brassy blew

11
7/23/2019 brassy blew http://slidepdf.com/reader/full/brassy-blew 1/11 DG15 Brass and Blue By Dan Hass A desert suddenly appears encroaching on verdant lands near it. Monstrous creatures establish lairs and threaten all those approaching. Sudden lightning storms disrupt trade and traffic. With the discovery of the dragon wyrmlings, can this be coincidence? Heroes are needed to discover the truth and set things right. A Dungeons and Dragons 5th Edition Adventure for 1-8 4th level characters. This is the fourth episode in the Wyrmlings Saga.

Upload: maurice-roth

Post on 19-Feb-2018

213 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: brassy blew

7/23/2019 brassy blew

http://slidepdf.com/reader/full/brassy-blew 1/11

DG15 Brass and BlueBy Dan Hass

A desert suddenly appears encroaching on verdant lands near it. Monstrous creatures establish

lairs and threaten all those approaching. Sudden lightning storms disrupt trade and traffic. With

the discovery of the dragon wyrmlings, can this be coincidence? Heroes are needed to discover

the truth and set things right. A Dungeons and Dragons 5th Edition Adventure for 1-8 4th level

characters. This is the fourth episode in the Wyrmlings Saga.

Page 2: brassy blew

7/23/2019 brassy blew

http://slidepdf.com/reader/full/brassy-blew 2/11

1DG15 Brass and Blue

By Dan Hass

Copyright 2015 Dan Hass Endeavors

Contents

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

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

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

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

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

Encounter 1: Entering the Desert .......................................................................................... 5 

Encounter 2: Lyth .................................................................................................................. 5 

Encounter 3: Six Miles Out .................................................................................................... 5 

Encounter 4: The Encampment. ............................................................................................ 6 

Encounter 5: Mirsoth’s Lair  .................................................................................................... 6 

Concluding the Adventure ..................................................................................................... 7 

 Appendix 1: DM Maps ........................................................................................................... 8 

Southeast Dimgaard .......................................................................................................... 8 

The Encampment .............................................................................................................. 9 

Mirsoth’s Lair  ....................................................................................................................10 

Page 3: brassy blew

7/23/2019 brassy blew

http://slidepdf.com/reader/full/brassy-blew 3/11

2DG15 Brass and Blue

By Dan Hass

Copyright 2015 Dan Hass Endeavors

 Adventure SummaryBrass and Blue is a Dungeons and Dragons5th Edition adventure designed for 1-8 4thlevel characters. It requires a Player’sHandbook , a Monster  Manual , and a

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

It is set in the Dimgaard CampaignSetting  (the Dimgaard Campaign Guide is afree pdf available atrpg.drivethrustuff.com/product/144932/Dimg

aard-Campaign-Guide), but could be set inother campaigns where there is a significantwilderness appropriate for the blue dragonwyrmling, Mirsoth, to establish a lair. Digitalcopies of the encounter maps are availableathttps://drive.google.com/open?id=0B4L8xiruNYz5fmpkUzNlNUoxakRjcjNGVl9Md2ZUazVUSFlGeUN4UU8zWHdONGtZQS1HWW8&authuser=0 

Preparing the AdventureIt is always a good idea for the DM to readthrough an adventure before running it.Foul Waters is no different. There are somerather complex encounters that will benefit ifthe DM spends a few minutes deciding howshe will play them rather than plow straightinto combat.

The handlers for the brass dragon, Lyth,are presented as metallic dragonbornmembers of the Order of Metal. The DMmay opt for a different group of her owndesign that better aligns with the goals,backgrounds, or bonds of PCs in hercampaign. Similarly, the thri-kreen guardingthe entrance to Mirsoth’s (the bluewyrmling) lair could be tailored to align withspecific PCs.

Brass and Blue makes use of informationpresented in the core material, and it willmake running the adventure much smootherif the DM is familiar this material

beforehand. The DM should particularlyfamiliarize herself with the personalities, lairactions and regional effects of a bluedragon (MM  p.92) and a brass dragon’s(MM  p.106).

 A battlemat or dungeon tiles may be

helpful, but not necessary.

