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    DG24 Destroying the SupplyBy Dan Hass

    Inoculations are underway and progress is being made against the narcotics syndicates run bythe cults. But the syndicates are not lying down in the face of adversity. Maybe it is time to do

    something about the supply in addition to treating the results. A D&D 5thedition adventure for 1-8 6thlevel characters. The fourth episode in the Green in Odill Arc.

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    1DG24 Destroying the Supply

    By Dan Hass

    Contents

    Adventure Summary .............................................................................................................. 2

    Preparing the Adventure ........................................................................................................ 2

    Running the Adventure .......................................................................................................... 2

    Adventure Background .......................................................................................................... 3

    Adventure Outline .................................................................................................................. 4

    Starting the Adventure ........................................................................................................... 5

    Encounter 1: Allies ................................................................................................................ 7

    Encounter 2: Dragonborn Dormitory ...................................................................................... 8

    Encounter 3: The Strike Team ............................................................................................... 9

    Encounter 4: Aid from the Cult of Asmodeus ........................................................................10

    Concluding the Adventure ....................................................................................................11

    Appendix 1: DM Maps ..........................................................................................................12

    Street Scene .....................................................................................................................12

    Dormitory ..........................................................................................................................13

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    2DG24 Destroying the Supply

    By Dan Hass

    Adventure SummaryDestroying the Supply is a Dungeons andDragons5th Edition adventure designed for1-8 5th level characters. It requires aPlayers Handbook, a Monster Manual, and

    a Dungeon Master's Guide.While the encounters include scaling for1-8 characters, parties of 1 or 2 PCs and 7or 8 PCs are fringe circumstances that mayplay oddly. Specifically, parties of 1-2 arehighly susceptible to a single bad die roll,and 7-8 can slow play dramatically. Ideallya party will be 3-6 PCs.

    It is set in the Dimgaard CampaignSetting(the Dimgaard Campaign Guideis afree pdf available at here), but could be setin other campaigns. Digital copies of the

    encounter maps are available at here.Preparing the AdventureIt is always a good idea for the DM to readthrough an adventure before running it.Destroying the Supply is no different. Thereare some rather complex encounters thatwill benefit if the DM spends a few minutesdeciding how she will play them. Destroyingthe Supply can be run with a lot ofinteraction between the PCs and NPCsdepending on the inclinations of the PCsand DM. The NPCs deliberately havejustenoughinformation and description tomove the plot along, leaving a lot of roomfor a DM to individualize these to hercampaign. It makes things smoother if theDM spends a few minutes deciding how shewill deliver the NPCs interactions. SomeDMs revel in the opportunity to assume thepersonas of multiple NPCs over the courseof a session (active roleplaying), othersprefer a summary approach (descriptiveroleplaying). The decision is a matter ofstyle and showmanship. Similarly, manyplayers look forward to opportunities tointeract in character and other prefer tosummarize. Neither approach is correct;each are valid ways to collaboratively builda story, but the DM should try to anticipatewhat her players preferences (and decideher own) and prepare accordingly.

    NPC Person alit ies

    DMGp.89-91 has the guidelines forrandomly generating NPC traits. Thissitedoes a good job of fleshing out NPCsquickly and easily.

    The Odill Campaign Guideis a freecompanion to this adventure, and the cityzones and NPCs figure quite strongly inDestroying the Supply.

    The module is formatted so that eachencounter fits on one page (excluding map).This should make running the encounterssmoother whether using a PFD or a printedversion.

    A battlemat or dungeon tiles may behelpful, but not necessary.

    Running the Adventure

    Destroying the Sourcepresents the PCswith the situation that all the special greendragonborn who produce the poisonsuitable for creating spank have beenassembled in one place. With theconsultation of Wulxan, a gold dragonbornmember of the Order of Metal, Brother Rolfsees no way to progress without removingthe special green dragonborn from thescene and hopes to inspire the PCs to actagainst the accumulated green dragonborn.

    Running the adventure should be apretty straightforward process. Appendix 1contains a street map and dormitory mapthat should be appropriate for theencounters.

    Modif ied Creatures

    Many of the creatures in likely combatencounters are modified according to theguidelines in the DMGp.273-283. Traitswhich do not increase the calculated CRof the creature, but which make it moreeffective in the encounter are marked with1. This allows the DM to evaluate theoptimization of her party and tailor thedifficulty of the encounter to match theintent. If the DM has a party that falls onthe lower end of combat optimization, sheshould eliminate as many of these traits

    as necessary to meet the definition of ahardencounter.

