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Make My Day
This adventure is meant to take players from
levels 1 to 5, but it may take them to any
number of places. Thats the wonder of
adventures, especially the written ones. The
words can take you anywhere as long as you
have the guts and the dice.
Im going to give you the map, the
crunch and the encounters for you to move
your players through this. Its up to you to do
the rest, to bring it to life. You are the
necromancer here. My Victor Frankenstein.
Listen below are new factions, a new
pantheon and a home base for the party, aptly
named the Make My Day. Its an exploration
cruiser. It can be made of wood, steel, magical
role, whatever the hell you want. It doesnt
matter (unless you want it to).
There are several ways to use this home
base. The way I designed it was to kick the
players into the adventure by giving them
something fun while also making them pay for
it, literally.
As the DM, you can choose to make
them keep track of fuel, hirelings, and monthly
payments. Or you can just make the adventures
they do be the payment.
How to they get this ship though? Well,
they are given it by the generous leader of the
Castle faction, the Dragon Knight. Legends say
he is the reason people ride dragons. Legends
also say that hes a dragon himself. Whatever,
right? The guys high up. He doesnt bother with
myths. What he does bother with are pirates
and the Sun Broke Sea has lots of them.
So he hires some adventurers! But he
doesnt really want to pay them, so instead he
tells them where a ship is and tells them they
can have it as long as they pay for it by taking
out the Pirates.
There! The party has a goal, they have a
ship and they have a starting location. What
more do you need? Well, I have all of that for
you. Its up to you to make the party care about
Yuletown and want to help. Ill give some ideas,
but each party is different.
Yuletown
Lets talk about Yuletown. This is the biggest
encounter of the entire adventure. You see,
Yuletown isnt what it appears. All of the
people, every single one of them, are controlled
by a hive mind.
The hive mind does not want to kill the
party, it wants to absorb them. The hive mind
does not want any of its members to die, it will
do anything it can to avoid that.
Theres no simple way to do this but I
can give you some tips. First of all, Yuletown
should have somewhere between 50-300
people. Use the Acolyte stat block from the
Monster Manual with maybe a Priest thrown in
and a few soldiers, possible some others. Its
really up to you.
Secondly, think of the town as a large
film set. The hive mind is not human and
doesnt quite understand human nature.
Therefore scenes are typically clich or even
just unbelievable. The bartender just met the
party? He offers free drinks for the night. The
mayor needs his office cleaned? Hes offering a
hundred gold to anyone.
The town shares one mind so everyone
knows where everyone is and everyone knows
what everyone else knows. As soon as one of
the townsfolk knows the partys names,
everyone knows and uses them.
Factions
The various factions of the world are as follows:
The Un-Evil A group that believes in
the un-permanency of death. Though there is
no afterlife, they believe that death is only
something that happens and that with the
proper care one can live in un-death for many
Faction Rankings
Rank The Un-Evil The Sunbreakers
1
Ghoul
Nameless
2
Zombie
Heartless
3
Revenant
Soulless
4 Death Knight
Chosen
5
Lich
Sun Bro
Castle
The Dread End
Wyrmling
Moonbreaker
Drake
Earthcracker
Dragonrider
Sunstealer
Great Wyrm
Spaceeater
Dragonknight
Star Lord
The Lookouts
Newbie
Kinterguardian
Middle Skool
Old Skool
Grizzled Ancient
years after.
The Sun Breakers A group that
believes in the light and the power of the sun.
They arent necessarily Lawful Good, goodie
two-shoes, they just believe in light being a
source of power. They are an ancient order that
is said to be extinct.
Castle A group of descendants of the
ancient monarchies who still believe in being
united under a King or Queen and strive to
bring that ancient lifestyle back into the
forefront. They wage wars in the ways of
politics and honor.
The Dread End A group that knows
the end of the world is coming and want to
embrace it with a mix of chaos and order. They
seek to let the world run its course and go
against those who dont understand that some
things are futile.
