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[[Category:Vayan]][[Category:Vashora]][[Category:Astran League]][[Category:Adventure]]
[[Category:Vayan]][[Category:Vashora]][[Category:Astran League]][[Category:Adventure]]
The Dragon Cult is part of a larger Adventure Collection called [[Tiamat Rising]]
The Dragon Cult is an adventure set in the [[Astran League]]. It centers on the [[Keepers of the Secret Hoard]], a cult dedicated to serving Chromatic Dragons and eventually bringing about the freeing of Tiamat, the Dragon Queen.
The Dragon Cult is an adventure set in the [[Astran League]]. It centers on the [[Keepers of the Secret Hoard]], a cult dedicated to serving Chromatic Dragons and eventually bringing about the freeing of Tiamat, the Dragon Queen.
= To Do =
*Split chapters into separate pages
*Tidy up documentation
*Add overview for Lonstrem and Gilhold


= Summary =
= Summary =
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*The storm is starting the get close, it will hit within the next few hours.  
*The storm is starting the get close, it will hit within the next few hours.  
**A DC 12 survival check makes it clear it will be an intense storm and the cart alone won't provide enough shelter. 20+ will make it clear it will be here in 4 hours.
**A DC 12 survival check makes it clear it will be an intense storm and the cart alone won't provide enough shelter. 20+ will make it clear it will be here in 4 hours.
'''Highwaymen''' <br/>
As the players come towards the apex of one of the many hills this road has taken them on they can hear shouting and pleas for mercy. 4 figures in dark clothes with cloaks surround an old man. One of the figures is holding the man while threatening to "- cut your throat if you defile her name again."
*As the players approach the figures pause for a moment and then draw their weapons, and proclaim that "The road is closed."
*They will refuse to let the players pass and attack the donkeys in an attempt to kill them.
These figures are part of Hunozur's posse:
*Velsalin Miani, glass canon
*Senid & Zaulok, infantry
*Stok, artillery
They will flee as soon as 2 of them are killed. Those who survive will later be encountered again at the House on the Hill.


'''Steven'''
'''Steven'''
*An old man sits below a tree, looking bruised. He asks for the player's help, for food and transportation to the village.  
After the fight, the old man sits below a tree, looking bruised. He asks for the player's help, for food and transportation to the village.  
*The man is called Steven, a human man in his sixties. He is dressed in simple farmer's garb and carries a, now broken, walking stick with him.
*The man is called Steven, a human man in his sixties. He is dressed in simple farmer's garb and carries a, now broken, walking stick with him.
*He comes from Lonstrem and tried to make it to Merrock, several days south of here, but was robbed by a group highwaymen.  
*He comes from Lonstrem and tried to make it to Merrock, several days south of here, but was robbed by a group highwaymen.  
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**Steven will also tell the House on the Hill is likely to be close-by enough to reach before rainfall, but he believes the highwaymen went in that direction.
**Steven will also tell the House on the Hill is likely to be close-by enough to reach before rainfall, but he believes the highwaymen went in that direction.


Lonstrem is still a day away at this point.  
Lonstrem is still a day away at this point.


==House on the Hill ==
==House on the Hill ==
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*Houses of villagers that have fallen asleep have been marked with a sign that looks like 5 lines carved to form a crude claw.
*Houses of villagers that have fallen asleep have been marked with a sign that looks like 5 lines carved to form a crude claw.
**A DC 12 wisdom check on Chalk will relate this to the mark in the front of the book they are carrying, which is a more detailed drawing of a 5 headed dragon with a similar silhouette.
**A DC 12 wisdom check on Chalk will relate this to the mark in the front of the book they are carrying, which is a more detailed drawing of a 5 headed dragon with a similar silhouette.
== The Cave ==
===Hunozur's Room ===
In the back of the cave Hunozur keeps what seems to be an impromptu study; a desk, chair, and chest are covered in pieces of parchment, several small bottles of a black liquid (ink), similar empty bottles, quills, and books. In a corner there is also a cage with what seems to be a sleeping halfling (they look almost starved), and a bedroll.
==== Parchment ====
About two dozen sheets of parchment are scattered around the desk. Reading through these there three distinct handwritings recognizable, one of which is in draconic, one in common, and one in different languages.
*Correspondences signed by one H. A..
*(In draconic) Correspondences signed by one Numeria
*A letter by Lady Viosephit
==== Books ====
*"Inhabitants of the Outer Planes Vol. 2"
*"The Elemental Planes and Tau"
*"Planar Convergence, signs and effects"
*"Minor Enchantments; a comprehensive study"
*"Dragonkin: Origins, Myths, and Facts"
==== Reagents ====
Different reagents in glass containers are found on the desk, each of them labeled:
*Diamond Dust
*Basilisk Gal
*Alcohol, pure
*Mystracide shavings
*Mercury
*Blood
==== Chest ====
*In a chest: 2500cp, 1300sp, 70gp, 7x gems worth 50gp each (Turquiose Tiger-Eye, black Onyx, red rubies)
*On each member of the possee:
**Gems: 2x 10gp each, 1x 25gp each (Total: 10x10gp, 5x 25gp)
*On Hunozur's Desk:
**Small statue of a Silver Raven (Figurine of Wondrous Power)
**Amulet of Proof Against Detection and Location
Next to the chest is the +1 Battleaxe. Inside of it are the aforementioned coins and gems, as well as a number of what seem to be steel objects:
*Two dagger blades
*A sword blade
*A dozen rings
*4 bracelets
*A headband
*A mask
*A chain
Note; these are the Mystricide objects
==== Items from villagers ====
There are a number of seemingly miscellaneous items strewn around the cave, largely found around the chest.
*Silverware, from plates to cups to cutlery made out of silver-shiny material.
*Jewelry made of varying shiny materials
**Lockets
**Rings
*An old looking sword, kept in a scabberd of long faded but well kept dark brown leather. It is a short sword with stubby grip. A DC 12 history check would reveal this to be a sword issued to the Scalebound city guards about a century ago.
*A picture frame, painting of a smiling halfling woman included.
It is fairly apparent that these are valuables stolen from around the village of Lonstrem, or perhaps other villages.
==== Halfling ====
The halfling inside of the cage seems to be enchanted in the same way the villagers are. She's sleeping and looks starved, though next to the cage is a bowl, half filled with what seems to be a soup.
*Her name is Saula Greencheeks, she's around 12 years old.
*She comes from a town called Gilhold. She doesn't know where it is in relation to where they are now.
*She doesn't know how she got here, only that a half-orc man showed her a swinging flame.
=== If the players go down ===
"After you all were knocked unconscious, you rouse in a rather... dark place. The first thing you notice is the gag in your mouths - each of your mouths. The second thing you notice, is your hands: They are bound together tightly, and rather expertly, with rough ropes. The third thing you notice; Everything you were carrying on you is gone. From weapons, to backpacks, to armors. Rees and Chalk find themselves tied together by the feet, while Fayra and Catya are each individually cuffed and locked inside a cage. Each of you is hurting pretty badly - but you're alive."
PCs
*All on 1 HP
*Catya has her hidden thieves tools
*Rees only has his hidden thieves tools, the dagger is gone.
*Chalk needs to compete against an 18 investigation for anything hidden
*Fayra needs to compete against a 16 investigation for anything hidden
NPCs
*Some will be guarding the cave
*Some will be preparing to leave
*One will guard the party
*Hunozur is in his study.
'''Ah, you're finally awake''' <br/>
After the PCs start talking to each other Hunozur will start pacing the cave. The party will hear him say: <br/>
"Barros, Samine. You two take care of the bodies. Leave them near the riverside for the crocodiles. When you're done, start packing up. Ki, stand watch over the prisoners."
*Hunozur will interrogate them, starting with Rees, then Chalk, then Catya, then Fayra.
*For every PC he takes with him, the PCs get to talk amongst themselves and plan.