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    3DG24 Destroying the Supply

    By Dan HassThe time it takes a party to complete the

    encounters presented will vary dependingon the time spent roleplaying, whether ornot combat occurs and the efficiency incompleting combat. There may be room foradditional encounters if the DM has some

    facets of her PCs that she wishes to caterto.

    These encounters are designed to bechallenging in some way. Even whencombat is not likely the PCs may be facingdifficult moral decisions for their characters.Where combat is likely the goal is for a hardencounter (DMGp.82).

    The goal of the session is to have aninteresting and entertaining challenge forthe adventurers, and while softballingencounters should not be routine, the DM

    should have no qualms adjusting material toher individual campaigns.

    XP Awards

    The encounters use a mediumXPbudget, but likely, if run as presented, theencounters will fall in the hardcategorydue to added traits to the creatures.

    Additionally, 6thlevel tends to be arather broad level. Adhering to strict XPawards and level progressions will likelyrequire on the order of 9-11 sessions toreach 6thlevel.

    If this seems like too long to go withoutadvancement, the DM should considermilestone advancement.

    If the DM wants to track XP foradvancement, but increase theprogression rate, she can increase theXP award for the combat encounters by50% (since they likely are hardratherthan medium), and may also award XPfor overcoming challenges that arentcombat related.

    Adventure BackgroundOdill is a city of around 20,000 souls (itvaries by several hundred depending ontrading trends and the seasons). While theprimary civil authority is Prince Priogrim, agreat deal of institutional authority rests withthe leaders of the One True Faith:

    Archbishop Yvonus, and Tholy the Divine(Chief Theologian for the Inquisition).

    Among the masses, community leaders likeBrother Rolf hold great influence as theyprovide immediate relief to the down-trodden. While the Cult of Orcus has beeneliminated from the Odill scene, the Cult of

    Asmodeus has moved in to fill the void, and

    quickly gained influence with PrincePriogrim.

    The Cult of the Green Dragon had held amonopoly on the powerful narcotic spankuntil recently. But now the Cult of

    Asmodeus has the only lab capable ofproducing spank. But it doesnt have thespecial green dragonborn necessary for theraw material. So the two cults have struck abargain; the Cult of the Green Dragondelivers the dragonborn to the Cult of

    Asmodeus lab each day where the poison

    is collected and refined into spank. It isthen distributed to the addicts with each culttaking part of the profits, and a portion also

    paid to Prince Priogrim for his approval.Since they no longer control the means

    of production to serve as a nucleus of theiroperation, the Cult of the Green Dragon hasassembled the thirty-eight special greendragonborn in a complex in the warehouse

    Spank

    The poison produced by a smallpercentage of green dragonborn can berefined into a powerful narcotic calledspank. It is a powder that can be inhaled,ingested, or injected. Each time it istaken it produces an intense euphoriathat lasts for about 24 hours. The first

    time it is taken it give the user +5 to everysaving throw except Wisdom (whichsuffers a -5 penalty) for 24 hours. Withcontinued use, the saving throw modifiersdrop by one each day until reaching 0(after the fifth day).

    Spank is immediately addictive. If theuser misses his daily dose, he isimmediately at disadvantage on all savingthrows, and when he reaches 24 hourswithout a dose of spank he must succeedon a DC15 Constitution saving throw or

    die. If the saving throw is successful, theeffect resets for the user.

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    4DG24 Destroying the Supply

    By Dan Hassdistrict to manage the process and protectthem.

    The gold dragonborn spyWulxan hasdiscovered the location, and knows of thePCs activities. He enlisted Brother Rolf tohelp him inspire the PCs to action.

    Adventure OutlineBrother Rolf explains to the PCs that theywhile the rehab project continues, as longas the special green dragonborn areavailable, likely someone in Odill will beproducing spank. He informs them that heknows where the special green dragonbornhave be assembled.

    Spank Rehab Situation

    The alchemist Jurrius, at the behest ofBrother Rolf, developed an antidote for

    spanks withdrawal. Rather than die on afailed saving throw, the addict lapses intoa catatonic state for 1d4+1 days.