Running the Adventure

Brass and Blue presents a challenge for thePCs: a blue dragon wyrmling hasestablished a lair converting a large area offormerly verdant land into a desert. He hasaccumulated followers who protect andserve him. He has also attracted theattention of a brass wyrmling who would liketo befriend him.

Having established the challenge, this

adventure then presents the setting withoutcommenting on expected PC actions.There is no script. The DM may provideinformation to the PCs as she sees fit, butultimately the strategy is up to the PCs.

In most cases the setting for anencounter is described in boxed text. TheDM may use this verbatim if the encounterunfolds as designed, however, if the PCshave done something unexpected, theboxed text may not accurately describe theset up. The DM is not constrained by the

boxed text, and should feel free to describethe encounter as necessary for theparticular circumstances of the adventure.

 Awarding XP for encounters as it isearned as the adventure progresses tendsto simplify concluding the adventure, butmay complicate an adventure if PCsadvance mid-adventure. Note that theadventure contains modified or new

The Wyrml ings

In southeast Dimgaard, the cults of thedragons have been scouring ruins andhidden caverns for years looking for dragoneggs that are still viable. The black, blue,green, and white have all been successfuland the wyrmlings are just months away fromentering the young dragon phase of their

lives. They are setting up lairs aroundsoutheast Dimgaard and the effect are beingnoticed.

Page 4: brassy blew

7/23/2019 brassy blew

http://slidepdf.com/reader/full/brassy-blew 4/11

Page 5: brassy blew

7/23/2019 brassy blew

http://slidepdf.com/reader/full/brassy-blew 5/11

4DG15 Brass and Blue

By Dan Hass

Copyright 2015 Dan Hass Endeavors

Starting the Adventure

Brass and Blue takes place shortly afterFoul Waters. The DM can decide howmuch downtime she wants to grant PCs.The PCs should know by now that thedragon cults are looking to repopulate

Dimgaard with dragons. Presented hereare three ways to draw the PCs into theaction. The DM may have better optionstailored to the specific PCs in her campaign.

If there is an elf, half-elf, or a fores t

protector amo ng the PCs:  

 As you begin your day, a hooded figureapproaches and leans close enough toreveal elven features. “Greetings, Cousin. Ibring grim news. The telltale signs of a bluedragon lair have manifested around whatwas once a verdant forest to the northwest

of Odill. It has already displaced the entireelven community of Alethrion. They arenow refugees in neighboring elvencommunities. If the lair isn’t destroyed soon

 – thus ending the regional effects – theforest will be lost forever.” 

The elf can relate how the verdant areahas been transformed into a desert, andwhatever additional information the DM

believes appropriate. The elves haveaccess to arcane spellcasters and thecapacity to hide people and activitiesbeyond the reach of the Inquisition, so thereis an opportunity for the PCs to gain somefavors from the elves. 

If there is a PC who is trus ted by the

Inquis i t ion:

You are relaxing after your lastadventure when the stern countenance ofVicar Demni, head of the Inquisition’sintelligence gathering wing, approaches.“We have grown to rely on your exceptionaltalents. At least in Alshon, we arebeginning to understand that some of thethings we once saw as a threat to the OneTrue Faith and humanity, can be used tosecure and stabilize threatening situationswhen used for good.

“An opportunity to further that case haspresented itself. This time, your actionswould carry weight far beyond the Alshoncommunities. It is clear that a blue dragonhas set up a lair to the northwest of the cityof Odill.” 

Demni has the authority to grantdispensations and awards from theInquisition. He can commit to courses ofaction that would benefit the PCs as long asthey are destructive to the One True Faith.He can convey as much information as theDM desires.

If a PC has been searching for a

spec i fic formula or uncommon magic

item that the DM wants to inject into h er

campaign.

Your research is successful. Severalweeks ago, there was an instance of theitem noted in a caravan destined for the cityof Odill. However, the caravan was raidedon the fringe of a new desert area that hassuspiciously appeared within a matter ofweeks to the northwest of Odill. Rumorsare that the Cult of the Blue Dragon hassecretly raised a wyrmling, and itestablished a lair in the heart of the newdesert.

