a needle in the haystack - a prefab encounter ( d&d 5e ) (7805937)

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  • FRAMING

    The Merrell Farmstead is a relatively large sized farm located on the subtle boarder between colonised wilderness and the wild environments. Its isolation has allowed the farming family to expand their paddocks, crops and cattle seemingly unopposed for generations and have become known for the quality and volume of their produce. Despite the long trip into town, the family always make their weekly rounds to sell their produce and have amassed such a wealth so as to construct not only high walls around their property but also expand their actual farmhouse into a decadent homestead which has expanded as the numbers of Merrells have increased. The Family is lead by Old man Merrell, who is normally described as an ornery old coot. Yet his dedication to the farm only increased with the death of his wife some years ago. He lives on the farm with his mother, His three adult children and their spouses, as well as his seven grand-children.

    The Absence of the Merrells from the local market has raised suspicions regarding their wellbeing from some, as well as dismay at unfulfilled produce orders from others and it would be greatly appreciated if someone would hike out to their farm to check on them. PCs Can make a History [1] Check to find out more about the Merrells ALTERNATIVE This location can be used as a random settlement in the wilderness for your PCs to rest at.

    Flow of Action

    1. The PCs walk up a well dirt track towards the Merrells farmstead. Path is surprisingly well kept and has small depressions of cart wheels and animal hooves leading back towards town. As they look around, the PCs can see lush green paddocks, populated with sheep and cattle.

    The Merrells farm begins to appear in the distance as the PCs draw closer. The two floored farmhouse, constructed of local wood and stone, stands proud within the main farm area - equidistant away from high stone walls. Also within this compound lie several wooden structures which are obviously barns. PCs Can make a Perception [2] check on the farm at any Distance.

    2. As the PCs enter the farm through the main gate, the scent of decay hangs heavy in the air. Several shambling creatures appear to be moving around the farm and one of them, holding a walking stick begins to walk towards the PCs. From a distance, his skin appears to sallow and blistering, stretched too tight over an emaciated frame. As PCs get closer they should be be able to check [3] to see if this is Old Man Merrell [Hi].

    Needle in A Haystack

    Environment : Merells Farm The Merrell Farm should be presented to the PCs as having a central compound,

    hidden behind high stone walls, with a heavy wrought iron gate at the main entrance and a heavy wooden door at the opposite end. This compound should be a roughly

    100ft Sq, in which there is a 30ft Sq, two floored house - which has the usual trappings one would expect in a farmhouse. Space for chicken coops and a small

    vegetable garden.

    There should also be a 20 ft Sq grain silo and a 30ft X 40ft rectangular, two story barn which is clear in the centre, with bales of hay strewn about the inside perimeter.

    Adjacent to the Compound should be various paddocks, stretching towards a wild environment such as a forrest or hills. The Paddocks within 200ft of the Barn should

    hold sickly cattle and crops

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  • 3. Old man Merrell, should greet the PCs with glee (although obviously hindered by the ailment), asking them if they are here To cleanse this family of this most unholy of plagues as he invites the PCs into the main farmhouse to meet the rest of the family. Weather the PCs decide to go in or not is up to them and they may begin questioning old man Merrell as to the nature of his affliction. He will be convinced that the family had been cursed by a rival farmer who has been jealous that the Merrell family had won all kinds of farming awards for the past 10 years. When asked, Old man Merrell will also describe the Goblin attack which took place over a week ago.

    It was those Bloody OTooles I tell you! I hear they all worship Nerull! I reckon they made a pact between their God and those bloody Goblins to Give us.GOBLIN ROT! Those Goblins jumped the wall and were causing all kinds of havoc, breaking into the barn and stuff. One of them in a strange hood grabbed my cane and muttered something before I kicked him off! Then they suddenly retreated back towards the wilderness before we had time to counter attack. It was the day afterwards when the adults of the family came down with their disease. curiously, The Kids, appear unaffected.

    4.2 As the PCs walk up to the barn, they see a a very well kept wooden structure which has one main door, which is bolted shut and a small open window into the hay track which is on the upper floor of the barn. it is possible to climb into the hay track from the ground. There does not appear to be anything out of the ordinary with the barn, However PCs may be able to detect the Bull hidden within if they have the ability to.