    The events of DG23 Green Rehabaffect the current spank situation. If thePCs were successful in protecting therehab operation then about two-thirds ofthe spank addicts have completed rehab.

    And the program enjoys tremendoussupport from the public as the citizenswould much prefer that their leaders notbe drug addicts.

    However, if the PCs wereunsuccessful, Jurrius had to relocate to aprotected villa about five miles from Odill,and only a few addicts have completedrehab.

    The PCs need to decide what they wantto do with the special dragonbornmost ofwhom are just commoners(MMp.345)who were coopted into coming to Odill fromthe distant villages where they were living inorder to contribute to the spank industry.

    The PCs have an opportunity to gather

    support from various organizations beforeintervening in some way.

    Assuming the PCs take action to dosomething about the special dragonborn,they must confront the Cult of the GreenDragonborns handlers.

    The Cult of Asmodeus has a forcewatching the hideout, and they intervene toprotect their supply of dragonborn poison.

    Dragon kin d, Elves, and the One True

    Faith

    Centuries ago, Dimgaard was ruled bydragons who lorded over lesser races inwell-established territories. They

    deliberately avoided conflict.When elves emerged as a fledglingrace, archfey within the Feywild wanted tosee them become the dominant race.However, they knew that would beimpossible as long as dragons reigned.Over the course of several centuries, thearchfey convinced the metallic dragonsthat living peacefully with the evilchromatic dragons was contrary to theorder of the universe.

    Dimgaard was engulfed by a war

    between the chromatic dragons andmetallic dragons. The war lasted fordecades, but in the end the metallicdragons won the day and chromaticdragons were eliminated from Dimgaard.

    The metallic dragons were very weakafter the war, and before they couldrecover, the archfey gave them anultimatum to leave Dimgaard or face asubsequent war against the archfey. Thesurviving metallic dragons had no choicebut to abandon Dimgaard. This cleared

    the way to elves to emerge as a dominantrace.Because of the history, metallic

    dragonkind and chromatic dragonkind notonly hate each other, they also hateelvenkind. Elvenkind certainly has nofavor towards chromatic dragonkind,however it appreciates that metallicdragons are generally positive forces andwould prefer a less hostile relationship.

    The One True Faith has alwaysconsidered dragonkind and elves asabominations that are threats andpersecuted them when discovered oftensanctioning sacrificing them to createmagic items (the most heinous form ofexecution), so elvenkind and alldragonkind hate the One True Faith.

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    5DG24 Destroying the Supply

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    Starting the AdventureDestroying the Supplytakes place afterGreen Rehab. The DM can decide if it isonly a couple days, or several depending onthe circumstances for her group and how

    much downtime she wants to grant the PCs.Downt ime

    Typically, downtime is used replenishsupplies, and address some facet of thePCs backstory. There are also somepractical activities like Performing SacredRites (DMGp.129) or crafting. However,downtime is restricted only by the playersimagination, and the DMs willingness toindulge it.

    If a DM is going to indulge in extensivedowntime activities, it is best to address

    areas where the PC is deficient ratherthan reinforce qualities where she isalready strong. For example, if a PC isalready stealthy, but has low negotiationskills, rather than present opportunities toincrease Stealth, a better choice is anoption that increases Persuasion.

    PC Resources

    Another tool in modulating the difficulty ofthe encounters is the gear the DM allowsthe PCs to have. Parties with optimizedbuilds and good tactics need less gear toovercome the challenges.

    For parties built more withroleplaying/negotiating in mind, they maynot have the firepower to deal with theencounters where combat occurs and theDM may afford them access to a widerrange of magic items.

    The process for finding the items is leftto the DM. It can be a simpleInvestigation or Charisma check. Or itcan be an elaborate roleplaying event.

    When the PCs have resolved their

    dow ntime activ i t ies, read o r paraphrase:

    Brother Rolf has asked to meet with you.With him is someone with a noble bearingwho Brother Rolf introduces as Wulxan.Brother Rolf says, Im going to share asecret. Wulxan is a gold dragonborn. He isa member of the Order of Metal. It isextraordinary that he would come forth to a

    priest of the One True Faith. But he trustsme, and he and I agree in trying to makeOdill a better place.

    The rehab process is ongoing, but we will

    never free the nobility of spank addiction aslong as there is a supply. The draw of thedrug is too strong. However, Wulxan haslearned that the Cult of the Green Dragonhas assembled all the special dragonbornthat can produce the variety of poisoncapable of being refined into spank in asingle large warehouse.