== Hunozur ==
== Hunozur ==
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Hunozur is accompanied by 7 followers, one of whom - the Half Elf Velsalin Miani - is encountered in the Cottage.  
Hunozur is accompanied by 7 followers, one of whom - the Half Elf Velsalin Miani - is encountered in the Cottage.  


==== Infantry ====
'''The Twins''' <br/>
'''The Twins''' <br/>
Barros and Samine, Tiefling Siblings.
'''Barros''' and '''Samine''', Tiefling Siblings.
*Each use a greatsword.
*Each use a greatsword.
*Can use a bonus action to try and disarm. DC 14 STR/DEX or weapon is knocked out of the user's hand.
*Can use a bonus action to try and disarm. DC 14 STR/DEX or weapon is knocked out of the user's hand.
*HP: 15 | AC: 14 | +4 to hit, 2d6+2 damage.
*HP: 15 | AC: 14 | +4 to hit, 2d6+2 damage.
(Infantry)


'''(Artillery)''' <br/>
'''Senid''', Half-Orc Barbarian.
Delmik Hinzel and Ki Dakig, both human.
*Uses Rage.
*Uses Grapple during rage (Advantage)
*HP: 25 | AC: 12 | +5 to hit, 2d6+3 damage.
 
'''Zaulok Highhauler Nugalatho''', Goliath Fighter.
*Uses Battlemaster Maneuver: "feinting" and "maneuvering" attack.
*Has a shield & spear (reach)
*HP: 18 | AC: 15 | +5 to hit, 1d6+3 damage.
 
==== Artillery ====
'''Delmik Hinzel''' and '''Ki Dakig''', both human
*Use heavy crossbow
*Use heavy crossbow
*Can use an action to shoot a Net Arrow (1 each) vs AC to knock a target prone. Removing the net costs an action.
*Can use an action to shoot a Net Arrow (1 each) vs AC to knock a target prone. Removing the net costs an action.
*HP: 10 | AC: 12 | +5 to hit, 1d10+3 damage.
*HP: 10 | AC: 12 | +5 to hit, 1d10+3 damage.


'''(Glass Canon)''' <br/>
'''Stok''', Bugbear sorcerer.
Candle in the Dark, Tabaxi in leather armor
*Can cast Scorching Ray & Mage Armor.
*Uses Ray of Frost
*HP: 15 | AC: 15 | +5 to hit, 1d8 damage.
 
==== Glass Canon ====
'''Candle in the Dark''', Tabaxi in leather armor
*Uses a shortbow and 2 shortswords.
*Uses a shortbow and 2 shortswords.
*Can apply poison to 2 hits on either bow or swords.
*Can apply poison to 2 hits on either bow or swords.
*HP: 10 | AC: 14 | +4 to hit, 1d6+2 damage.
*HP: 10 | AC: 14 | +4 to hit, 1d6+2 damage.


'''(Guard)''' <br/>
'''Velsalin Miani''', Half-Elf rogue
Menu Flintbearer, Goliath lady
*Uses a shortbow and 2 shortswords.
*Can use sneak attack
*Can cast minor illusion 1/day using a ring.
*HP: 15 | AC: 15 | +4 to hit, 1d6+2 damage.
 