The DM can provide as much information asshe desires to guide the PCs. She mayallow the PCs to gather information from

Dragons and the Inquis it ion

When the dragons left, their kin wereleft behind. Those of chromatic dragonancestry have organized along their

respective colors. The metallic formed asingle confederation (the Order of Metal)with cells often mixing various metallicheritages.

While the chromatic dragon cults dowork together at times towards commongoals, they have a deep hatred for themetallics and the Inquisition.

The Order of Metal similarly sees thevarious chromatic dragon cults as mortalenemies. And the Order of Metal viewsthe Inquisition as oppressive and

intolerant. It opposes the Inquisition outof a sense of survival and justice.

The Inquisition views all dragons andtheir kin as existential threats.

So the three groups each hate theother two forming a triangle of intrigueacross Dimgaard.

Page 6: brassy blew

7/23/2019 brassy blew

http://slidepdf.com/reader/full/brassy-blew 6/11

5DG15 Brass and Blue

By Dan Hass

Copyright 2015 Dan Hass Endeavors

sources they have in the Alshoncommunities. They may also research thevarious aspects of a black dragon and itslair at the DM’s discretion. Eventually, thePCs should be enticed to move on Mirsoth’s desert. The trip is an opportunity for the DM

to insert any optional encounters shedesires, but otherwise it is uneventful. Atthat point move to Encounter 1: Entering theDesert.

Encounter 1: Entering theDesert

In the space of only a few hundred yards,the terrain changes from a verdant savannato a parched wasteland. Above the desertahead thunderheads rapidly form, burst with

lightning and then disperse with no moisturereleased. Several sets of footprints lead tothe west.

Map. There is no map for this encounter.The desert is just a featureless parchedexpanse.

Encounter background.  The footprints area regional effect of the brass wyrmling, Lyth.

Running th e encounter.  The tracks safelylead about a mile to an overhanging ledgewhere creatures can wait out the heat of theday.

 A cliff overhang forms a shady areaprotected from the desert sun. There iswater trickling done the back wall of thealcove, apparently from a spring of somesort.

Lyth becomes immediately aware of thePCs’ presence, and sends his cohorts (brass dragonborn scouts) to invite them tohis lair approximately one-half mile away.

Conclud ing the encounter.  If the PCs optto accept Lyth’s invitation, move to

Encounter 2: Lyth. If the PCs opt toproceed to Mirsoth’s lair move to Encounter3: Six Miles Out.

Encounter 2: LythThe escorts lead you to a cave roughly

thirty feet in diameter with a twenty foot highceiling. The temperature is noticeablycomfortable compared to the desert.

Candles provide a comfortable light. A tablewith fruits, nuts, and goblets of a goldenliquid sits in the center. Stones have beenarranged around the cave to provide seatingfor several people. A medium-sized brassdragon smiles from the head of the tableand motions for you to partake.

Map. There is no map for this encounter. Itis doubtful that combat will occur.

Encounter background. This is Lyth’s lair.He is trying to make contact with Mirsoth sothat they can become friends.

Running th e encounter.  Lyth is aprototypical brass dragon (MM  p.106). Lythwill start with a positive attitude towards thePCs, and as long as they don’t dosomething that offends him, he will providethem with aid against the desert’s hazards. 

Scaling the encounter.  If combat were toensue, Lyth has 2 brass dragonborn (PHB p.34) scouts (MM  p.349) per PC present.

Concludin g the encounter.  When thePCs opt to continue towards Mirsoth’s lair,

move to Encounter 3: Six Miles out.

Encounter 3: Six Miles OutThe desert is a parched landscape.

There are decaying shrubs that act asreminders that only few weeks ago, this wasa verdant area. Dust is whipped up byfrequent wind gusts that accompany theever-threatening thunderstorms.

Map. There is no map for this encounter.The desert is just a featureless parchedexpanse.

Encounter background.  This area issubject to the regional effects of Mir soth’slair.