    He isnt sure what protections are presentthere, but there are at least 40 greendragonborn inside. Almost all are simplefolk, and really are guilty of nothing more

    than being born with an unusual condition.We are not really advocates of genocide,but we simply must end the spank trade inOdill.

    Clearly destroying a lab is not thesolution. Someone will construct areplacement. So if genocide is the onlyway

    The dormitory is a converted warehouse,but the PCs may want to prepare first.

    Genocide

    Genocide was a fairly common practice

    throughout human history. Often it wasseen as the only solution to prevent apopulation from retaliating at asubsequent time when it was stronger.

    Despite the frequency, almost alwaysthere were those of conscience thatwould object to the process.

    The PCs will have to wrestle with theirview of genocide and whether or not theycan justify wiping out the greendragonborn.

    Because of the historic persecution,

    there are only about a thousand greendragonborn across all Dimgaard, sokilling these green dragonborn representsa significant portion of the totalpopulation.

    The PCs may devise an alternativesuch as relocation.

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    Encounter 1: Allies

    Map.No map necessary.

    Encounter background. There are variousorganizations that would like to see spankeliminated from Odill. The PCs

    relationships with each organization may beaffected by previous adventures.

    Rewards

    This is not intended to be simply a list ofboons to award to PCs. D&D is expectedto be more than just combat, and thisencounter is intended to reward PCs thathave invested the time to explore Odilland establish relationships with notableentities.

    Running th e encounter.The DM candecide which (if any) of these organizationscan be called upon to aid the PCs. Thelisted boons are suggestions and the DMmay have different ideas.

    Roleplaying

    This is an opportunity to indulge deeproleplaying if the DM is inclined. Thedepth of the characters is left to the DM.One technique is to reward goodroleplaying with some sort of boonlowcost/free consumable, Inspiration, etc.

    Fellowship of Olidammara(Kinnel Three

    Toes). As one of the thieves guilds, theycan have access to any sort ofinformation the DM wishes to convey.Further, they have bard-types in theirranks, so they could cast longstrideronany PC.

    One True Faith. There are many lowercleric-like members of the One True Faiththat might be called onperhaps with thehelp of Brother Rolf. Aidis a nice boon;also, low level (cantrips or first level)cleric scrolls.

    Trithereons United. The Trithereons maynot be a force in Odill if things went badlyin previous episodes. If they are, theyhave an Inspiring Leader(PHB p.467)

    capable of granting 5 temporary hitpoints.

    Order of Metalhas sorcerers capable ofcasting darkvisionand mage armoronPCs

    Other NPCs and organizations.The PCsmay have established relationships withother NPCs or organizations specific tothe DMs campaign that they can drawupon.

    Concludin g the encounter. With theresources acquired, the PCs are ready toapproach the warehouse.

    No Rests.

    The action is about to begin, and once itdoes there will be no opportunity for along rest. 5thedition presumes that PCswill have several encounters without along rest, and even short rests should belimited. If the PCs are able to takefrequent rests, even deadlyencounterswont challenge the PCs.

    Previous editions generally had astructure where there would be a week orso during which things will happen. 5thedition is structured around an adventureday, where there is a very eventful daywith several encounters occurring duringthat day.

    The DM should consider the PCsremaining resources and the challenge ofthe encounters to come and decidewhether or not to allow a rest keeping inmind that encounters are expected to be

    hard. The encounters are structured sothat they can interrupt a rest or allow itdepending on the DMs desire.

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    Encounter 2: Dragonborn Dormitory

    Map.Dormitory (Appendix 1).

    Encounter background. The Cult of theGreen Dragon has accumulated theirspecial dragonborn in a single dormitory to

    better protect and manage them.There is a nondescript warehouse. It is

    about twenty-five feet tall. The walls aresturdy wood planks, and a slate roof. Thereare a few arrow slits about fifteen feet highoverlooking the entrance.

    Running th e encounter. There is a poisongas trap at the entrance which all the greendragonborn cultists know about.

    Gas TrapMechanicaltrapDC20 Wisdom (Perception) to notice tripwire. Bypassed

    if noticed. If triggered a poison gas grenade explodes.Each creature in a 10 ft. radius takes 7 (2d6) forcedamage and must succeed on a DC15 Constitutionsaving throw or take 10 (3d6) poison damage and bepoisoned for one minute (half the poison damage if thesaving throw is successful).