==== Guard ====
'''Menu Flintbearer''', Goliath lady, the Guard
*Uses a glaive
*Uses a glaive
*Has a whistle to alert the rest of her crew.  
*Has a whistle to alert the rest of her crew.  
*HP: 20 | AC: 12 | +5 to hit, 1d10+3 damage.
*HP: 20 | AC: 12 | +5 to hit, 1d10+3 damage.
= Chapter 2 =
== March 31st ==
*Discuss last session
*Return to the keep with 50 villagers + the priest, Arth Smartwhisk, in tow.
** 5 progressive skill checks, create tension.
*By the time they return it's about 2AM
**The governess tells them that it seems like a good number of the raiders have been leaving town over the last hour, though there has been a growing gathering in the center of town as well.
**The governess also offers them: 2 potions of healing, a potion of superior healing, and a wand of Chromatic Orb.
*If the players decide to rest, they will be called by the end of their short-rest that a rather large group of raiders is gathering closer to the gate.
At this point, Langdedrosa Cyanwrath will call out:
*"Defenders of Gilhold! The night has been bountiful, and I am feeling generous. I hold a dozen of your pathetic, useless ilk - and I will trade them back to you. Send out your best warrior to face me. Perhaps one of those cowards that has been killing some of my most devoted."
Langdedrosa is a large, blue half dragon and is armed to the teeth. Behind him, about a dozen of villagers are indeed captured - about 3/4 of them children. They are guarded by a smattering of kobolds and human figures.
Someone will step up if not the players.
After the fight, the raiders will march off on-masse, leaving no raiders or mercenaries behind. They move to the north.
Governess Marlyne will ask the players to head to Bazit and deliver a message to the burgomeister Aedan Evenspell, saying he needs to know about this incident.
== Feb 18? ==
Pelir 35th, 23:00
"After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you've led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance."
*The Governess offers to show to take the players up to the parapet to get a better overview of what her militia has spotted so far.
*Escobert will guide them to the entrance of the old tunnel, which is located inside the keep's cellar. He suggests this is a good way to sneak townsfolk into the keep.
== The Old Tunnel ==
The Tunnel runs from the Keep's cellar, underneath the keep and down to the bank of the river.
*The tunnel is wide enough to walk single file.
*The entrance in the keep is covered by an iron-bound door, while the stream exit is covered with an iron grate made to look like a sewer outlet.
*The tunnel was designed as a secret access to the river to get water during a siege.
With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key.
===Locks===
*The iron-bound door is unlocked with Escobert's key. Though stiff, it opens fairly easily.
*The grate on the exit has been heavily corroded after decades of disuse.
**With the key, a DC10 Dex check is necessary
**Without the key, a DC 20 Dex check with thieves tools.
**Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise.
===Enemies===
A group of cultists and kobolds is searching the stream for townsfolk when the players emerge. If they don't spot the players they will pass the tunnel after a few minutes.
# If the characters open the lock with a key or thieves tools the first one out notices the cultists without being seen.
# If the check fails, the cultist will spot the players when they exit the tunnel, starting initiative.
# If the grate had to be forced open, the cultists will lay an ambush and gain a surprise round.
The group consists of 2 cultists and 6 kobolds.
*If any cultists are alive at the beginning of the 4th round they will run off to get help.
**If escaped, a group of 2 cultists, 6 kobolds, 3 ambush drakes will guard the entrance ten minutes later.
=== Reward ===
The primary reward is the tunnel itself. It can be used as long as it remains secret.
*Every time the players use the tunnel, roll 1d6. (Enemies as rolled on the encounter table)
**1: Players are seen and engaged.
**2: Players are seen but not engaged, and will instead find an ambush waiting for them when they return.
== The Sally Port ==
== The Keep ==
=== The Dragon Attack ===
The blue dragon that accompanied the raid will attack between 23:00 and 00:00, regardless of what the players do.
His chief contribution to the raid is his Frightful Presence - but this is wearing off as the defenders are overcoming their fear. At 23:00, the dragon launches its final assault against the keep.
Frulam Mondath - the Raid leader - orders the attack, knowing that the adventurers are in the keep at that time.
*Lennithon flies over the keep, using his breath weapon when he is close enough, but always keeps at least 25ft distance.
*There are 20 NPCs on the parapets, each of which take a shot at disadvantage +4 vs 19AC at him when he flies close.
*Each round that Lennithon uses his breath weapon, he kills 1d4 defenders and injures 1d6 more. These are replaced after a round.
**He doesn't explicitly target the PCs, but they take standard damage (12d10 lightning) if hit. DC 19 dex save.
Lennithon departs after taking 24 damage, or a critical hit - flying off towards the east when he does so.
=== Support ===
Every time the players successfully return from a mission they will be given support from NPCs.
*Governess Marlyne Faering will be around for information and tactical advice. She will also occasionally give the players 'rewards'.
** Bringing back a prisoner alive will net them a Potion of Heroism and 2 Potions of healing. She knows what these potions are, saying she saved them in case of dire need.
** Bringing back 10 or more villagers will net them a wand of Magic Missiles
*Escobert can provide them with some support of the militia, if they ask for it.
If they save the priest from the chapel
*Arth Smartwhisk is a 3rd level Cleric with Domain of Life and knows the following spells he can cast to help the players:
#1st Level (4 slots / 1 used): Bless*, Cure Wounds*, Command, Detect Magic
#2nd Level (2 slots): Lesser Restoration*, Spiritual Weapon*, Enhance Ability, Continual Flame, Prayer of Healing, Silence
== The Town ==
===Prisoners ===
Governess Faering explains that they need information about why the raiders are here exactly, and capturing one of them - especially a commander of sorts - would be a good way to get this info. If they havent seen a cult-leader yet, the governess will take them to the parapet and point out Frulam Mondath (Woman in purpose robes, wielding a large glaive) who is accompanied by a dozen guards.
*Faering warns against taking on a force like hers, especially since any lower ranking officer should be able to answer her questions.
Leaving through the gate will be near impossible, due to the eyes on the gate.
*The old Tunnel is an option
*Climbing down the walls using ropes under cloud cover
*Players are free to suggest something
Prisoners brought back will be interrogated by the governess and her guards.
*She stresses that she wants to do the interrogating
*Players are free to participate
Kobolds
*Terrified, say whatever they think the questioner wants to hear.
*Know they're working for the "Hoardkeepers" and the "Dragonlady" (Rezmir)
*They are here for shinies and riches
Mercenaries / Bandits
*Talk freely. They have no loyalty to the Keepers.
*They reveal they have been raiding caravans and communities in the surrounding area for loot over the last few weeks.
*They have heard a rumor of dragons eggs while in the camp.
*They will reveal the location of their camp, but will ask for their freedom in return.
Cultists
*Tightlipped and require DC 10 intimidation or DC 12 pursuasion.
*Members of the Keepers of the Secret Hoard
*Collecting loot for "the Queen's great hoard, and usher in the age of the Dragon Queen."
*They know the keepers have a clutch of eggs under heavy guard in a cave in their camp.
=== Town Encounters ===
Cultists and villagers alike are strewn around the town.
*Each of the gates is guarded by 2 cultists, 2 mercenaries, and a handful of goblins.
For encounters, roll on the encounter table in the book.
Town Square
*The middle of the town is starting to see a gathering of cultists and captive villagers.
*In the middle of the town Frulam Mundath is gathered with her guards and giving orders to cult members
**After 2am she is joined by Langdedrosa Cyanwrath, the blue half-dragon champion.
== The Chapel ==
Dozens of townsfolk (40 ish) have barricade themselves in the chapel of Pelor, which is surrounded by raiders. The attackers tried setting fire tot he structure, but with little success. Now they are using an improvised battering ram, and will likely break through in minutes.
The building is a large and square, made of fieldstone. It is rather tall and inside a big altar occupies the middle of the temple with other worship areas around it.
=== Enemies ===
There are 3 groups of enemies outside of the temple:
#A group battering the door
#A group circling the temple in a screeching mob
#A group heaping burning straw against the rear door
'''Group 1'''<br>
A Dragonclaw, two cultists, and six kobolds.
*The cultists are handling the battering ram
*The kobolds are keeping watch, but are distracted when group 2 comes by
*The Dragonclaw is in charge
'''Group 2'''<br>
Three cultists, ten kobolds, two ambush drakes.
*strung out about 50ft
*Taking 8 minutes, or 2 minutes per side to circle the building
'''Group 3'''<br>
Two cultists, six kobolds tightly clustered at the BACK DOOR
*Obscured by the smoke, which covers everything in 30ft around them.
*Most easy target
=== Staging a rescue ===
Screams of townsfolk can easily be heard from the outside, though it is impossible to estimate how many people are inside. The backdoor can easily be unlocked with thieves tools.
*Townsfolk are near panic, requiring DC15 charisma to take 'orders'.
*Arth Smartwhisk, the priest of Pelor, is very glad to see them and looks to them for a plan. He offers to heal obviously injured characters.
Town is of the essence, as the front door is being taken down.
*The door has 30hp
*Every 10-30 seconds the door is hit for 1d6hp
*At 20hp: Cracks large enough to see through
*At 10hp: Door is sagging in its hinges
*At 5hp: Door can go at any moment.
If the evacuation is not going, enemies will go for townsfolk first, group 1 pouring in first.
*A kobold automatically kills 1 villagers every round.
If the evacuation is going, the players can easily block enemies from going after the villagers and close the door on them.
== The Mill ==
=Buildings of note=
# The Keep
# Escape Tunnel
# Sanctuary
# The Mill
= NPCs=
== Governess Marlyne Faering ==
The woman who runs Gilhold.
* A half-elven woman, about 100 years old.
* If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking.
* If the characters don't seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.
* Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood.
Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard.
* Will do anything in her power to save Gilhold
* Does not let herself be toyed with
==Castellan Escobert the Red ==
Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.
* For the Sally port, players will be directed to him.

