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DG22 Protecting the Process By Dan Hass Hundreds of the most influential people in Odill are addicted to the narcotic produced by the Cult of the Green Dragon. Brother Rolf has offered all he has and more to rectify the situation. But the process is not complete, and to protect that process to its conclusion will require heroes. A DnD 5 th edition adventure for 1-8 6 th level PCs. The second episode in the Green in Odill Arc.

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Transcript of 22 Protecting the gnosissy

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DG22 Protecting the Process By Dan Hass

Hundreds of the most influential people in Odill are addicted to the narcotic

produced by the Cult of the Green Dragon. Brother Rolf has offered all he has and more to rectify the situation. But the process is not complete, and to protect that process to its conclusion will require heroes. A DnD 5 th edition adventure for 1-8

6 th level PCs. The second episode in the Green in Odill Arc.

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

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

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

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

Adventure Outline .................................................................................................................. 3

Starting the Adventure ........................................................................................................... 4

Encounter 1: The Cult of Asmodeus ...................................................................................... 5

Encounter 2: Other Interested Parties ................................................................................... 6

Encounter 3: The Green Dragon Envoy ................................................................................. 7

Encounter 4: The Strike ......................................................................................................... 8

Encounter 5: Church of Mask ................................................................................................ 9

Concluding the Adventure ....................................................................................................10

Appendix 1: Statblocks .........................................................................................................11

Appendix 2: DM Maps ..........................................................................................................12

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Adventure Summary Protecting the Process is a Dungeons and Dragons 5th Edition adventure designed for 1-8 6th level characters. It requires a Player’s 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.

The adventure is set in the Dimgaard Campaign Setting (the Dimgaard Campaign Guide is a free pdf available at DriveThruRpg), but could be set in other campaigns where there is a corrupt city ripe for infiltration by the Cult of the Green Dragon. Additionally, the action takes place in the city of Odill, and the Odill Campaign Guide (available here) provides information on the city. 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. Protecting the Process is no different. There are some rather complex encounters that will benefit from the DM spending a few minutes deciding how she will run them. Protecting the Source can be run with a lot of interaction between the PCs and NPCs depending on the inclinations of the PCs and DM. The NPCs’ descriptions deliberately give just enough information to move the plot along, leaving a lot of room for a DM to individualize these NPCs to her campaign.

The Odill Campaign Guide has information on the city zones and the NPCs that figure strongly in Protecting the Process.

A battlemat or dungeon tiles may be helpful, but not necessary. All the action in Protecting the Process occurs at the alchemist’s lab (See Appendix 1).

Running the Adventure Awarding XP as it is earned tends to

simplify concluding the adventure, but may complicate and/or slow down play if PCs advance mid-adventure. Note that the encounters contain suggestions for modifying creatures and some new creatures developed using the rules for modifying and creating monsters in the DMG. The goal is for the encounters in the adventure to present hard challenges (DMG p.89) for the PCs.

Modified Creatures Many of the creatures in likely combat encounters are modified according to the guidelines in the DMG p.273-283. Traits which do not increase the calculated CR of the creature, but which make it more effective in the encounter are marked with 1. This allows the DM to evaluate the optimization of her party and tailor the difficulty of the encounter to make it a hard (DMG p.82) encounter. The encounters use a medium budget to establish the base creatures, and for some parties this may be enough to meet the definition of hard. The DM should include enough of the 1 denoted traits so that the encounter meets the definition of hard.

These encounters are designed to be challenging in some way. Even when

Roleplaying Some DMs and players revel in roleplaying. For some DMs, the most fun part of the game is assuming the personalities of multiple characters. However, other DMs (and players) prefer a summary approach to their characters.

Neither approach is “correct”. It is a matter of preference, and D&D can be enjoyable whichever approach to roleplaying a group takes.

The important thing is for the DM to decide which camp she is in. If she wants richly detailed NPCs, the DMG p.89-91 has resources to do this. This site does a nice job, too.

