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By Dan Hass
The communities around Odill are not natural allies. Each was established with its own
philosophies and works to protect its niche in the economy of greater Odill. Forging these
communities into a political block capable of challenging the power of Odill is no trivial task. A
D&D 5th edition adventure for 1-8 7th level adventurers. The second episode in the Villages of
Odill Arc.
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DG27 Shaky Alliances
By Dan Hass
Contents
Adventure Summary .............................................................................................................. 2
Preparing the Adventure........................................................................................................ 2
Running the Adventure .......................................................................................................... 2
Adventure Background .......................................................................................................... 2
Adventure Outline.................................................................................................................. 4
Starting the Adventure ........................................................................................................... 4
Encounter 1: Wolfdells Chairman.......................................................................................... 5
Encounter 2: Wolfdells Zealots ............................................................................................. 6
Encounter 3: The Inquisition .................................................................................................. 7
Encounter 4: The Cult of Asmodeus ...................................................................................... 8
Encounter 5: The Counter Naturalist ..................................................................................... 9
Concluding the Adventure ....................................................................................................10
Appendix 1: DM Maps ..........................................................................................................11
Forest Path .......................................................................................................................11
Thanks to the many people who have helped me make this possible. Here are some who
contributed in special ways.
Editing
Jeremy Esch
Cover Art
Fernando Olmedo (his work)
Sponsor
The War Store
Sponsor
Eric Mills
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DG27 Shaky Alliances
By Dan Hass
The Odill Campaign Guide campaign
Adventure Summary
guide
can be found here, and includes the
Shaky Alliances is a Dungeons and
organizations
and NPCs that influence
Dragons 5th Edition adventure designed for
Shaky
Alliances.
1-8 7th level characters. It requires a
A battlemat or dungeon tiles may be
Players Handbook, a Monster Manual, a
helpful, but not necessary.
Dungeon Master's Guide, and the
Elemental Evil Player's Companion (EE).
Running the Adventure
While the encounters include scaling for
The encounters in Shaky Alliances attempt
1-8 characters, parties of 1 or 2 PCs and 7
to challenge PCs in a variety of ways. The
or 8 PCs are fringe circumstances that may
encounters where combat is likely are
play oddly. Specifically, parties of 1-2 are
expected to be hard (DMG p.81), but
highly susceptible to a single bad die roll,
additionally there are encounters to test the
and 7-8 can slow play dramatically. Ideally
PCs ability to deal with diplomatic situations
a party will be 3-6 PCs.
and pose difficult questions about their
It is set in the Dimgaard Campaign
characters morals.
Setting (the Dimgaard Campaign Guide is a
Modification Exploits
free pdf available at here), but could be set
Technically each combat encounter uses
in other campaigns where there is a corrupt
a medium XP budget per the encounter
city ripe for overthrow. The Digital copies of
building guidelines. And for many parties
the encounter maps are available here.
a medium encounter may turn out to
meet the definition of hard as PCs may
Preparing the Adventure
be built for roleplaying and the party may
It is always a good idea for the DM to read
not have optimized their tactics.
through an adventure before running it.
Modifications (denoted with 1) have
Shaky Alliances is no different. There are
been made to the creatures which do not
some rather complex encounters that will
increase the calculated CR of the
benefit if the DM spends a few minutes
creature but do increase the challenge of
deciding how she will play them. Shaky
the creature. The DM should gauge the
Alliances can be run with a lot of interaction
effectiveness of the party and decide
between the PCs and NPCs depending on
which of these to use (keeping in mind
the inclinations of the PCs and DM. The
the definition of hard encounters).
module deliberately gives just enough
Awarding XP
information about NPCs to move the plot
The XP listed with each encounter
along, leaving a lot of room for a DM to
reflects the XP of the creatures listed as a
individualize these to her campaign. It
medium encounter. However, the
makes things smoother if the DM spends a
encounters with the enhancements to the
few minutes deciding how she will deliver
creatures likely is a Hard encounter.
the NPCs interactions. Some DMs and
Considering how wide 7th level is, the
players revel in the opportunity to assume
DM should consider awarding 50% more
the personae of multiple NPCs over the
XP than that listed in the tables. That
course of a session (active roleplaying),
amount would correspond to the XP for a
others prefer a summary approach
hard encounter rather than a medium
(descriptive roleplaying). The decision is a
encounter.