The Lookouts A group of spiritualists
who have protected the ancient order of the
monks and continue to commune with the
spirits that are in everything. Together they
hope to stay out of the business of mortals and
stay on the good side of the spirits.
The Pantheon
There are no gods in this world, there are only
spirits. Animism is detailed in the Dungeon
Masters Guide and it tells you about how
spirits inhabit everything from a little pebble to
a mountain, etc.
Some people still pray to the dead gods,
who fell to the Material Realm in the Great Fall,
but most understand that those gods are the
past and the spirits are all that is left.
Here are some of the more well-known
and powerful spirits.
Rayquaza Spirit of the Air. Father of
all the draconic and a beacon of hope.
Worshippers of Rayquaza want nothing
more than to befriend a dragon.
Kyogre Spirit of the Ocean. A symbol
of mystery and the apocalypse.
Worshippers of Kyogre pray for the rain
that will flood the earth.
Planar Cosmology
There are no other planes in this world. There
are no planar portals that take you to Ysgard or
anything like that. There is only The
Otherworld, a spirit world where all the other
planes from a normal DnD cosmology are
meshed and squished together, sometimes
breaking through into the material world in
weak spots, like deep caves, or far out into the
ocean. The spirits true forms exist in this
otherworld. They detail it a bit more in the
Dungeon Masters Guide.
The Adventure!
The adventure is split into several parts. First,
the party must get their new ship, the Make
My Day. Its been taken. After retrieving it they
can accomplish the task they were sent to do:
eliminate the pirate threat in the Sun Broke Sea.
After that they have a week to do what they
like; explore, search for treasure and take on
some quests from townsfolk. After that the
adventure is over, or well, its open to further
exploration outside of the Sun Broke Sea.
Repayment Time
Months
GP/month
12
4,166
24
2,083
60
833
120
416
d100
Shiny!
0-20
21-40
41-60
61-80
81-95
96-100
Nothing of Value
2d6 10 gp gems
2,100 cp
2d4 25gp art objects
1,050 sp
2d6 50gp gems
Down below, while searching for
treasure the party might run into any number of
enemies, such as sharks, Sahaugin, Merrow, etc.
Cryns Peak
Cryn is a Minotaur captain of the Dread End.
Hes in the Solar Fields to retrieve some
treasure. He is up there with his pet Vestige, the
Giant Rat. This is a deadly encounter with
deadly terrain and like the rest of the Dread
End, Cryn fights to the death.
Cryn attempts to shoot players off the
ledge and sicks Vestige to tackle people off the
ledge while he loads up the treasure.
Cryn is a Paragon monster, a term and
idea created by the Angry GM. For more
understanding on the term, check out his blog.
For real, its awesome. But it should be pretty
easy to understand just by looking at the stat
block.
Treasure: Theres a chest with 1,050sp
in it. Cryn also drops his Matador, a magical
firearm that was crafted from wood and metal,
forged to be used by a Dread End Pirate in the
sacking of ancient kingdoms.
It weighs 5lbs. It does not run on
gunpowder or bullets, it instead used charges. It
begins with 10. Firing one shot equates to 1
charge. Firing two shots at once requires 3
charges. Each shot fired is a ranged attack that
deals 2d10. After all charges are expended it
requires a Dwarf familiar with firearms or a
Dread Pirate Captain to refill.
Award the party 2,400xp for the defeat
of Cryn and his pet.
Aftermath
After completing the three encounters the
party receives a radio call from the Dragon
Morgrave University
Morgrave University used to be a prestigious
academy until it was destroyed in a freak
accident. No one who was there to see it is
alive, but a Ghostly lady in town will approach
the party and offer her familys wealth in return
for finding the cause. Shes actually a ghost and
she can be dead for any number of reasons.
Maybe she was bullied at the school? Maybe
shes a revenant? Maybe she was just killed at
the school?
From the outside, Morgrave appears to
have been bombed or blown up in some way.