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combat is not likely the PCs may be facing difficult moral decisions for their characters.

The goal of the session is to have interesting and entertaining challenges for the players, and while “softballing” encounters should not be routine, the DM should have no qualms adjusting material to her individual campaign and player skill sets.

XP Awards The encounters will likely be hard despite using a medium XP budget. Additionally, 6th level is a “wide” level. Adhering to strict XP awards and level progressions will likely require on the order of 9-11 sessions progress through 6th level and reach 7th level.

If this seems like too long to go without advancement, the DM should consider milestone advancement.

If the DM wants to track XP for advancement, but accelerate the progression, she can increase the XP award for the combat encounters by 50% (since they likely are hard rather than medium), and may also award XP for overcoming challenges that aren’t combat related like handling traps and successfully completing negotiations.

The module is formatted so that encounters fit on a single page (excluding maps). In addition to making printing easier, this should make running the adventure smoother whether using an PDF or printed version of the adventure.

Adventure Background The most lucrative franchise in Odill, is the Cult of the Green Dragon’s spank business. They operate a storefront, but most of their product is delivered personally to some of the most influential citizens. Some factions (Fellowship of Olidamarra, Trithereons United, elements of the One True Faith) would like to see the spank trade eliminated and the addicts freed of their dependency. Others (Church of Mask, Cult of Asmodeus, Prince Priogrim) would like to co-opt the trade for themselves.

The first step for any of these organizations is to find out how spank is

made. Some would then use that knowledge to create an antidote or bridge drug to curb the withdrawal, while others would use that knowledge to start manufacturing spank themselves.

Brother Rolf has found an alchemist, Jurrius, who thinks he can find a bridge drug that can mitigate withdrawal from spank. Brother Rolf managed to get a sample to the alchemist, who has determined that it is a product made from green dragonborn poison. It was determined (in DG21 Securing a Source) that only a minority of the green dragonborns’ poison are able to be converted into spank. And Jurrius now has one such special green dragonborn, Rasdaar.

However, it is going to take several days for Jurrius to complete his research and “having Rasdaar” and “keeping Rasdaar” are two entirely different things.

The Cult of Asmodeus has also secured a special green dragonborn, and they are working to synthesize spank themselves. Secrets are hard to keep, and Priogrim and The Church of Mask have both learned of Jurrius’ operation to synthesize spank. Also, the Cult of the Green Dragon has learned who has kidnapped Rasdaar and is planning to recapture him.

Adventure Outline Protecting the Process presents a situation. The Cult of the Green Dragon has found a way to distill a powerful narcotic and has addicted several hundred of the most powerful people in Odill to it. Brother Rolf is trying to rectify the situation. He has brought in an alchemist to try to engineer an antidote, and acquired a green dragonborn required for experimenting. But the process of finding the antidote is going to take several days, so the PCs need protect the lab and keep the green dragonborn safe.

The module outlines the positions of various entities that are likely to have an interest in the process, and how they will likely interact with the PCs. The order of the encounters presented may vary based on the PCs’ actions, but is presented the most likely order.

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Starting the Adventure If the PCs successfully completed DG21 Securing a Source, they should have Rasdaar safely at the lab where Brother Rolf’s alchemist, Jurrius, is working to find an antidote. If not, then another force (likely either Olidammarans) secured Rasdaar for Brother Rolf. Either way, the duty of protecting Jurrius, his assistants and Rasdaar falls to the PCs.

The DM may award downtime to the PCs to replenish potions/scrolls, search for special spell components, or other activities within the limits of their obligation to Brother Rolf. The Odill Campaign Guide has random encounters for the city of Odill that the DM may wish to use. This is also an excellent opportunity to tailor an encounter to specific PCs’ histories and character backgrounds

PC Resources Another technique for modulating the difficulty of encounters is to regulate the PCs access to magical resources. If the PCs seem underpowered for the challenges, then access to cheap magic items can improve their effectiveness. Similarly, if the DM believes the party has strong tactics and optimized builds, she can restrict access to magic items to bring the PCs within the expected power range.