    If the PCs enter the barn loudly, they will alert the Bull[Ai] who was sleeping, hidden a corner, obscured by the low light of the barn. The Bull is presented regular bull, however has a strange sigil of rage painted in blood on its hide. PCs can make a Investigation check [5] to identify the sigil. The Bull should attack at the earliest opportunity and can only be calmed as soon as the sigil is removed.

    The PCs can look for the Item which is being used as a focus point of magic either during or after the encounter. The spell focus item is a 6 inch black crystal nail bathed in Hag blood and buried in a haystack. The Nail itself emanates the contagion spell, 200ft from its location. PCs can check [6] to find the needle. Spells and Abilities which can aid finding of the item provide the PC with an Advantage. Anyone who touches the Nail must make a Fortitude save (DC 11) to resist the Contagion Spell themselves.

    4.1 Those afflicted are have been suffering for quite a while and are near death. The Diseases can be cured by most common means PCs Can make Checks [4]. Each inflicted person must be cured individually. A fail on any cure attempt forces the NPC to make a DC15 Fortitude save. Failure results in 1d6 damage to those infected. A Detect Magic check would indicate strong evil magic coming from Old Man Merrells cane and faint evil magic coming from the barn as well as coming from all of the infected adults. . They can decide what to do with the cane of Animate dead but it is not a threat so long as no one is actually holding it when they die

    4. The Family are suffering from a the effects of a contagion spell targeting the adults, the GM may select how the Disease Manifests[]. Each of the infected family members make a DC15 fortitude save per hour, failure results in 1D6 Damage. If Old man Merrall dies and is in possession of his cursed cane, he rises as a zombie [Zi] and is assumed to attack and kill his remaining family. By this point, the PCs should be presented with one of three options: - Attempt to heal the family / cursed cane (4.1) - Remove Spell focus item from the barn (4.2) - Attack the goblins to stop the spell (5)

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  • 5. The Goblins will attack the farm again at night regardless of whether or not the PCs had removed the spell or not. the Goblins would swarm from one direction and their primary goal should be to try and kidnap the children (if they are still alive if not they would be there to loot). Unless the PCs take any precautions they are caught by surprise.

    If the PCs set out to find the goblins in the wilderness they can make a survival check [7] to see how well they can follow the goblin tracks left from the previous raid. Once the PCs happen upon the Goblin camp they may have a stealth advantage depending on the survival check.

    During the engagement The Goblin Spellcaster should confront the PCs, by saying I am Mux Bedram, Servant of the Corrupt Trio. Me and my men will Destroy you then collect the children to feed our wicked mistresses. Die, you meddlesome fools! he should make gestures towards a Hag eye attached to a chain around his neck. - If the PCs kill him before the plan is revealed, then the PCs find a scroll detailing the plan where a Coven of Hag es brought a wandering band of goblins into their employ be promising them access to dark magics and power. In return, the goblins would help them steal children by using a corrupting ritual on an area to kill off all of the adults, the goblins would then swoop in after and steal the children. If a PCs touches the Hag Eye They must make a Will Save (DC) Failure to do so results in 1d4 Psychic damage as the Hags of the Corrupt Trio talks to the PC and Details the plan (Above) they should not reveal their names and have three distinct personalities, threatening the group saying We will be watching, and waiting until next time!

    6. After the encounter, the PCs should return to the Farmhouse to wrap up and collect rewards (if they brought proof of the goblins demise)

    Once the crystal nail has been found, PCs can attempt to remove the magic if they have the ability to. If players wish to destroying the Crystal nail using physical means Use the following stats: AC21 HP10. If the Magic can not be stopped, the Merrells family will be safe and begin to recover if the nail is 200ft away from them. If the spell is removed, one of the Merrells will approach the PCs saying how much better they feel, but will also likely complain that their prize bull has been attacked or killed. The Merrell should offer a reward of food and drink, however they should also offer a further reward of 500gp to clear out the goblin horde.

    Environment : Goblin Camp The Goblin camp should be presented as a 50ft sq clearing, with one of the edges a

    concave curve (either a cliff or thick trees ) to offer the goblins natural protection from being attacked from the rear. The overall environment should be either wild hills,

    offering numerous bolders or wild forrest with numerous trees for PCs / NPCs to hide behind or climb upon.

