiction
Map. Forest path (Appendix 1)
Encounter background. The PCs have
almost certainly made enemies of the evil
organizations within Odill. One of them
(DMs choice) has hired this band of
goblinoids to monitor activity around
Greenville, and ambush the PCs when they
leave Greenville.
A tree comes crashing across the forest
path followed by guttural battle cries.
Bypassing
It is possible that the PCs will bypass this
encounter all together with a good plan
for infiltrating Odill. This is intended as a
random encounter, and it isnt crucial to
the plot of the adventure. A good way to
reward a clever strategy by the players is
to allow them to bypass this encounter
and preserve their resources.
Completely bypassing an encounter is
one of the strongest boons a DM can
award a party and should not be awarded
lightly.
Running the encounter. The goblinoids
are hiding. They attack when the PCs pass
their ambush point.
The goblinoids open with a deadfall trap.
Deadfall Trap
Mechanical trap
A tree has been placed to fall into the PCs location when
they reach a point in the path. The tree is obvious, so
Perception doesnt reveal it. But a passive Investigation
of 18+ will reveal it when 30 ft. away. If not detected, the
deadfall attacks a random PC and any other PC within 10
ft. of the target PC. The deadfall does 18 (4d10)
bludgeoning damage (DC17 Dexterity saving throw for
half).

Scaling the encounter. The goblinoids


vary with the number of PCs.

#
Goblinoids
1
Hobgoblin Captain
2 Bugbear, Hobgoblin Captain
3
Bugbear,
2 Hobgoblin Captain
4
3 Bugbear,
2 Hobgoblin Captain
5
3 Bugbear,
3 Hobgoblin Captain
6
5 Bugbear,
3 Hobgoblin Captain
7
5 Bugbear,
4 Hobgoblin Captain
8
4 Bugbear,
5 Hobgoblin Captain
Bugbear. MM p.33

XP
700
900
1,600
2,000
2,700
3,100
3,800
4,300

Saving Throws Str +4, Dex +4


Skills Athletics +6, Stealth +6, Survival +2
1
Disarm. As a bonus action, a creature the bugbear can
see within 5 ft. must succeed on a DC16 Strength
(Athletics) or Dexterity (Acrobatics) check (targets choice)
or drop an item or weapon it is holding of the bugbears
choice.
1
Gear. Potion of healing.
1

Hobgoblin Captain. MM p.186


1

Saving Throws Str +4, Con +4


Skills Athletics +6, Stealth +6
1
Avoidance. As demilich (MM p.48)
1
Pommel Strike. As a bonus action, a creature the
hobgoblin can see within 5 ft. must succeed on a DC16
Constitution saving throw or be stunned for one round.
1
Gear. Potion of healing.
1

Reactions.
1

Hellish Rebuke. The hobgoblin casts a 4th level hellish


rebuke (DC11)

Concluding the encounter. If the PCs


overcome the ambush, they can proceed
with their plans to enter Odill. Encounter 2
presents the obstacles to entering Odill

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Encounter 2: Entering Odill


Map. City gate and walls (Appendix 1)
Encounter background. Prince Priogrim
with the help of the Cult of Asmodeus has
dramatically improved the Odill militia. To
pay the costs of the upgrade he has
changed the procedures at the city gates.
There is now a tax collector to monetize
entry into the city.
Whereas once the guards at the Odill city
gates were disinterested, those on gate duty
now are alert and carefully examine anyone
entering the city. There is a toll taker
exacting a fee from those passing through
the gates. The overlooking guard houses
are almost certainly manned, too.
Similarly, the walls themselves are now
diligently patrolled by alert details.
Combat?
This doesnt have to be a combat
encounter. There are many ways the
PCs could get into Odill besides fighting
their way through the gates. Various
approaches to use deception, stealth,
persuasion are the most likely.
Running the encounter. The gate guards
are well briefed on who should be prevented
from entering Odill. The tax collector (a
commoner with a +4 Insight) doesnt
charge a standard fee. He is charged with
evaluating entrants and discerning how
much tax each can pay. The DM will have
to decide what the tax on PCs approaching
should be, and if the PCs are recognized
based on the PCs actions and past.