When ready, read or paraphrase the following:

Rasdaar, the green dragonborn, is cooperative as long as his demands are met. Since there is nothing to keep him from expelling his breath as soon as it recharges besides his cooperation, his cooperation is very important. But, really, his demands seem pretty modest – a comfortable room, decent food, reasonable ale, and a guarantee that he can return home with a small treasure when everything is said and done.

Brother Rolf tends to Rasdaar’s needs, and doesn’t seem to resent the task. He has duties to attend to as part of his position as a priest of the One True Faith, and it is not a burden to bring in the items requested by Rasdaar when he checks in daily.

The alchemist, Jurrius, and his team of three assistants work diligently towards their goal, but they are unsure as to when they think they will achieve it. The consensus is about a week – maybe sooner if they get lucky.

In the meantime, the expectation is that you will make sure that the process continues uninterrupted.

If combat ensues, Brother Rolf is an acolyte (MM p.342), Jurrius is a cultist (MM p.345) with some additional skills and traits related to alchemy, his assistants are commoners (MM p.345), and Rasdaar is a green dragonborn commoner (MM p.345).

Appendix 2: DM Maps has a map of the Brother Rolf’s lab that is used for the encounters set in the lab.

When ready, move to Encounter 1.

Rests Once the action begins, the PCs won’t have the opportunity to take a long rest. D&D 5th edition presumes that PCs will have several encounters without a long rest, and even short rests should be rationed. If the PCs are able to come into encounters with all their resources the definitions of the encounter (easy, medium, hard, or deadly) won’t apply. PCs will be able to complete even deadly encounters with little difficulty.

Keeping in mind that the encounters are expected to be hard, the DM should measure the PCs’ remaining resources against the difficulty of the upcoming encounters to determine whether to allow a rest.

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Encounter 1: The Cult of Asmodeus

Encounter background. Aesezon is the member of the Cult of Asmodeus charged with diplomacy and intelligence for the cult. The Cult has heard that Brother Rolf has set up a lab, and that Rasdaar has gone missing. The PCs should be familiar with Aesezon from previous adventures.

Roleplaying

This is an opportunity for the DM and players to indulge an inclination for in-depth roleplaying.

Running the encounter. The Cult of Asmodeus has agents who keep it informed of important information. The agents have informed the Cult that Brother Rolf’s lab and Rasdaar’s disappearance are connected. The Cult has put the pieces together and suspect that Brother Rolf is trying to break the spank industry.

Aesezon is only here to discern the specific details, and avoids violence. He wants to see if the PCs will be a threat to

the Cult of Asmodeus when they have their own spank trade running. Further, he would like to determine the level of cooperation he can expect from the PCs when the time comes to eliminate the Cult of the Green Dragon. He will offer an information sharing arrangement.

Aesezon Aesezon is the tiefling emissary for the Cult of Asmodeus in Odill. He has very soft racial features; his eyes glow and his skin has a pinkish hue, but these are covered with a disguise kit, so he presents himself as human. It requires an DC18 Wisdom (Insight) check to see through his disguise.

In reality, Aesezon serves a secret master who is running the Cult’s activities. Aesezon is only serving the Cult as his talents allow him, not the leader.

Concluding the encounter. If the PCs rebuff Aesezon, they receive the moniker Enmity of the Cult of Asmodeus. If the PCs agree to align their activity with the Cult of Asmodeus, they receive the moniker Ally of the Cult of Asmodeus.

As the day wears on, various interested parties arrive at the lab (Encounter 2).

Cult of Asmodeus The elimination of the Cult of Orcus has allowed the Cult of Asmodeus to establish itself. It has become a prominent advisory group to Prince Priogrim. It now has successful slavery enterprises, and is nominally running the Prince’s militia.