Theres no obvious cause. But it was a Demonic
attack from the sky. There are faint signs that
Aftermath
After finding out that Morgrave was destroyed
by some kind of Demonic magic or attack, the
party will be left with lots of questions. This can
lead to further adventures, possibly even tying
in with Out of the Abyss.
You can give the Ghost Lady more
depth by having her ask to travel with your
party to help fight the demons.
Aftermath
After killing or not killing Corb, give the party a
strange dream about giants waking in a cave
and drawing the names of the party on the
walls in blood. Spooky.
Covetown Infestation
Covetown is a small port city on the
boomerang-shaped island to the south-east.
The recent destruction of a fleet of Castle ships
has caused the town to go black. Yuletown
hasnt had any contact in weeks and any ship
sent doesnt return.
A merchant in town will pay the party
to go investigate and the Pirate King will also
send them there to eliminate the Red Dragon
that has been tormenting the Dread End in the
area since its arrival.
Whatever their reason, when the party
gets there they will see that something terrible
has happened. The entire island has been taken
over by Myconid fungi, infecting its commoners
and animals alike.
Something else you can do: One of the
Castle fleet ships survived and set up
quarantine on the island, not allowing anyone
in or out because of the infestation. They will
let the party in though, with a warning that
Aftermath
After clearing the island of the infected persons,
or rounding them up, or doing whatever else
they think up in a moment of clever clarity, the
Fungus will be ready to be purged by the Castle
Fleet.
The party might have questions as to
why the fungus was being carried. Well, thats a
question for another adventure. Maybe one
that you come up with.
The End
There you have it. You have the ship, the
pirates, the giant, the university, the infected
island and the hive mind. What more could you
ask for? Your party should be at level five or
even higher if you dont have 5 people, and
they should be asking questions. Theres a lot
left to solve. Whyd the demons attack
Morgrave? Why was the Castle fleet carrying
that disease or whatever the hell it was? Where
did the hive mind come from and is it a sign of
worse to come?
Appendix A
Cryn
Large Paragon Monstrosity, Chaotic Evil
Armor Class
14
Hit Points
75/75
Speed
40 ft.
STR
18
DEX
11
CON
16
INT
6
WIS
16
CHA
9
Skills Perception +7
Senses Darkvision 60 ft., passive Perception 17
Languages Abyssal, Common
Challenge 6
Charge. (Berserker Mode) If the minotaur
moves at least 10 feet straight toward a target
and then hits it with a gore attack on the same
turn, the target takes an extra 9 (2d8) piercing
damage. If the target is a creature, it must
succeed on a DC14 Strength saving throw or be
pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The Minotaur can perfectly
recall any path it has traveled.
Reckless. (Berserker Mode) At the start of its
turn, the Minotaur can gain advantage on all
melee weapon attack rolls it makes during that
turn, but attack rolls against it have advantage
until the start of its next turn.
Paragon Action. Cryn gains one complete turn in
each combat round, including one reaction
between each turn, for each pool of hit points
he has lost. When a pool of hit points has been
reduced to zero, Cryn loses one turn each round
thereafter.
Paragon Hit Points. Cryn has multiple pools of
hit points, each of which is tracked separately.
All damage and healing must be completely
applied only to one pool of hit points. One pool
of hit points must be completely reduced to
zero hit points before any damage is applied to
another pool. When a pool of hit points is
reduced to zero, all ongoing conditions and
effect affecting Cryn end immediately. After a
pool of hit points has been reduced to zero, it
cannot receive any healing until after a long
Actions
Matador. (Normal Mode) Ranged Magic Attack:
+5 to hit, range 40/120 ft., one target. Hit: 2d10
piercing damage.
Greataxe. (Berserker Mode) Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 17
(2d12 + 4).
DEX
15
CON
11
INT
2
WIS
10
CHA
4
17
84/84
40ft, 20ft hover
STR
23
CON
20
DEX
15
INT
10
WIS
12
CHA
9