Latest revision as of 18:02, 14 April 2022


The Dragon Cult is part of a larger Adventure Collection called Tiamat Rising

The Dragon Cult is an adventure set in the Astran League. It centers on the Keepers of the Secret Hoard, a cult dedicated to serving Chromatic Dragons and eventually bringing about the freeing of Tiamat, the Dragon Queen.

To Do[edit]

  • Split chapters into separate pages
  • Tidy up documentation
  • Add overview for Lonstrem and Gilhold

Summary[edit]

The Keepers of the Secret Hoard are starting to plant the seeds of chaos and disruption around the Astran League.

In Chapter 1 the players are sent to help the village of Lonstrem, which is suffering a mysterious illness that the local priest of Lathender can't seem to cure. On their way there, or in the village, the players will be able to find clues and piece together that there is no illness and that some sort of magic is plaguing the village. The magic is cast by a half-orc Warlock called Hunozur - who plans to destroy the village.

Adventure Intro[edit]

The village of Lonstrem is a small farmer’s town of about 200 on the Embraweave Plateau east of Suhder. Its mayor, Marwan Rosebelly, has called for aid from the Order of Dawn after almost a quarter of the population has fallen ill almost 3 weeks ago. You are to deliver a wagon with supplies to these people, and assist the local priest of Lathender, Zinfi Goldrest, with finding out where this sickness has come from, and hopefully put an end to it.

Minister Elreak from the Order of Dawn - part of the Church of Pelor - has promised you 100 gold pieces each for your efforts in delivering the cart of goods to Lonstrem, of which you’ve been paid 25 when you left Suhder. You have also been given 3 weeks worth of rations each, enough to get you to the village and back.

The wagon is pulled by two donkeys and contains:

  • A chest of dry, herbal medical supplies
  • A small barrel of liquid medicine
  • A chest of bandages
  • 4 flasks of strong alcohol (meant as a disinfectant) in a crate.
  • A small, locked chest containing scrolls (1 person was given a key to be kept separately)
  • A barrel of feed for the donkeys

The wagon has room for 2 people to ride in the front, and two inside (among the goods). The donkeys are called Hilk and Bitty, and are of calm demeanor (they are affectionate and like to be pet on the head).

By now you’re about 2 days away from Lonstrem. You’ve traveled the Godsroad Highway for a good while, before leaving its relative safety and well kept road surface to travel on the Embraweave Trackway - a much less traveled path leading through the Embraweave Plateau. The journey has been relatively uneventful, save a thief trying to rummage through your goods and wild animals being attracted to the smell of food cooking over a fire. Now, however, bad weather is headed your way as deep blue and gray clouds are blown north-east from the Inmer.

Chapter 1[edit]

The Journey starts as the party has traveled 9 days from Suhder and has crossed well into the Embraweave Plateau. Even if they did not know each other before this time, by now they might have gotten to know each other at least a little .

A day from Lonstrem[edit]

The coming Storm

  • The storm is starting the get close, it will hit within the next few hours.
    • A DC 12 survival check makes it clear it will be an intense storm and the cart alone won't provide enough shelter. 20+ will make it clear it will be here in 4 hours.