    The camp should be ramshackle, with 5 small tents and a series of debris strewn about. The 5 Goblins themselves should be sitting around a central campfire, arguing and

    bickering with each other. They should be dressed in typical goblin fashion except for one who is robed in an old dirty cloak and donned in trinkets to make him appear more magical. No matter the time of day, there should be good light from the fire.

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  • Dungeon Masters Screen - Creatures[Hi]

    Old Man Merrell | Medium human, LG

    Armor Class 10 | Hit Points 4 (1d8) | Speed 25ft.

    STR DEXCON INT WIS CHA

    10 (+0)

    10 (+0)

    10 (+0)

    10 (+0)

    10 (+0)

    10 (+0)

    Passive Perception 10 | Languages - Common) | Challenge 0 (10 XP) ACTIONS: Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one

    target.Hit: 2 (1d4) bludgeoning damage.

    ITEMS: Staff Of Raise Dead

    [Hii]Merrell Family | Medium human,

    LGArmor Class 10 | Hit Points 4 (1d8)

    | Speed 30ft.

    STR DEXCON INT WIS CHA

    10 (+0)

    10 (+0)

    10 (+0)

    10 (+0)

    10 (+0)

    10 (+0)

    Passive Perception 10 | Languages - Common) | Challenge 0 (10 XP) ACTIONS: Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one

    target.Hit: 2 (1d4) bludgeoning damage.

    [Ai]Bull | Large beast, unaligned

    Armor Class 11 (natural armor) |Hit Points 34 (4d10 + 12) | Speed 40ft.

    STR DEX CON INT WIS CHA

    19 (+4)

    10 (+0)

    16 (+3) 2 (- 4)

    13 (+1) 7 (-2)

    Passive Perception 13 | Languages - | Challenge 1 (200 XP)

    Charge If the Bull moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes

    an extra 3 (1 d6) slashing damage. If the target is a creature, it must succeed on a DC

    11 Strength saving throw or be knocked prone.

    Relentless (Recharges after a Short or Long Rest). If the Bull takes 7 damage or less that would reduce it to 0 hit points, it is reduced to

    1 hit point instead.

    Sigil of Rage Bull has advantage on Strength checks and Strength saving throws.

    ACTIONS: Horn. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

    Hit: 4 (ld6 + 1) slashing damage.

    [Zi]Zombie | Medium undead , Neutral Evil

    Armor Class 8 | Hit Points 22 (3d8+9) | Speed 20.

    STR DEX CON INT WIS CHA13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-2)Saving Throws Wis +0 | Damage Immunities poison | Condition Immunities poisoned Darkvision 60 ft., Passive Perception 8 Languages understands the languages it knew in life but can't speak

    Challenge 1/4 (50 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. ACTIONS Slam. Melee Weapon Attack: +3 to

    hit , reach 5 ft., one target.

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  • [Gi]Goblin Spell Caster| Small humanoid , Neutral EvilArmor Class 14 | Hit Points 33 (6d6+6) | Speed 30ft.STR DEX CON INT WIS CHA11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 10(+0)

    Darkvision 60ft | Passive Perception 10 | Goblin, Common | Challenge 2 (450 XP) Skills Deception +4, Persuasion +4, Religion +2, Stealth +6Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

    Cantrips (at will): light, sacred flame, thaumaturgy 1st level (2 slots): command, inflict wounds, shield of faith 2nd level (1 slots): hold person, spiritual weapon

    ACTIONS Multiattack. The fanatic makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to

    hit, reac h 5 ft . or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

    Items: Hag Eye / Scroll of Contagion

    [Gii]Goblin | Small humanoid , Neutral Evil

    Armor Class 15 (Leather A, Shield) | Hit Points 7 (2d6) | Speed 30ft.

    STR DEX CON INT WIS CHA8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)Darkvision 60ft | Passive Perception 9 | Goblin, Common | Challenge 1/4 (50 XP) Skills Stealth +6Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

    ACTIONS Scimitar. Melee Weapon Attack: +4 to hit,

    reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

    Shortbow. Ranged Weapon Attack:+4 to hit, range 80f320 ft., one target Hit: 5 (1d6 + 2)

    piercing damage.

    Dungeon Masters Screen - Creatures

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  • Skill Checks Skill Check [ 1 ]

    History

    DC 10 - the Merrells are a well known faming family who are rather wealthy and never miss market day.

    DC 15 - Old man Man Merrell lives on the fame with his mother, 3 children and 7 grand children and have built high walls to keep the wildlife out.