    The cultists are in a highly agitated,defensive mode. It would require someextraordinary strategy for the PCs to avoidviolence and still acquire the specialdragonborn.

    Each special green dragonborn has arare flower kept somewhere on their person

    in shoes, as buttoners, in pockets, etc.With this, the cult can use locate animal and

    plants to find a missing dragonborn.

    If the dormitory comes under attack, thedragonborn activate a sending stored in aglyph of warding to notify the strike force.

    Scaling the encounter.The security varies

    with the number of PCs. Each is a greendragonborn with these traits.

    Damage Resistances poison

    ActionsPoison B reath.Per PHBp.34

    # Dragonborn XP

    1 2 Spy 400

    2 Cult Fanatic, Homunculus,Spy

    660

    3-4

    Cult Fanatic, Homunculus,4 Spy

    1,250

    5 2 Cult Fanatic,

    2 Homunculus, 4 Spy

    1,720

    6 2 Cult Fanatic,2 Homunculus, 6 Spy

    2,120

    7 2 Cult Fanatic,2 Homunculus, 7 Spy

    2,320

    8 3 Cult Fanatic,3 Homunculus, 7 Spy

    2,780

    Cult Fanatic. MM p.3451Armor Class 14 (studded leather)1Saving Throws Con +3, Wis +31st level (4 slots): command, cure wounds, shield of faith1Twin S pell (3/day).Per DMG p.102

    Homunculus.MMp.188Hit Points 2 (1d4)1Damage Immunities fire, force, piercing, poison1Flyby.Per owl (MMp.333)1Inv is ib i l i ty .As a bonus action, the homunculus turnsinvisible.1Action1Bite. Raise save to DC13

    Spy.MM p.1881Saving ThrowsDex +4, Wis +41Dragons Celerity.The spy has +4 to initiative andadvantage on initiative checks.Gear.Potion of greater healing.1Actions1Shor tsword .Melee Weapon Attack:+4 to hit, reach 5 ft.,one target. Hit:5 (1d6+2) piercing damage and target mustsucceed on a DC14 Dexterity (Acrobatics) check or drop

    an item or weapon it is holding of the spys choice.

    Concludin g the encounter. Once theguards are dealt with, the PCs have todecide the fate of 38 special greendragonborn. They are commoners. Theyhave used their breath weapon for the dayand are at the mercy of the PCs.

    Traff ic At the Dormitory

    Throughout the morning, the specialdragonborn leave the dormitory with asmall guard (which the PCs can easilyovercome). They proceed to the Cult of

    Asmodeus lab, deposit their poison andreturn to the dormitory.

    If any dont return, the strike team(Encounter 4) is notified.

    By afternoon they have finished theirdeposits, and there is little traffic.

    Most evenings the dragonborn bringin some sort of entertainment, almostalways containing several harlots.These leave sometime after midnight.

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    Encounter 3: The Strike Team

    Map.Depends of PC actions

    Encounter background. The Cult of theGreen Dragon maintains an elite strike forceto respond to serious threats.

    Running the encounter. Qelkax will uselocate animals and plantsto discern thelocation and movement of the specialdragonborn to set a trap if they are intransit. This also allows him to precastspells before engaging.

    Qelkax will insist the PCs ceaseinterference in the Cult of the GreenDragons affairs, as wellas restitution forany damage done.If the PCs have ahistory of action against the Cult of theGreen Dragon, he will not simply accept apledge from the PCs, and will confiscateitems of enough value that the forfeiture ispainful enough to dissuade the PCs fromacting against the Cult again.

    Scaling the encounter.Qelkaxs strikeforce varies with the number of PCs.Qelkax is a bandit captainwith the innatespel lcastingability to cast locate plantsand animal 3/day. Each NPC is a greendragonborn with these traits.

    Damage Resistances poison

    ActionsPoison B reath. The dragonborn breaths a 15 ft. cone ofpoison. Each creature in the area must succeed on aDC12 Constitution saving throw or take 7 (2d6) poisondamage (half on a successful save).