Highwaymen
As the players come towards the apex of one of the many hills this road has taken them on they can hear shouting and pleas for mercy. 4 figures in dark clothes with cloaks surround an old man. One of the figures is holding the man while threatening to "- cut your throat if you defile her name again."

  • As the players approach the figures pause for a moment and then draw their weapons, and proclaim that "The road is closed."
  • They will refuse to let the players pass and attack the donkeys in an attempt to kill them.

These figures are part of Hunozur's posse:

  • Velsalin Miani, glass canon
  • Senid & Zaulok, infantry
  • Stok, artillery

They will flee as soon as 2 of them are killed. Those who survive will later be encountered again at the House on the Hill.

Steven After the fight, the old man sits below a tree, looking bruised. He asks for the player's help, for food and transportation to the village.

  • The man is called Steven, a human man in his sixties. He is dressed in simple farmer's garb and carries a, now broken, walking stick with him.
  • He comes from Lonstrem and tried to make it to Merrock, several days south of here, but was robbed by a group highwaymen.
    • If pressed, he will say the highwaymen likely went up to the House on the Hill, which is only an hour from here.
    • Steven will also tell the House on the Hill is likely to be close-by enough to reach before rainfall, but he believes the highwaymen went in that direction.

Lonstrem is still a day away at this point.

House on the Hill[edit]

[Lonely_Cottage map]

  • The house is owned by one Zinberos Rainvale, a rather reclusive Elf. Steven knows the name, but nothing more about him.
  • The house is entirely empty, the doors locked, and the shed empty with evidence of someone having been tied up there.

Outside

  • A DC 15 investigation check around the house reveals a fresh, hurriedly dug grave. Inside they find a naked, elven man.
  • A DC 20 investigation check will reveal remains of tracks leading away from the house. A DC 15 survival, tracking check reveals these tracks to be about a day and a half old, and to be at least 3 people.

Inside

  • The main room of the house shows evidence of having been lived in, in the last few days. Food scraps on the tables, dusty footprints all over the floor.
  • The bedroom is a big mess. The bed hasn't been made and the covers are all over the place.
  • The last room contains what looks to be a ritual magic circle. Its exact function would be impossible to determine, but a DC 20 Arcana check would reveal it has gone unused.
    • The room would also contain about 150g worth of common material components - half of which is ink-infused chalk with which the circle was drawn.
    • A DC 12 investigation check would reveal a leather-wrapped book in one of the drawers of the desk. The book is entirely written in draconic.
      • The front note would read "To Hunozur, may you learn some of its wisdom"
      • The book itself contains a myriad of different rituals describing spells from "Plane Shift" to "Desecrate" to "Dominate Person". Some of these rituals are described to use very unusual materials - including souls as substitutes for rare and expensive materials.
        • The Ritual on the floor corresponds to a Plane Shift spell targeted to the first layer of hell - Avernus.

Lonstrem[edit]

The players arrive late during the day, just after sun-set. With the last light for the day disappearing over the horizon, they meet the Priest of Lathender, Zinfi Goldrest, as he leaves the house of some villagers. He can be recognized by his typical priestly robes, a muddy brown with dark green, bright orange, and icy blue accents. This is Hunozur in disguise, who will try to get away as fast as possible and leave the down before his disguise spell fades (10 minutes after leaving the house).

NPCs[edit]

Marwan Rosebelly, the Mayor.

Zinfi Goldrest, the Priest of Lathender

Nemita Mildheart, innkeper and purveyor of the Rusty Through

  • An older halfling woman. She has a friendly face, with laughing lines running deep, though she has a worried look on her face now.
  • Knows about Baburk's daughter having gone missing and will mention it in conversation.

Baburk Heavyhand, the local blacksmith

  • An older Half-Orc man. He is a man of few words, but generous and hardworking - well liked around the village.
  • His daughter is missing, he will ask players if they have seen her.

Goings on[edit]

  • Hunozur disguises himself as the local priest or mayor every night to convince people to let him into their homes and then puts them to sleep. So far he has done so undetected.
  • Two of Hunozur's people are also in town during the day, dressed as travelers in the tavern when the players arrive.
    • The two are
  • The Blacksmith's daughter has gone missing, and all Baburk knows is that she never came back picking flowers some 20 minutes north of the village. She was last seen yesterday.

Clues[edit]

  • Hunozur in disguise just around dark.
  • The Priest of Lathender will introduce himself to the players as if they never met.
  • The Blacksmith's daughter was capture by kobolds and taken to a nearby overgrowth where they are looking to sacrifice her to a nearby young green dragon called Vazech - which leaves about 2 days of travel to the north-west, away from the road.
  • Villagers don't have their souls stolen, they are simply asleep.
    • A Detect Magic spell will confirm that there is a spell on them of Enchantment Nature.
  • Houses of villagers that have fallen asleep have been marked with a sign that looks like 5 lines carved to form a crude claw.
    • A DC 12 wisdom check on Chalk will relate this to the mark in the front of the book they are carrying, which is a more detailed drawing of a 5 headed dragon with a similar silhouette.

The Cave[edit]

Hunozur's Room[edit]

In the back of the cave Hunozur keeps what seems to be an impromptu study; a desk, chair, and chest are covered in pieces of parchment, several small bottles of a black liquid (ink), similar empty bottles, quills, and books. In a corner there is also a cage with what seems to be a sleeping halfling (they look almost starved), and a bedroll.

Parchment[edit]

About two dozen sheets of parchment are scattered around the desk. Reading through these there three distinct handwritings recognizable, one of which is in draconic, one in common, and one in different languages.