The gate house has murder holes where


defenders can fire ranged weapons from
total cover.
The wall also has pots of acid that can
be used against intruders.
Acid Drop
Mechanical trap
Each creature in a 10 ft. square adjacent to the wall must
succeed in a DC17 Dexterity saving throw or take 21
(6d6) acid damage (half on a successful save). If combat
ensues, the trap triggers each round on Initiative count 20
(losing all ties).

Scaling the encounter. Should combat


ensue, the defenders vary with the number
of PCs. Those marked with * are in the
gatehouses.
#
Defenders
XP
1
Veteran
700
2
Veteran, 5 Bandits*
825
3
2 Veterans, 4 Bandits* 1,500
4-5 2 Veterans, 8 Bandits* 1,600
6
4 Veterans, 6 Bandits* 2,950
7 4 Veterans, 10 Bandits* 3,050
8
5 Veterans, 5 Bandits* 3,625
Bandit. MM p.343
1

Hit Points 33 (6d8+6)


Saving Throws Dex +3, Con +3

Veteran. MM p.350
1

Saving Throws Str +5, Con +4


Avoidance. As demilich (MM p.48).
1
Legendary Resistance (1/day). As demilich (MM p.48).
1
Gear. Potion of healing.
1

Concluding the encounter. If the PCs


gain entry to Odill, they must navigate the
streets to the location where Okama and
Wulxam are being held.

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Encounter 3: The Streets of Odill


Map. Street Scene (Appendix 1)
Encounter background. The streets of
Odill are still the domain of organizations
like the Church of Mask and the Cult of the
Green Dragon. Other organizations such as
the Fellowship of Olidammara may be used
to counter some of the muscle of these
nefarious organizations. The DM should
choose an organization with sufficient
enmity towards the PCs for the force
presented here.
The sights, sounds and scents of the city
assault the senses. In the crowded streets
it is hard to tell the sincere beggar from the
disguised foe.
Bypassing
This is another encounter that the PCs
could conceivably bypass with the right
use of roleplaying, strategy, and
relationships.
Additionally, rather than present this
encounter only once, the DM may use it
as a random encounter. In this case,
the DM should check every 30 minutes
the PCs are navigating the streets by
rolling 1d6, with a 1 or 2 indicating that
this encounter occurs.
Running the encounter. The attackers are
disguised as typical citizens on the street.
They have paid a street urchin (a sevenyear-old commoner) to walk up and open a
tin of dust of sneezing and choking.

Dust of Sneezing and Choking


Magic trap
A DC20 passive Insight check will recognize that the
urchin is acting strangely. Otherwise, the child walks up
and opens the tin.

Once the trap is triggered (or the PCs


manage to avoid it), the opponents try to
use their cover as typical street people to
attack with surprise.
Scaling the encounter. There is one
bandit captain for each PC with an
additional bandit captain for parties of 6+
PCs.
Bandit Captain. MM p.344
1

Condition Immunities grappled, restrained, surprised


Evasive. The captain benefits as if he were wearing a
ring of evasion.
1
Eye Gouge. As a bonus action, a creature within 5 ft. of
the captain must succeed on a DC15 Dexterity
(Acrobatics) check or be blinded. A blinded creature can
end its condition by succeeding on a DC15 Constitution
saving throw at the end of its turn.
1
Innate Spellcasting. The captain can cast the following
spells 2/day requiring no material components (Charisma
is the captains spellcasting ability): armor of Agathys,
longstrider.
1
Lucky. Per the Feat (PHB p.167)
1

Reactions
1

Hellish Rebuke. The captain casts a 3rd level hellish


rebuke (DC12).

Concluding the encounter. With the


streets clear, the PCs are ready to confront
the militias keep.
If the PCs are overcome, their fate
depends on the organization that attacked
them (see Encounter background) and the
PCs relationship with that organization.
Some organizations would ransom the PCs
back to Earl Tarrowin, while others would
either execute the PCs or turn them over to
Priogrim to be executed.