It would like to take over the entire spank industry, or at least take over a portion of it. The spank trade offers several benefits for the Cult. It is a lucrative and consistent revenue stream, and also provides a strong mechanism for controlling the nobles who are addicted to it.

The Cult would also like to be recognized as a legitimate order of the One True Faith.

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Encounter 2: Other Interested Parties

Encounter background. There are several other interested organizations who are sending agents to investigate Jurrius’ lab.

Running the encounter. The following summarizes the agents who make an appearance.

Roleplaying The roleplaying level is up to the DM. If the DM intends to go in-depth, DMG p.89-91 has tables for generating distinctive NPC traits. Alternately, this site does a nice job of quickly fleshing out NPCs.

Trithereons United Huguet the Warrior would like to see the spank trade eliminated. The Trithereons are not strong enough to go up against the Cult of the Green Dragon yet, but he is inclined to help the cause. He has the Inspiring Leader feat (5 temporary hit points) that he can use to aid the PCs.

Priogrim’s Aide Fast Fingers Joshua is the primary intelligence advisor to Prince Priogrim. While the Cult of Asmodeus has reported some information to the Prince, Joshua knows that it is best not to completely trust an evil cult. He has come to get first-hand information. If attacked, the PCs, Brother Rolf, and Jurrius will able be labelled Traitors of Odill.

Green Dragon Envoy Zrazan is a green dragonborn Trickster Favored Soul (Appendix 1). The Cult of the Green Dragon believes that Rasdaar is at Jurrius’ lab and Zrazan has come to confirm it. Zrazan is not violent. He comes in with detect thoughts precast. He will simply engage in conversation while probing their thoughts for confirmation of Rasdaar’s presence. Once confirmed, he excuses himself. He

notifies the Cult via messenger, while he prepares his entourage to take Rasdaar (Encounter 3).

Zrazan’s entourage remain hidden so that they can come to protect him within two rounds.

Inquisition Tholy the Divine is the chief theologian for the Odill Inquisition. He is also addicted to spank. The Cult has offered to provide him with free spank if he will convince Brother Rolf to shut down his operation. He will use the authority of his position to order Brother Rolf to turn over Rasdaar and shut down his operation as contrary to the peace of Odill. While Tholy is corrupt, he is still the head of the Inquisition. If the PCs attack him, they can easily overcome him, but they are immediately classified as criminals and every element of the One True Faith will oppose them. Even Brother Rolf will no longer affiliate with them.

Fellowship of Olidammara The Olidammarans send a bard-type NPC named Andred Angel Eyes to warn the PCs that the Cult of the Green Dragon knows about Rasdaar, and intends to retake him. An attack is eminent. The Fellowship cannot take direct action against an organization as powerful as the Cult of the Green Dragon, but Andred can cast longstrider on up to four PCs.

The Fellowship is the weaker of the two thieves’ guilds in Odill (the Church of Mask being the other). They funnel most of their profits to members of the One True Faith who are not corrupt (like Brother Rolf). If they were to expose themselves in direct opposition to one of the stronger organizations, the backlash could be devastating for the Fellowship.

Concluding the encounter. The DM can expose the PCs to as many of these roleplaying encounters as she is inclined towards.

One True Faith Brother Rolf has some allies within the One True Faith. If the DM is inclined, he can call on these to cast aid, affecting three PCs.

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Encounter 3: The Green Dragon Envoy

Encounter background. Having confirmed that Rasdaar is at the lab, Zrazan sent word to the Cult of the Green Dragon while he and his entourage kept watch. He has grown uneasy at the amount of traffic at the lab, and has decided to make a move rather than wait.

Running the encounter. Zrazan has positioned a tin of dust of sneezing and choking so that when the door to the lab opens, one of the green dragonborn can trigger it by pulling a string. The tin will fall in the doorway affecting everyone within 30 ft.

Dust of Sneezing and Choking Magic trap It requires a DC25 passive Perception to notice the small vial poised atop the door frame. If noticed a DC20 Dexterity (Sleight of Hand) check can remove it without opening it; a failure sets off the trap. The dust of sneezing and choking (DMG p.166) explodes affecting everyone within 30 ft. of the door.