matter of style and showmanship. Neither
approach is correct; both are valid ways to
Adventure Background
collaboratively build a story, but the DM
There are several villages in the vicinity of
should try to anticipate her players
Odill. Odill could not survive without the
preferences, decide her own, and prepare
support of these villages. They provide
accordingly.
almost all the food, and much of the crafted
goods in the Odill economy. These are
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DG27 Shaky Alliances
By Dan Hass
havens for those seeking relief from the
summarized in the Odill Campaign Guide.
harsh existence in Odill. Many are quite
Each has its own economic, social, and
noble in their pursuits and tolerate Odills
cultural factors.
corruption only because they have no
Greenvilles History and Economy
recourse. Among these is the village of
When Prince Rainaldus assumed the
Greenville. It has no ties to corrupt
throne, Earl Calmus was the noble in
organizations, and a history of fair-dealings.
charge of overseeing the craftsmen in
In Odill, Prince Priogrim realizes his
Odill associated with leather.
militia is insufficient for either defense or law
Calmus quickly saw Rainalduss
enforcement. The Cult of Asmodeus has
corruption as the Prince began taking
allied with him to recruit, and organize a
bribes by those who wanted to
militia capable of securing Odill both
circumvent the protections of the
internally and externally. They have made
leatherworkers guild. Calmus was quite
significant progress along those lines. They
wealthy, so rather than endure Rainaldus,
now have a force which patrols the
he retired to a villa ten miles from Odill.
important sectors of Odill the central trade
To his surprise many of the craftsmen
district, noble district, middle income district,
that he had overseen in Odill followed him
and docks. Further, the Cult of Asmodeus
forming the village of Greenville.
is exploring joining the One True Faith with
Greenville has a modest agricultural
Asmodeus revered as an Intercessor.
sector which is almost sufficient to feed
Reforming Odill is expected to significantly
itself. But the real industry in Greenville
influence that process.
is the leatherworking trades armorers,
Within Odill, the Inquisition is still under
cobblers, tanners, and hunters.
the
corrupt rule of Tholy the Divine, but the
The guild ensures that there isnt an
Fellowship
of Olidammara and Trithereons
oversupply of goods and provides a
United offer some hope. Tholy has grown
barrier to entry for new craftsmen to
tired of the meddling PCs and placed a
ensure that the number of producers is
significant bounty on them. (The DM will
controlled. Rumors are that at times, the
decide what significant is.)
guild has gone to war with renegade
Relatively easily, Earl Tarrowin has
leatherworkers in Odill and other villages
formed
an alliance with the dwarven town
in the area that tried to encroach on the
Delvers Dale and the village of Vallaki,
leather trade.
which has a significant halfling population.
Earl Tarrowin is the son of Calmus and
They are also craftsman villages with
inherited his position nine years ago (after
philosophies that align with Greenvilles.
Calmus diesd). In addition to his duties
Earl Tarrowin also sent overtures to the
as earl, Tarrowin is guild master, although
community
of Wolfdell. It is a nature
most of the duties from that position are
oriented commune that produces various
delegated to senior tradesmen, and he
textiles using wool from their own sheep
only needs to settle disputes.
and cotton they buy from neighboring
Many neighboring villages have only
plantation communities. They are generally
marginal loyalties to Odill (although all have
quite active and influential in the
a significant economic interest). With some
communities around Odill, and Wolfdells
influence they could be organized to bring
influence is a necessity if the alliance is
pressure on Odill to reform. When Prince
going to grow any larger. While the
Rainaldus assumed the throne and Odill
residents of Wolfdell have a loathing of the
began its slow descent into decadence,
corruption and slavery in Odill, they have
those among the nobility who resented the
strong issues with the way the leather crafts
corruption, and had the means, left Odill.
interact with the environment specifically
Many of them established communities
the tannery using skins from animals, and
within a few miles of Odill. These became
polluting of the river. Wolfdells hostility
Copyright 2015 Dan Hass Endeavors
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DG27 Shaky Alliances
By Dan Hass
they accept the mission to meet with the
towards Greenville cant be overcome by
Chairman it launches the action.