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Encounter 4: Militias Keep


Map. Militia Keep (Appendix 1)
Encounter background. Pastor Okama
and Wulxan were examined by the
Inquisition and determined to be threats to
the One True Faith and sentenced to be
executed in the evening.
The militia keep is a square, stone
building a little over 20 ft. high with a small
tower (with no windows) rising in the center.
There are numerous murder holes that an
occupant could fire a crossbow or bow from
with total cover as an unseen attacker.
The keep rests in the center of an open field
where there is no cover within 100 ft.
Running the encounter. Okama and
Wulxan are chained in the tower. The
defenders are under strict orders to hold the
prisoners against any attempt to free them
prior to their execution.
The defenders are dedicated and brave.
Scaling the encounter. The defenders
vary with the number of PCs.
#
Defenders
XP
1
Knight
700
2
2 Acolyte, 3 Bandit, Knight
875
3 2 Acolyte, 2 Bandit, 2 Knight 1,550
4 4 Acolyte, 4 Bandit, 2 Knight 1,700
5 5 Acolyte, 7 Bandit, 2 Knight 1,825
6-8 5 Acolyte, 6 Bandit, 3 Knight 2,500
Acolyte. MM p.342
1

Hit Ponts 27 (6d8)


Saving Throws Dex +2, Wis +4
1
Spellcasting. Replace sanctuary with healing word.
1
Gear. Scroll of cure wounds, scroll of healing word, scroll
of dispel magic.
1

Bandit. MM p.343
1

Hit Points 33 (6d8+6)


Saving Throws Dex +3, Con +3

Knight. MM p.347
1

Avoidance. As demilich (MM p.48).


Legendary Resistance (1/day). As demilich (MM p.48).
1
Pommel strike. As a bonus action, a creature the knight
can see within 5 ft. must succeed on a DC16 Constitution
saving throw or be stunned for 1 round.
1
Slippery. The knight is under the effect of oil of
slipperiness (DMG p.183)
1
Unseen Squire. The knight has an aide that conforms to
an unseen servant except that it can take any action a
human commoner could take in combat except an attack
(including the Help action). If the unseen squire
disappears or is destroyed, a new one appears at the
beginning of the knights next turn as if he had just cast the
spell.
1
Gear. 3 Potion of healing, bead of force
1

Tactics
There are enough acolytes among the
defenders so that each defender can
benefit from bless. The bandits will try to
stay at a range where they can benefit
from a knights Leadership. They will
use the murder holes to defend the
approach attacking unseen from total
cover.
Concluding the encounter. Pastor Okama
(acolyte, MM p.342), and Wulxan (noble,
MM p.348) are healthy. If freed the PCs
need to exit Odill. The DM may replay
Encounter 3.
If the PCs are overcome, Priogrim has
them executed for treason in such a way
that they cannot be raised.

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Encounter 5: Fiendish Pursuit


Map. Forest path.
The Cult of Asmodeus
The Cult of Asmodeus would like to
establish itself as a legitimate order of the
One True Faith. Toward that goal, they
have curried favor with Prince Priogrim,
Tholy the Divine, and Archbishop Yvonus.
If they can keep the current power
structure in place for a short time longer,
they can achieve their goal.
Encounter background. The Cult of
Asmodeus is supporting Prince Priogrim.
They secretly planted rare flowers not native
to the region on both Wulxan and Pastor
Okama so that they could be located if
needed.
When notified of the escape, the Cultists
hurry to catch the PCs, who they now
consider a serious threat to the Cults plan.
The path ahead appears clear when
suddenly a tiny, flying creature appears
above Wulxan and tries to sting him with its
tail. The creature is carrying a bag that is
too large for its size, and in the effort the
creature drops the bag.
Running the encounter. The creature is an
imp. The bag is a bag of devouring. It
immediately tries to flee by turning invisible
and flying away. If it dies, that is fine, as it
has completed its task. Spined devils are
waiting 40 ft. away in total cover and highly
obscured terrain.
Imp with bag of devouring
Creature trap
The imp drops the bag of devouring (DMG p.153). A
DC17 passive Insight notices that the imps attack and
bag drop were staged. It requires a DC30 Wisdom
(Perception) check to realize the bag is not a bag of
holding.