Running th e encounter.  If the PCs leftLyth with him in a favorable attitude, he willlay down footprints to guide them safelythrough the various hazards on their way toMirsoth.

Page 7: brassy blew

7/23/2019 brassy blew

http://slidepdf.com/reader/full/brassy-blew 7/11

6DG15 Brass and Blue

By Dan Hass

Copyright 2015 Dan Hass Endeavors

If not, then the PCs are subject torandom regional effects. The DM canexpose the PCs to as many of these as shedesires, but it is suggested one every mileon their way to the lair or every half hourduring resting; similarly, the DM can select

specific effects or roll 1d10 and consult thefollowing.

Mirsoth’s region al effect. The DM canexpose the PCs to as many of these effectsas she desires. It is recommended that acheck be made every half mile (on average,the PCs would be exposed to about 4effects); roll 1d8 and consult these results:1. Thunderstorm lightning strike: If a PC

has a passive Nature of 15+ she knowsthe danger of the ever presentthunderhead that is about to release alightning strike and any PC can make aDC20 Wisdom (Survival) check to findadequate protection. If not, lightningstrikes near the party. Each PC mustmake a DC14 Dexterity saving throw.On a failure, the PC takes 10 (3d8)lightning damage; half if she succeeds.

2. Thunderstorm wind gust: If a PC has apassive Perception of 15+ she noticesdebris being swept toward the party byhigh straight line winds. If any partymember can succeed at a DC20Wisdom (Survival) check the party canfind cover to protect them from the flyingdebris. If the party can’t find cover,make a ranged weapon attack againsteach party member: +8 to hit for 11(2d10) bludgeoning damage.

3. Dust devil(s): The party is attacked bydust devils (MM  p.92). If there are 6+PCs then there are 2 dust devils.Otherwise there is only one. (1450 XPper dust devil).

4. Hidden sinkhole: MM  p.92.

5. Blast of Heat:  A sudden blast of desertheat imposes on the party. Each PCmust make a DC13 Constitution savingthrow or suffer one increase in theirexhaustion level.

6. Giant centipedes (2/PC, 100 XP per PC)(MM  p.323) attack

7. Giant hyenas (1/PC, 200 XP each) (MM  p.326) attack.

8. Death dogs (1/PC, 200 XP each) (MM  p.321) attack.

5-10. No effect.

Concludin g the encounter.  When thePCs are close to the lair, move to Encounter4: The Encampment.

Encounter 4: TheEncampment.

Map.  Appendix 1: DM Maps contains themap for this encounter.

 A tunnel has been dug into desert floor.There are scattered areas of shale aroundthe entrance. A coterie of insectoidcreatures seem unaffected by the desert

environment. They appear to be guardingthe tunnel entrance.

Encounter background.  This group of thri-kreen were attracted to the sudden desertand quickly accepted Mirsoth’s invitation toact as mercenaries for him.

Running th e encounter.  Thri-kreen aretrustworthy mercenaries. They fulfill theirduty to prevent access to the tunnel.

Scaling the encounter.  There is one thri-kreen per PC. (200 XP each)

Concludin g the encounter.  The PCs cantake a short rest here, but if they attempt along rest, the desert begins to encroachupon them, and they are exposed to thehazards of Encounter 3 every half hour, andafter five hours Mirsoth and his laircompanions attack them.

When the PCs are ready to approachMirsoth, move to Encounter 5: Mirsoth’sLair.

Encounter 5: Mirsoth’s Lair  

Map.  Appendix 1: DM Maps contains themap for this encounter.

 A large chamber with a 50’ high ceiling islit by torches which produce lots ofshadows. There is bedding for severalpeople and some piles of treasure.

Page 8: brassy blew

7/23/2019 brassy blew

http://slidepdf.com/reader/full/brassy-blew 8/11

7DG15 Brass and Blue

By Dan Hass

Copyright 2015 Dan Hass Endeavors

Encounter background.  Mirsoth has beenaccompanied by some members of the Cultof the Blue Dragon.

Running th e encounter. Mirsoth will notnecessarily attack on sight. He has thetypical blue dragon desire to play with hisprey. He knows this is his lair and that hecan always burrow to escape. He knows heenjoys a lot of advantages here and willwant to savor the experience of defeatingthe PCs.