Zrazan will precast pass without trace so he and his companions can be hiding when the encounter starts. Zrazan and his party members will position themselves 30 ft. from the door, and then one of the party will being will give an ultimatum to send out Rasdaar or they will be forced to take him by force.

Scaling the encounter. The composition of Zrazan’s team varies with the number of PCs present. The NPCs listed are all green dragonborn with the poison resistance and poison breath weapon (PHB p.34).

# Dragonborn XP

1 Zrazan, 2 Thug 300

2 Zrazan, 5 Thug 600

3 Zrazan, Trickster, 3 Thug, Veteran

1200

4 Zrazan, 2 Trickster, 4 Thug, Veteran

1400

5 Zrazan, 3 Trickster, 5 Thug, Veteran

1600

6 Zrazan, 3 Trickster, 4 Thug, 2 Veteran

2200

7 Zrazan, 4 Trickster, 6 Thug, 2 Veteran

2500

8 Zrazan, 5 Trickster, 6 Thug, 2 Veteran

2600

Thug. MM p.350 1Armor Class 12 (studded leather) 1Saving Throws Str +4, Con +4 1Skills Athletics +6, Intimidation +2 1Eye Gouge. As a bonus action, a creature the thug can see within 5 ft. must succeed on a DC13 Dexterity saving throw or be blinded. A blinded creature can end the condition by succeeding on a DC13 Constitution saving throw.

Veteran. MM p.350. 1Disarm. As a bonus action, a creature that the veteran can see within 5 ft. must succeed on a DC15 Dexterity (Acrobatics) check or drop a weapon or item of the veteran’s choice that it is holding. If it is a two handed weapon, the target has advantage on the check.

Trickster (Favored Soul). Appendix 1. Zrazan (Trickster Favored Soul). Appendix 1.

Concluding the encounter. If Zrazan gets Rasdaar, he takes him back to the Cult of the Green Dragon. The PCs may be able to intervene and recover him.

If the PCs win, the main Cult strike is shortly after Zrazan’s effort. (The DM can decide whether or not to grant a short rest.)

Zrazan

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Encounter 4: The Strike

Encounter background. Having recieved good intelligence that the lab is a threat to their operation, and failing to regain Rasdaar, the Cult of the Green Dragon has no choice but to retake send in its best operatives.

Running the encounter. The Cult of the Green Dragon has two goals: reacquire Rasdaar, and make sure that everyone knows not to interfere with the Cult. They are looking to make a very public example of the PCs. Two acolytes have a scroll of glyph of warding, and will use it to put an explosive runes (thunder damage) before the door.

Explosive Runes Magic trap DC15 passive Investigation or Intelligence (Investigation) to notice. Dispel magic to remove. If any small or larger creature that isn’t a green dragonborn enters the space it triggers for 22 (5d8) thunder damage in a 20 ft. radius.

Scaling the encounter. The composition of the strike force varies with the number of PCs. The NPCs listed are all green dragonborn with the poison resistance and breath weapon (PHB p.34).

# Strike Force XP

1 Trickster, 2 Thug 300

2 Acolyte, Owl, 2 Trickster, 3 Thug

560

3 2 Acolyte, 2 Owl, Bandit Captain, 2 Trickster,

3 Thug

1070

4 2 Acolyte, 2 Owl, Veteran, 2 Trickster, 3 Thug

1320

5 2 Acolyte, 2 Owl, Veteran, 3 Trickster, 3 Thug

1420

6 2 Acolyte, 2 Owl, 2 Veteran, 3 Trickster, 3 Thug

2120

7 2 Acolyte, 2 Owl, 2 Veteran, 4 Trickster, 4 Thug

2320

8 3 Acolyte, 3 Owl, 2 Veteran, 4 Trickster, 4 Thug

2380

Acolyte. MM p.342. Owl familiar. 1Hit Points 22 (5d8) 1Gear 3 scrolls of cure wounds, scroll of dispel magic

Bandit Captain. MM p.344. 1Disarm. As a bonus action, a creature that the captain can see within 5 ft. must succeed on a DC15 Dexterity (Acrobatics) check or drop a weapon or item of the captain’s choice that it is holding. If it is a two handed weapon, the target has advantage on the check.