The spined devils attack when they discern


that the PCs are engaged with the bag of
devouring, or are not going to fall for the
trap.
Scaling the encounter. There is one
spined devil for each PC present and an
additional one for parties of 6+.
Spined Devil. MM p.78
1

Saving Throws Dex +4, Wis +4


Skills Perception +6, Stealth +6
1
Force Absorption. When the devil takes force damage it
instead heals hit points equal to the amount of damage
dealt.
1
Innate Spellcasting. The devil can cast the following
spells 1/day requiring no spell components (Wisdom is the
devils spellcasting ability). Locate animals or plants, pass
without trace.
1
Gear. Bead of night, cloak of elvenkind (DMG p.158)
1

Actions
1
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 5 (2d4) slashing damage plus the target must
succeed on a DC16 Constitution saving throw or be
poisoned for one minute.
1
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft ., one
target. Hit: 3 (ld6) piercing damage plus the target mus
succeed on a DC16 Dexterity (Acrobatics) check or drop
an item or weapon it is holding of the devils choice.

Reactions
1

Counterspell (2/day). The devil casts counterspell.


Hellish Rebuke (2/day). The devil casts a 3rd level hellish
rebuke.

Bead of Night
Wondrous Item, uncommon (requires attunement)
This is a pearl that emanates magical darkness as the
spell. It is contained in a clasp, so that by interacting with
the clasp as an object, the darkness can be suppressed.

Concluding the encounter. If the PCs


overcome the spined devils, they are free to
progress with their mission.
If the devils win, they dispose of any PCs
they capture so that they cannot be raised.
This included Wulxan and Pastor Okama.

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Concluding the Adventure


If the PCs successfully extracted Pastor
Okama and Wulxan, then the progress of
the Alliance gets back on track.
If, however, the PCs failed, likely it has
been very costly for the PCs (possibly
including unrecoverable deaths). The
Alliance is in bad shape, and it will take
several months before the Alliance gels into
a force capable of challenging Priogrim.
Treasure
Treasure (both wealth and magical) is
deliberately not mentioned during the
adventure. The amount of treasure is a
defining trait for a DMs campaign (High
wealth/Low wealth; High magic/Low
magic). If the DM wants a campaign of
gritty realism where the PCs are
struggling in a dark world, she should
keep wealth low. If she wants a
campaign with PCs tossing gems around
and building monuments, she should add
generous treasure.
Players like magic items, but it is very
easy to blow up a campaign by
providing too many magic items.
PCs with a lot of treasure are going to
have more resources and it will require
more difficult encounters to challenge
them. This can lead to an escalation.
That being said, the PCs faced some
difficult encounters and rewards
appropriately aligned to the DMs
campaign should be given. The DMG
Chapter 7 has the guidelines for
determining treasure. Alternately, this
site does an excellent job of quickly
generating treasure.

Magic Items in Dimgaard


One of the defining characteristics of the
Dimgaard campaign is how magic items
are treated. While relatively mundane
magic items like common and uncommon
potions, +1 weapons, low level spell
scrolls, and pearl of power are crafted
according to the DMGs guidelines, every
magic item of greater significance
requires the sacrifice of a sentient
creature with a relevant trait to complete
the crafting. A creature sacrificed in this
way has its life force transferred into the
item, and it cannot be returned to life as
long as the magic item exists. Further,
when the life force imbues the magic
item, the item is magically infused with
the story of the creatures life. The item
will take on the name of the sacrificed
creature, and a synopsis of the creatures
life will either be magically inscribed, or
will be emitted as a soft whisper when
held near the ear. This explains why
dragonborn and other exotic creatures
are rare in Dimgaard.
Crafting is sometimes used as a
method of execution for the most vile of
criminals, but almost always after an
agreement between a civil authority and
the One True Faith that the criminal
warrants such a drastic fate. There are
some crafters who operate outside the
authority structure who would be willing to
complete crafting without the expected
sanctioning.
The process for getting authorization
regarding a captured creature and finding
the necessary crafter is left to DM
discretion. This can be a matter of simple
dice rolling, a roleplaying opportunity, or a
side adventure.

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Appendix 1: DM Maps
Odill Area

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Odill

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Forest Path

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Odill Gate

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Street Scene

Copyright 2015 Dan Hass Endeavors

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DG29 Allies in Trouble
By Dan Hass

Militia Keep

Copyright 2015 Dan Hass Endeavors

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