  • Correspondences signed by one H. A..
  • (In draconic) Correspondences signed by one Numeria
  • A letter by Lady Viosephit

Books[edit]

  • "Inhabitants of the Outer Planes Vol. 2"
  • "The Elemental Planes and Tau"
  • "Planar Convergence, signs and effects"
  • "Minor Enchantments; a comprehensive study"
  • "Dragonkin: Origins, Myths, and Facts"

Reagents[edit]

Different reagents in glass containers are found on the desk, each of them labeled:

  • Diamond Dust
  • Basilisk Gal
  • Alcohol, pure
  • Mystracide shavings
  • Mercury
  • Blood

Chest[edit]

  • In a chest: 2500cp, 1300sp, 70gp, 7x gems worth 50gp each (Turquiose Tiger-Eye, black Onyx, red rubies)
  • On each member of the possee:
    • Gems: 2x 10gp each, 1x 25gp each (Total: 10x10gp, 5x 25gp)
  • On Hunozur's Desk:
    • Small statue of a Silver Raven (Figurine of Wondrous Power)
    • Amulet of Proof Against Detection and Location

Next to the chest is the +1 Battleaxe. Inside of it are the aforementioned coins and gems, as well as a number of what seem to be steel objects:

  • Two dagger blades
  • A sword blade
  • A dozen rings
  • 4 bracelets
  • A headband
  • A mask
  • A chain

Note; these are the Mystricide objects

Items from villagers[edit]

There are a number of seemingly miscellaneous items strewn around the cave, largely found around the chest.

  • Silverware, from plates to cups to cutlery made out of silver-shiny material.
  • Jewelry made of varying shiny materials
    • Lockets
    • Rings
  • An old looking sword, kept in a scabberd of long faded but well kept dark brown leather. It is a short sword with stubby grip. A DC 12 history check would reveal this to be a sword issued to the Scalebound city guards about a century ago.
  • A picture frame, painting of a smiling halfling woman included.

It is fairly apparent that these are valuables stolen from around the village of Lonstrem, or perhaps other villages.

Halfling[edit]

The halfling inside of the cage seems to be enchanted in the same way the villagers are. She's sleeping and looks starved, though next to the cage is a bowl, half filled with what seems to be a soup.

  • Her name is Saula Greencheeks, she's around 12 years old.
  • She comes from a town called Gilhold. She doesn't know where it is in relation to where they are now.
  • She doesn't know how she got here, only that a half-orc man showed her a swinging flame.

If the players go down[edit]

"After you all were knocked unconscious, you rouse in a rather... dark place. The first thing you notice is the gag in your mouths - each of your mouths. The second thing you notice, is your hands: They are bound together tightly, and rather expertly, with rough ropes. The third thing you notice; Everything you were carrying on you is gone. From weapons, to backpacks, to armors. Rees and Chalk find themselves tied together by the feet, while Fayra and Catya are each individually cuffed and locked inside a cage. Each of you is hurting pretty badly - but you're alive."

PCs

  • All on 1 HP
  • Catya has her hidden thieves tools
  • Rees only has his hidden thieves tools, the dagger is gone.
  • Chalk needs to compete against an 18 investigation for anything hidden
  • Fayra needs to compete against a 16 investigation for anything hidden

NPCs

  • Some will be guarding the cave
  • Some will be preparing to leave
  • One will guard the party
  • Hunozur is in his study.

Ah, you're finally awake
After the PCs start talking to each other Hunozur will start pacing the cave. The party will hear him say:
"Barros, Samine. You two take care of the bodies. Leave them near the riverside for the crocodiles. When you're done, start packing up. Ki, stand watch over the prisoners."

  • Hunozur will interrogate them, starting with Rees, then Chalk, then Catya, then Fayra.
  • For every PC he takes with him, the PCs get to talk amongst themselves and plan.

Hunozur[edit]

A warlock of the dragon, a Half Orc named Hunozur, has been tasked with robbing the village of whatever riches it might have and bringing it to its master: A red Dragon named Viosephit. Additionally, once all the riches have been taken, the village is to be destroyed in in honor to Viosephit.

Hunozur has used his Firelight Pendulum to lull the villagers to sleep, slowly. Every day he is able to put 5 people to sleep.
He does this by sneaking into the town at night, and using a disguise self spell to make himself look like the local priest. Once he has gained the trust of people, he uses his Firelight Pendulum to put them under the suggestion spell and tells them to sleep until they are given a command ("Rise for the Queen").

  • While he is inside people's houses like this, he will also rob them of their (meager) possessions.

Once he has about 75% of the villagers put to sleep he will move in with his compatriots and set the town ablaze, forcing the priest of Lathender to watch as his "Punishment" for serving a false god.

"The Firelight Pendulum"

  • The Firelight Pendulum is a rare magic item that allows the user to cast "Suggestion" on a target that can see the pendulum swing for at least 30 seconds.
  • The item has 5 charges, and one cast consumes one charge.
  • The effect of this suggestion spell lasts for up to 30 days, or until dispelled by a "dispel magic" or "dispel curse" spell. The spell reads as enchantment on a detect magic spell.

Hunozur's Henchmen[edit]

Hunozur is accompanied by 7 followers, one of whom - the Half Elf Velsalin Miani - is encountered in the Cottage.

Infantry[edit]

The Twins
Barros and Samine, Tiefling Siblings.

  • Each use a greatsword.
  • Can use a bonus action to try and disarm. DC 14 STR/DEX or weapon is knocked out of the user's hand.
  • HP: 15 | AC: 14 | +4 to hit, 2d6+2 damage.

Senid, Half-Orc Barbarian.

  • Uses Rage.
  • Uses Grapple during rage (Advantage)
  • HP: 25 | AC: 12 | +5 to hit, 2d6+3 damage.

Zaulok Highhauler Nugalatho, Goliath Fighter.

  • Uses Battlemaster Maneuver: "feinting" and "maneuvering" attack.
  • Has a shield & spear (reach)
  • HP: 18 | AC: 15 | +5 to hit, 1d6+3 damage.

Artillery[edit]

Delmik Hinzel and Ki Dakig, both human

  • Use heavy crossbow
  • Can use an action to shoot a Net Arrow (1 each) vs AC to knock a target prone. Removing the net costs an action.
  • HP: 10 | AC: 12 | +5 to hit, 1d10+3 damage.

Stok, Bugbear sorcerer.