Owl. MM p.333. Familiar of acolyte. 1Damage Immunities fire, force, piercing.

Thug. MM p.350 1Armor Class 12 (studded leather) 1Saving Throws Str +4, Con +4 1Skills Athletics +6, Intimidation +2 1Eye Gouge. As a bonus action, a creature the thug can see within 5 ft. must succeed on a DC13 Dexterity saving throw or be blinded. A blinded creature can end the condition by succeeding on a DC13 Constitution saving throw.

Trickster (Favored Soul). Appendix 1. Veteran. MM p.350.

1Disarm. As a bonus action, a creature that the veteran can see within 5 ft. must succeed on a DC15 Dexterity (Acrobatics) check or drop a weapon or item of the veteran’s choice that it is holding. If it is a two handed weapon, the target has advantage on the check.

Concluding the encounter. If the Cult defeats the PCs, they take Rasdaar back into their custody. They will want to make a very public example for others who may want to oppose the Cult of the Green Dragon; this will likely involve eliminating one or more PCs permanently (removing their body so that it cannot be raised), but also leaving at least one witness so that word of the deed spreads.

Barring some remarkable circumstances, word of the commotion reaches the Church of Mask fairly quickly – as they have a well-established network of informants looking for just these sorts of opportunities.

Tactics The acolytes will precast bless, take a position 60 ft. away, and use their familiars to deliver cure wounds spells. They will only come forward if they need to use a dispel magic scroll.

The tricksters precast pass without trace to stay hidden and use subtle spells and twin spells without losing the benefit of hiding. The DM may have a different choice, but a good option is phantasmal force, putting PC(s) in an eyeless iron mask filled with boiling oil so that the PC(s) cannot see.

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Encounter 5: Church of Mask

Encounter background. The Church of Mask is always looking for an opportunity. They have noticed the PCs operating in their territory, and are eager to extract a tax.

Running the encounter. If the PCs have previous dealings with the Church of Mask, the nature of those dealings will impact this encounter. In particular, the Church’s attitude toward the PCs is what determines how prone to combat the Church is.

Key things to remember: the Church of Mask is about making as much money as possible, and they are very shrewd. They demand a tax on the PCs’ operations.

Combat? At this point the PCs likely have been exposed to two strong traps, and two hard combat encounters. Some very resilient parties may still have the resources for another combat encounter, but this encounter doesn’t necessarily need to be a combat encounter.

There are ample hooks to resolve this encounter through negotiation if the DM is inclined and the PCs take appropriate actions.

Scaling the encounter. The size of the Mask’s force varies with the number of PCs.

# Mask force XP

1 2 Spy 400

2 Priest, Spy 650

3 Priest, 3 Spy 1050

4 2 Priest, 4 Spy 1700

5 2 Priest, 3 Spy, Veteran 2200

6 3 Priest, 3 Spy, Veteran 2650

7 3 Priest, 5 Spy, Veteran 3050

8 3 Priest, 4 Spy, 2 Veteran 3550

Priest. MM p.348. 1Armor Class 14 (breastplate) 1Hit Points 33 (6d8+6) Damage Immunities piercing (or choice of another) Saving Throws Con +3, Wis +5 Skills Perception +12, Persuasion +3, Religion +4 Blessing of the Trickster. At the end of a long rest, the priest has immunity to piercing damage. He can change the damage type as a free action once, and must take a long rest to reset the ability. 1st level (4 slots): bless, cure wounds, healing word 2nd level (3 slots): lesser restoration, spiritual weapon

Spy. MM p.349. 1Saving Throws Dex +4, Wis +4

1Leg Sweep. As a bonus action, a creature of the spies choice that he can see within 5 ft. must succeed on a DC14 Dexterity (Acrobatics) check or be knocked prone.