    # Defenders XP

    1 Bandit Captain 450

    2 Acolyte, Bandit Captain,Homunculus, Owl

    520

    3 2 Acolyte, 2 Bandit Captain,2 Homunculus, 2 Owl

    1,040

    4 2 Acolyte, 2 Bandit Captain,2 Homunculus, 2 Owl, 2 Thug

    1,240

    5 2 Acolyte, 2 Bandit Captain,2 Homunculus, 2 Owl, 4 Thug

    1,440

    6 2 Acolyte, 3 Bandit Captain,2 Homunculus, 2 Owl, 5 Thug

    1,990

    7 3 Acolyte, 3 Bandit Captain,3 Homunculus, 3 Owl, 5 Thug

    2,060

    8 3 Acolyte, 3 Bandit Captain,3 Homunculus, 3 Owl, 8 Thug

    2,360

    Acolyte. MM p.342. Owlfamiliar1Hit Points18 (4d8)1Saving Throws Con +2, Wis +41Gear. 2 scroll of cure wounds, scroll of dispel magic

    Band it Captain. MM p.4501

    Leg Sweep. As a bonus action, a creature the captaincan see within 5 ft. must succeed on a DC14 Dexterity(Acrobatics) check or be knocked prone.

    Actions1Scimitar. Melee Weapon Attack:+5 to hit, reach 5 ft., onetarget. Hit:6 (1d6+3) slashing and the target mustsucceed on a DC15 Dexterity (Acrobatics) check or dropan item it is holding of the captains choice.

    Homunculus. MM p.188Hit Points 2 (1d4)1Damage Immunities fire, force, piercing1Flyby.Per Owl(MMp.333)

    Actions1Bite. Raise poison DC to DC13.

    Owl. MM p.333. Familiar of acolyte1

    Damage Immunitiesfire, force, piercingThug. MM p.350

    1Eye Gouge.As a bonus action a creature the thug cansee within 5 ft. must succeed on a DC14 Dexterity savingthrow or be blinded. A blinded creature can remove thecondition by succeeding on a DC14 Constitution savingthrow at the end of its turn.

    Tactics

    The acolytes will position themselvesabout 60 ft. from the action, and precastblessif possible. They will use theirfamiliar to deliver touch cure woundsfrom their position of safety, onlyexposing themselves if they lose theirfamiliar, or have to cast dispel magic.

    For the homunculi, if they are appearable to hit PCs, they will do flyby topoison the PCs. If they are not able tohit, or their poison is not effective, theywill use flyby to use the help action toaid the bandit captains attacks.

    The bandit captains and thugs havevery straightforward tactics.

    Concludin g the encounter. If the PCsprevail in combat, the dragonborn have no

    other opposition at the moment. The PCsare free to decide the fate of the dragonborncommoners.

    If the dragonborn defeat the PCs, theywant to make an example. They dispose ofone PC so that it cannot be raised. Take alltheir items of value, and then ransom theremaining PCs back to their friends.

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    Encounter 4: Aid from the Cult of Asmodeus

    Map. Depends on PC actions

    Encounter background. The Cult ofAsmodeus has imposed into the Cult of the

    Green Dragons spank monopoly. Theyhave a lab capable of creating spank, butthey lack the special green dragonborn asraw material, and have to rely on the Cult ofthe Green Dragon to deliver the dragonborneach day. They keep an eye on thedormitory since the dragonborn are crucialto their process.

    Running th e encounter. The agents ofAsmodeus wont allow the dragonborn to bekilled or removed from Odill. Thedragonborn are crucial to the Cults plans. If

    the PCs are trying to remove or kill thedragonborn, the agents intercede. They willinsist on taking possession of thedragonborn.

    Scaling the encounter. The agents varywith the number of PCs present. They arehumans with devilish ancestry. Each has:

    Perception darkvision 120 ft.Devils Sight.Per Impp.76Gearbead of night

    # Defenders XP

    1 Cult Fanatic 4502 Cult Fanatic, Spy 520

    3 Cult Fanatic, 4 Scouts, Spy 10504 Cult Fanatic, 3 Scouts, Spy,

    Veteran1650

    5 Cult Fanatic, 5 Scouts, Spy,Veteran

    1850

    6-7

    Cult Fanatic, 6 Scouts, Spy,2 Veteran

    2650

    8 Cult Fanatic, 5 Scouts, Spy,3 Veteran

    3250

    Cult Fanatic. MM p.3451Armor Class14 (studded leather)1Saving ThrowsCon +3, Wis +3SkillsArcana +6, Deception +4, Persuasion +4, Religion,+71

    Asmodeuss Favor. Each morning the fanatic starts theday with immunity to piercing damage. The fanatic canchange the type of damage immunity once during the dayas a free action.Gear.Bead of night, 2scroll of cure wounds, 2scroll ofinflict wounds,scroll of dispel magic.