  • Can cast Scorching Ray & Mage Armor.
  • Uses Ray of Frost
  • HP: 15 | AC: 15 | +5 to hit, 1d8 damage.

Glass Canon[edit]

Candle in the Dark, Tabaxi in leather armor

  • Uses a shortbow and 2 shortswords.
  • Can apply poison to 2 hits on either bow or swords.
  • HP: 10 | AC: 14 | +4 to hit, 1d6+2 damage.

Velsalin Miani, Half-Elf rogue

  • Uses a shortbow and 2 shortswords.
  • Can use sneak attack
  • Can cast minor illusion 1/day using a ring.
  • HP: 15 | AC: 15 | +4 to hit, 1d6+2 damage.

Guard[edit]

Menu Flintbearer, Goliath lady, the Guard

  • Uses a glaive
  • Has a whistle to alert the rest of her crew.
  • HP: 20 | AC: 12 | +5 to hit, 1d10+3 damage.

Chapter 2[edit]

March 31st[edit]

  • Discuss last session
  • Return to the keep with 50 villagers + the priest, Arth Smartwhisk, in tow.
    • 5 progressive skill checks, create tension.
  • By the time they return it's about 2AM
    • The governess tells them that it seems like a good number of the raiders have been leaving town over the last hour, though there has been a growing gathering in the center of town as well.
    • The governess also offers them: 2 potions of healing, a potion of superior healing, and a wand of Chromatic Orb.
  • If the players decide to rest, they will be called by the end of their short-rest that a rather large group of raiders is gathering closer to the gate.

At this point, Langdedrosa Cyanwrath will call out:

  • "Defenders of Gilhold! The night has been bountiful, and I am feeling generous. I hold a dozen of your pathetic, useless ilk - and I will trade them back to you. Send out your best warrior to face me. Perhaps one of those cowards that has been killing some of my most devoted."

Langdedrosa is a large, blue half dragon and is armed to the teeth. Behind him, about a dozen of villagers are indeed captured - about 3/4 of them children. They are guarded by a smattering of kobolds and human figures.

Someone will step up if not the players.

After the fight, the raiders will march off on-masse, leaving no raiders or mercenaries behind. They move to the north.

Governess Marlyne will ask the players to head to Bazit and deliver a message to the burgomeister Aedan Evenspell, saying he needs to know about this incident.

Feb 18?[edit]

Pelir 35th, 23:00

"After an hour of sneaking through the town, and an hour of rest the sun has well and truly set on Gilhold, but the light of torches and bonfires provide ample light. Your arrival surprised the defenders of the keep and their Governess, and your aid to the villagers you've led to safety has already earned you gratitude. Marlyne Faering has requested your help, asking you to slip back into the town to help stranded villagers or to harass the raiders. An especially stealthy approach is required, with the raiders having all but isolated the keep after the party made a fairly extravagant entrance."

  • The Governess offers to show to take the players up to the parapet to get a better overview of what her militia has spotted so far.
  • Escobert will guide them to the entrance of the old tunnel, which is located inside the keep's cellar. He suggests this is a good way to sneak townsfolk into the keep.

The Old Tunnel[edit]

The Tunnel runs from the Keep's cellar, underneath the keep and down to the bank of the river.

  • The tunnel is wide enough to walk single file.
  • The entrance in the keep is covered by an iron-bound door, while the stream exit is covered with an iron grate made to look like a sewer outlet.
  • The tunnel was designed as a secret access to the river to get water during a siege.

With the Keep and the town not having seen a siege in decades the door has been covered by crates and barrels. Escobert carries the key.

Locks[edit]

  • The iron-bound door is unlocked with Escobert's key. Though stiff, it opens fairly easily.
  • The grate on the exit has been heavily corroded after decades of disuse.
    • With the key, a DC10 Dex check is necessary
    • Without the key, a DC 20 Dex check with thieves tools.
    • Failing any of these checks will make it impossible to open the lock, as both the key and the tools break. Forcing the grate requires DC 15 strength check and makes a lot of noise.

Enemies[edit]

A group of cultists and kobolds is searching the stream for townsfolk when the players emerge. If they don't spot the players they will pass the tunnel after a few minutes.

  1. If the characters open the lock with a key or thieves tools the first one out notices the cultists without being seen.
  2. If the check fails, the cultist will spot the players when they exit the tunnel, starting initiative.
  3. If the grate had to be forced open, the cultists will lay an ambush and gain a surprise round.

The group consists of 2 cultists and 6 kobolds.

  • If any cultists are alive at the beginning of the 4th round they will run off to get help.
    • If escaped, a group of 2 cultists, 6 kobolds, 3 ambush drakes will guard the entrance ten minutes later.

Reward[edit]

The primary reward is the tunnel itself. It can be used as long as it remains secret.

  • Every time the players use the tunnel, roll 1d6. (Enemies as rolled on the encounter table)
    • 1: Players are seen and engaged.
    • 2: Players are seen but not engaged, and will instead find an ambush waiting for them when they return.

The Sally Port[edit]

The Keep[edit]

The Dragon Attack[edit]

The blue dragon that accompanied the raid will attack between 23:00 and 00:00, regardless of what the players do. His chief contribution to the raid is his Frightful Presence - but this is wearing off as the defenders are overcoming their fear. At 23:00, the dragon launches its final assault against the keep.

Frulam Mondath - the Raid leader - orders the attack, knowing that the adventurers are in the keep at that time.

  • Lennithon flies over the keep, using his breath weapon when he is close enough, but always keeps at least 25ft distance.
  • There are 20 NPCs on the parapets, each of which take a shot at disadvantage +4 vs 19AC at him when he flies close.
  • Each round that Lennithon uses his breath weapon, he kills 1d4 defenders and injures 1d6 more. These are replaced after a round.
    • He doesn't explicitly target the PCs, but they take standard damage (12d10 lightning) if hit. DC 19 dex save.

Lennithon departs after taking 24 damage, or a critical hit - flying off towards the east when he does so.

Support[edit]

Every time the players successfully return from a mission they will be given support from NPCs.