Reaction 1Counterspell (3/day). The spy casts counterspell.

Veteran. MM p.350. 1Skull Crack. As a bonus action, a creature of the veteran’s choice he can see within 5 ft. must succeed on a DC14 Constitution saving throw or be stunned for one round.

Priest Combat Tactics The recommended priest tactics is to withdraw to a relatively safe location, cast spirit guardians, and then move in using dodge. He can use his bonus actions for healing word, or spiritual weapon.

Concluding the encounter. The Church of Mask is a very influential organization in Odill. It holds the monopoly on the street drug huff, has an extensive protection racket, and hold assassination over the heads of Odill officials. How this encounter ends and the Church of Mask’s attitude towards the PCs should be noted.

Priest of Mask

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Concluding the AdventureIf the PCs successfully defended the lab, then Jurrius has enough time to find the antidote. If not, then Brother Rolf and Jurrius will have to retreat from Odill and take several more days to find the antidote, but eventually they will. If the PCs do not survive, then the Olidammarans, convinced of the worthiness of the cause, set up their own lab in a nearby village to do the research and find an antidote in several days. Of course, having an antidote and curing the addiction are separate things. But that is a tale for another day.

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 DMG’s guidelines, every magic item of greater significance requires the sacrifice of a sentient creature with a relevant trait to complete the crafting. For example, any dragonborn might be sacrificed to add +1d6 poison damage to a melee weapon because of their poison breath. 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 creature’s life. The item will take on the name of the sacrificed creature, and a synopsis of the creature’s 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.

As the creatures appropriate to craft magic items have dwindled, the formulae for the processes have become rare, too.

So, if the DM is inclined and the PCs capture the dragonborn (or other creatures with special traits), they may be able to find a crafter to convert them into magic items, and they may want to get sanction for such an action from the One True Faith and civil authorities to avoid getting a reputation as item crafters.

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Appendix 1: Statblocks

Trickster Favored Soul Medium humanoid (green dragonborn), chaotic evil

Armor Class 16 (studded leather) Hit Points 33 (6d8+6) Speed 30ft.

STR DEX CON INT WIS CHA 10(+0) 18(+4) 12(+1) 16(+3) 16(+3) 18(+4)

Saves Constitution +1, Charisma +6 Damage Resistance poison. Skills Intimidation +6, Perception +6, Persuasion +6, Stealth +6 Senses darkvision 60 ft., passive Perception 15 Languages Common, Draconic Challenge 1/2 (100 XP)

1Portent. Per PHB p.116.

Sorcerer points. The trickster has 4 sorcerer points to spend on subtle spell and twin spell.

Spellcaster. The trickster is a 4th level spellcaster (Charisma is his spellcasting ability; +6 to hit; 14 DC).

Cantrips (at will): fire bolt, mage hand, message, minor illusion, poison spray.

1st level (4 slots): charm person, detect magic, disguise self, expeditious retreat, sleep.

2nd level (3 slots): detect thoughts, invisibility, mirror image, pass without trace, phantasmal force.

Gear. Short sword, studded leather, 2 spell foci, scroll of suggestion.

Actions Shortsword. Melee Weapon Attack: +6 to hit, range 5 ft., one target; Hit: 7 (1d6+4) piercing.

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Appendix 2: DM Maps

The walls and roof are wood construction; each 5 ft. section has 20 hit points; ignores the first 5 points of damage from any source; is immune to cold, necrotic, poison, and psychic damage; and is resistance to piercing, radiant, and slashing damage. Doors are the same, but with only 15 hit points; DC20 Dexterity check to open the lock; or a DC20 Strength (Athletics) check to force the door open. There are no windows. The rooms are lit by torches when occupied, but the torches are snuffed when rooms are unoccupied.