Scaling the encounter. The cult memberswith Mirsoth varies with the number of PCs.Each noble and scout has a lightning breathweapon and resistance to lightningaccording to PHB p.34.

# Dragons XP

1-2 Mirsoth 7003 Mirsoth, Imp 900

4 Mirsoth, Imp, 2 Noble 9505 Mirsoth, Imp, 4 Noble 1000

6 Mirsoth, Imp, 6 Noble,2 Scouts

1250

7 Mirsoth, Imp, 7 Noble,3 Scouts

1375

8 Mirsoth, Imp, 8 Noble,4 Scouts

1500

Imp. MM  p.76. The imp has 1 potion ofhealing  and 1 potion of greater healing

(DMG p.188) for each member of Mirsoth’sparty.

Noble. MM  p.348. 1 Add the trait: InnateSpellcasting.  Charisma is thedragonborn’s spellcasting ability. 6/day as a5th level caster chosen from: counterspell ,dispel magic , heat metal , misty step,

 phantasmal force.Scout. MM  p.349Mirsoth (Blue dragon w yrml ing) . MM  

p.91. Mirsoth has the following Legendary Actions.

Legendary Actions

Mirsoth can take 3 legendary actions, choosing from theoptions below. Only one legendary action option can beused at a time and only at the end of another creature's turn.Mirsoth regains spent legendary actions at the start of histurn.

Detect. Mirsoth makes a Wisdom (Perception) check.

Static Charge. Mirsoth breaths a 15’ cone. Any creature inthe cone must succeed on a DC12 Constitution saving throwor be restrained for one round.

Wing Attack. Mirsoth beats his wings. Each creature within10 ft. must succeed on a DC11 Dexterity saving throw or bepushed back 5 ft. and knocked prone. Mirsoth can then flyup to half his fly speed.

Concludin g the encou nter. If Mirsothovercomes the PCs, he will not immediatelyslay them. He will relish his victory and tryto extend the experience. He may give thePCs hope of escape or mercy. If the PCshave an offer sufficient to sway him, he may

actually spare one or more PCs to reap areward he values more than killing her.

If the PCs overcome Mirsoth, they shouldhave access to a significant hoard. Mirsothis a legendary creature in its lair. This is anexcellent place to add an uncommon magicitem. Additionally, a scroll of a first levelspell and a scroll of a second level spellwould be reasonable items in the hoard.

Concluding the AdventureDepending on how things wind up Lyth,

the PCs may receive Friendsh ip of theOrder of Metal.  If the PCs overcameMirsoth, each PC receives Enmity of the

Cult of the Blue Dragon.  Additionally, ifthe PCs have captured Mirsoth alive, he canbe executed as the final sacrifice in creatinga magic item; a couple good choices wouldbe adding +1d6 lightning damage to amelee weapon, a javelin of lightning , a +1shield , or a +1 armor . Finding the caster(s)to perform such crafting could be anotheradventure or a matter of downtime at the

DM’s discretion. 

Page 9: brassy blew

7/23/2019 brassy blew

http://slidepdf.com/reader/full/brassy-blew 9/11

8DG15 Brass and Blue

By Dan Hass

Copyright 2015 Dan Hass Endeavors

 Appendix 1: DM Maps

Southeast Dimgaard

Page 10: brassy blew

7/23/2019 brassy blew

http://slidepdf.com/reader/full/brassy-blew 10/11

9DG15 Brass and Blue

By Dan Hass

Copyright 2015 Dan Hass Endeavors

The Encampment

Map. The shale has the same effect as ball bearing (PHB p.151)

Page 11: brassy blew

7/23/2019 brassy blew

http://slidepdf.com/reader/full/brassy-blew 11/11

10DG15 Brass and Blue

By Dan Hass

Copyright 2015 Dan Hass Endeavors

Mirsoth’s Lair  

The entrance marked * is the tunnel leading to the encampment. The other tunnels lead severaldozen feet and dead end. (Mirsoth can burrow.)