    Reactions1Coun terspell (4/day). The fanatic castscounterspell.

    Scout. MMp. 3491Armor Class14 (studded leather)1Hit Points 33 (6d8+6)1Saving ThrowsDex +4, Wis +31Innate Spellcastin g.The scout can cast the follow 3/dayrequiring no components: longstrider,pass without trace.

    Spy. MMp.3491

    Saving Throws Dex +4, Wis +41Healer. As the Feat (PHBp.167)Gear.Bead of night,potion of invisibility, 1potion of extrahealingper defender,2healers kits.

    Veteran. MMp.350.1Disarm.As a bonus action, a creature of the veteranschoice within 5 ft. must succeed on a DC15 Strength(Athletics) or Dexterity (Acrobatics) check or a weapon ofthe veterans choice that the target is carrying is dropped.If the weapon is a two-handed weapon, the target hasadvantage on the check.

    Bead of NightWondrous item, rare (requires attunementThis is a black pearl that emanates magic darknessasthe spell. It is affixed into a locket which can be openedor closed as interacting with an object, thus turning the

    darknesson or off as interacting with an object.

    Concludin g the encounter. If the Cultwins the encounter, they take possession ofthe dragonborn.

    If things dont end amicably between thePCs and the Cult members, if the PCs donthave Enmity of the Cul t of Asm odeus,they gain it.

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    Concluding the AdventureIf the PCs have removed the dragonbornfrom the Odill scene, it will force the addictsto undergo treatment since they will possiblydie if they dont.

    If the dragonborn are retained in Odilland they are able to continue providing theirpoison to be refined into spank, it will be amatter of persuasion to convince the addictsto undergo treatment. But addicts areusually not willing to give up their vice. Itwill take months to eradicate spank from thescene.

    Treasure

    Treasure is deliberately not mentioned.The amount of treasure is a defining traitfor a DMs campaign (High wealth/Low

    wealth). If the DM wants a gritty realismcampaign where the PCs are struggling ina dark world, she should keep wealth low.If she wants a campaign with PCs tossinggems around and building monuments,she should add generous treasure.If the PCs were triumphant, they havedefeated a legendary creature, andinfiltrated a hostile lair, so a hoard wouldbe justified. The DMGchapter 7 has theguidelines for determining treasure.

    Alternately, this sitedoes an excellent job

    of quickly generating treasure.

    Magic Items in Dimg aard

    One of the defining characteristics of theDimgaard campaign is how magic itemsare treated. While relatively mundane

    magic items like common and uncommonpotions, +1 weapons, low level spellscrolls, andpearl of powerare craftedaccording to the DMGsguidelines, everymagic item of greater significancerequires the sacrifice of a sentientcreature with a relevant trait to completethe crafting. For example, Qelkax mightbe a sacrifice to add +1d6 poison damageto a melee weapon because he haspoison breath. A creature sacrificed inthis way has its life force transferred into

    the item, and it cannot be returned to lifeas long as the magic item exists. Further,when the life force imbues the magicitem, the item is magically infused withthe story of the creatures life. The itemwill take on the name of the sacrificedcreature, and a synopsis of the creatureslife will either be magically inscribed, orwill be emitted as a soft whisper whenheld near the ear. This explains whydragonborn and other exotic creaturesare rare in Dimgaard.

    Crafting is sometimes used as amethod of execution for the most vile ofcriminals, but almost always after anagreement between a civil authority andthe One True Faith that the criminalwarrants such a drastic fate.

    As the creatures appropriate to craftmagic items have dwindled, the formulaefor the processes have become rare, too.

    So, if the DM is inclined and the PCscapture a creature with special qualities,the PCs may be able to find a crafter to

    convert them into magic items, and theymay want to get sanction for such anaction from the One True Faith and amagister (who they may need topersuade) to avoid getting reputations asitem crafters.

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    Appendix 1: DM Maps

    Street Scene

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    Dormitory