  • Governess Marlyne Faering will be around for information and tactical advice. She will also occasionally give the players 'rewards'.
    • Bringing back a prisoner alive will net them a Potion of Heroism and 2 Potions of healing. She knows what these potions are, saying she saved them in case of dire need.
    • Bringing back 10 or more villagers will net them a wand of Magic Missiles
  • Escobert can provide them with some support of the militia, if they ask for it.

If they save the priest from the chapel

  • Arth Smartwhisk is a 3rd level Cleric with Domain of Life and knows the following spells he can cast to help the players:
  1. 1st Level (4 slots / 1 used): Bless*, Cure Wounds*, Command, Detect Magic
  2. 2nd Level (2 slots): Lesser Restoration*, Spiritual Weapon*, Enhance Ability, Continual Flame, Prayer of Healing, Silence

The Town[edit]

Prisoners[edit]

Governess Faering explains that they need information about why the raiders are here exactly, and capturing one of them - especially a commander of sorts - would be a good way to get this info. If they havent seen a cult-leader yet, the governess will take them to the parapet and point out Frulam Mondath (Woman in purpose robes, wielding a large glaive) who is accompanied by a dozen guards.

  • Faering warns against taking on a force like hers, especially since any lower ranking officer should be able to answer her questions.

Leaving through the gate will be near impossible, due to the eyes on the gate.

  • The old Tunnel is an option
  • Climbing down the walls using ropes under cloud cover
  • Players are free to suggest something

Prisoners brought back will be interrogated by the governess and her guards.

  • She stresses that she wants to do the interrogating
  • Players are free to participate

Kobolds

  • Terrified, say whatever they think the questioner wants to hear.
  • Know they're working for the "Hoardkeepers" and the "Dragonlady" (Rezmir)
  • They are here for shinies and riches

Mercenaries / Bandits

  • Talk freely. They have no loyalty to the Keepers.
  • They reveal they have been raiding caravans and communities in the surrounding area for loot over the last few weeks.
  • They have heard a rumor of dragons eggs while in the camp.
  • They will reveal the location of their camp, but will ask for their freedom in return.

Cultists

  • Tightlipped and require DC 10 intimidation or DC 12 pursuasion.
  • Members of the Keepers of the Secret Hoard
  • Collecting loot for "the Queen's great hoard, and usher in the age of the Dragon Queen."
  • They know the keepers have a clutch of eggs under heavy guard in a cave in their camp.

Town Encounters[edit]

Cultists and villagers alike are strewn around the town.

  • Each of the gates is guarded by 2 cultists, 2 mercenaries, and a handful of goblins.

For encounters, roll on the encounter table in the book.

Town Square

  • The middle of the town is starting to see a gathering of cultists and captive villagers.
  • In the middle of the town Frulam Mundath is gathered with her guards and giving orders to cult members
    • After 2am she is joined by Langdedrosa Cyanwrath, the blue half-dragon champion.

The Chapel[edit]

Dozens of townsfolk (40 ish) have barricade themselves in the chapel of Pelor, which is surrounded by raiders. The attackers tried setting fire tot he structure, but with little success. Now they are using an improvised battering ram, and will likely break through in minutes. The building is a large and square, made of fieldstone. It is rather tall and inside a big altar occupies the middle of the temple with other worship areas around it.

Enemies[edit]

There are 3 groups of enemies outside of the temple:

  1. A group battering the door
  2. A group circling the temple in a screeching mob
  3. A group heaping burning straw against the rear door

Group 1
A Dragonclaw, two cultists, and six kobolds.

  • The cultists are handling the battering ram
  • The kobolds are keeping watch, but are distracted when group 2 comes by
  • The Dragonclaw is in charge

Group 2
Three cultists, ten kobolds, two ambush drakes.

  • strung out about 50ft
  • Taking 8 minutes, or 2 minutes per side to circle the building

Group 3
Two cultists, six kobolds tightly clustered at the BACK DOOR

  • Obscured by the smoke, which covers everything in 30ft around them.
  • Most easy target

Staging a rescue[edit]

Screams of townsfolk can easily be heard from the outside, though it is impossible to estimate how many people are inside. The backdoor can easily be unlocked with thieves tools.

  • Townsfolk are near panic, requiring DC15 charisma to take 'orders'.
  • Arth Smartwhisk, the priest of Pelor, is very glad to see them and looks to them for a plan. He offers to heal obviously injured characters.

Town is of the essence, as the front door is being taken down.

  • The door has 30hp
  • Every 10-30 seconds the door is hit for 1d6hp
  • At 20hp: Cracks large enough to see through
  • At 10hp: Door is sagging in its hinges
  • At 5hp: Door can go at any moment.

If the evacuation is not going, enemies will go for townsfolk first, group 1 pouring in first.

  • A kobold automatically kills 1 villagers every round.

If the evacuation is going, the players can easily block enemies from going after the villagers and close the door on them.

The Mill[edit]

Buildings of note[edit]

  1. The Keep
  2. Escape Tunnel
  3. Sanctuary
  4. The Mill

NPCs[edit]

Governess Marlyne Faering[edit]

The woman who runs Gilhold.

  • A half-elven woman, about 100 years old.
  • If the characters ask who is in charge, they are directed to Faering. She is located atop the parapet of the keep when the sky is clear, or inside if the dragon is attacking.
  • If the characters don't seek out the governess when they reach the keep, she finds them. Either way, Faering welcomes them and takes them to the parapet, from where they have the best view of Gilhold.
  • Bandages across her face, and her right arm is in a sling - her green attire is stained with her own blood.

Marlyne is a stern woman, able to stand her own with any one handed weapon at her disposal. She is also able to command magic equal to a 2nd level bard.

  • Will do anything in her power to save Gilhold
  • Does not let herself be toyed with

Castellan Escobert the Red[edit]

Shield-dwarf of the Gilhold Keep, sporting a knotted, tangled beard and bright red hair. He is in charge of defenses and knows the keep inside and out, also carrying any necessary keys.

  • For the Sally port, players will be directed to him.