    DC 20 - Rumour has it that the farm was attacked by goblins last week. it also seems as if the crops are not flourishing as they should since.

    Skill Check [ 2 ]

    Perception

    DC 10 - The Grounds around the farm house appear to be barren.

    DC 15 - The barren lands to not appear to be from natural means.

    DC 20 - The decay seems to be radiating out for about 200ft from the barn

    Skill Check [ 3 ]

    Perception

    DC 10 - It does not appear to be a zombie

    DC 15 - the Man is very much alive, just very sick

    DC 20 - This appears to be a magical sickness

    Arcana

    DC 10 - Evil magic is afoot

    DC 15 - The mans cane is emitting a dark aura

    DC 20 - That cane appears to be cursed with the Animate Dead spell. When the man dies he will surely come back as a zombie.

    Skill Check [ 4 ]

    Medicine

    DC 10 - These People can be healed simply by removing the disease affecting them

    DC 15 - They are suffering from the Contagion spell. Gain Advantage to cure

    DC 20 - There were herbs in the garden that should help.

    Arcana

    DC 10 - they are suffering from the Contagion spell

    DC 15 - The Contagion spell normally works through touch, it must be being cast as a ritual

    DC 20 - The spell is probably taking place some distance away and focused on an object nearby.

    Skill Check [ 5 ]

    Investigation

    DC 10 - It looks like it is written in goblin

    DC 15 - It looks like a blood sigil of rage, The sigil can easily be removed with water, these goblin must be pretty smart.

    DC 20 - This is too much planning for a band of goblins, maybe they are working for Hags.

    Skill Check [ 6 ]

    Investigation

    DC 10 - The Nail It incredibly difficult to find and will take 2d4 hours.

    DC 15 - After 1d4 hours of searching , you recover the nail

    DC 20 - you move a piece of hay and find the crystal nail just laying there

    Skill Check [ 7 ]

    Survival

    DC 10 - You lose the track and wander lost for 1d4 hours before finding the camp.

    DC 15 - You walk slowly to the camp taking an hour.

    DC 20 - You can run and keep track on the footprints, reaching the encampment in 30 minutes.

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  • Items

    Name Description Selling Price

    Staff of Animate Dead

    What looks like a simple farmers walking stick that has been cursed by a goblin spell caster Upon Death, resurrects holder as a Zombie

    50gp

    Spell Focus Nail A dark crystal nail bathed in hags blood

    Evil spell focus item

    5gp

    Scroll of Contagion Contagion spell - written in Goblin

    1100gp

    Hag Eye An eye dipped in varnish

    A hag in the coven can take an action to see what the hag eye sees

    -

    Goblin Loot Daggers & assorted trinkets

    10 gp

    Farm Loot Various artwork and coin pouches In the trunks / wardrobes on the snd floor

    330 gp

    Items SpellsCONTAGION 5th-leveI necromancy Your touch inflicts disease. Make a melee spell atlack against a creature within your reach. On a hit, you aftlict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

    Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded,

    FiJth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws. and attack rolls that use Strength.

    Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to ali damage.

    Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligcnce checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

    Seizure. The creature is ovcrcomc with shaking. The creature has disadvantage on Dexterity checks, Dcxterity saving throws, and attack rolls that use Dexterity.

    Slimy Doom. The creaturc begins to bleed uncontrollably. The creature has disadvantagc on Constitution checks and Constitution saving throws. In addition, whenever the creature takcs damage, it is stunned until the end of its next turn.

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  • ANIMATE DEAD 3rd./evel necromancy

    This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues lhe targel wilh a foul mimicry of life, raising il as an undead crealure. The largel becomes a skeleton ifyou chose bones or a zombie if you chose a corpse (lhe DM has lhe crealure's game slalislics).

    On each of your lurns, you can use a bonus aclion lOmentally command any crealure you made with lhis spell if lhe creature is within 60 feel of you (if you control multi pie creatures, you can command any or all of them at the same time, issuing the same command to each one). Vou decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. lf you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

    The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

    SpellsTable O' Random Junk - Modern Junk: Price - Pay What you Want

    Have you ever been in a position where you need some junk?Would your game session be drastically improved by injecting a Powerful Shoelace into the mix?Would a Bloody Condom raise some awkward questions?Could a Graceful Cigarette hold the key to the universe?

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