Tarrowin. It will require action from the PCs
The PCs exit from Greenville is noticed
to convince them to join. Tarrowin has
by the agents watching the town, and
persuaded the Chairman to meet with the
reports are sent to the Cult of Asmodeus
PCs.
and Tholy the Divine.
Meanwhile, agents of the Cult of
The PCs meet with the Chairman to
Asmodeus and the Inquisition have been
convince him to join the alliance. The fact
watching and waiting for the PCs to leave
that the Chairman would even consider an
the sanctuary of Greenville.
alliance with the leatherworkers of
Forming the Alliance
Greenville stirs a radical segment of
Delvers Dale is centered on mining and
Wolfdell into action. They hijack the
metalworking. It has a significant
meeting and may attack the PCs.
population of dwarves who have lived in
On the way back, the PCs are encounter
the town for generations. They are
members of Cult of Asmodeus and the
likewise concerned about the debauchery
Inquisition, as well as the nature cultist,
in Odill, but they arent willing to engage
Cobru.
in a risky scheme without a tangible
reward. They want to establish an
Starting the Adventure
economic powerbase with their
PC Resources
metalworking in the same way that
Another tool to moderating the difficulty of
Greenville has done with leatherworking.
encounters is controlling PCs access to
The Thane of the Dale has garnered
equipment and magic items. If the party
support among the dwarves with the
appears weak, the DM can provide
condition that one of the goals will be to
access to inexpensive resources. If the
establish a metalworking guild based in
party appears strong, the DM can make
Delvers Dale with authority to impose
resources rare and expensive.
policies throughout the Odill region.
The PCs should have recently completed
Vallaki has an economy based on
DG26 Greenville, and inspired Earl Tarrowin
brewing and distilling. It is a haven for
to form an alliance to bend Odill toward
halflings (40% of the population of 500).
reform. The DM may award downtime to
Vallakis interest in reforming Odill isnt
the PCs to reflect the time between
economic. They control a majority of their
adventures. When the downtime activities
markets because of the quality of their
are resolved, read or paraphrase:
product, and dont need the protections of
a guild. They are very concerned about
Earl Tarrowin has been updating you on
freedom and racial equality. Their
the progress of the alliance. In the few days
opinion of slavery is that it is a horrible
since he began the effort, Vallaki and
institution and should be completely
Delvers Dale have already joined. But this
abolished.
isnt surprising. Those two villages have a
history of cooperation with Greenville.
Adventure Outline
Broadening the alliance will be
Brilohors Haunting
impossible without the village of Wolfdell. It
Creature trap
is not particularly large, but its citizenry are
Odill is the territory of the night hag (MM p.178), Brilohor.
The DM can use her Nightmare Haunting during any
regarded highly for their history of morality.
long rest. There is no known NPC in Odill capable of
Unfortunately, Wolfdell and Greenville
casting greater restoration. This effect may also carry
have several long running disputes that
over from one adventure to the next.
makes Wolfdell hostile to Earl Terrowin.
The PCs start in Greenville with some time
having passed since events of DG26
Presuming the PCs accept the task, the trip
Greenville. Earl Tarrowin explains the
to Wolfdell is uneventful. Present
situation with Wolfdell to the PCs, and if
Encounter 1.
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DG27 Shaky Alliances
By Dan Hass
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DG27 Shaky Alliances
By Dan Hass
Actions
1
Reactions
1
Lion. MM p.331
1
Reactions
1
Skitter. A ranged attack against the lion from a source it
can see, misses and the lion can move up to one-third its
speed.
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DG27 Shaky Alliances
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Action
1
Reactions
1
Reactions
1
Owl. MM p.333
1
Scout. MM p.349
1
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DG27 Shaky Alliances
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1
Invisibility. As a bonus action, the homunculus turns
invisible
Actions
1
Actions
1
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6+2) piercing damage and the
target must succeed on a DC14 Dexterity (Acrobatics)
check or drop a weapon or item of the spys choice.
Remove Hand Crossbow if using fly speed.
Reactions
1
Bead of Night
Wondrous Item, uncommon (requires attunement)
This is a pearl that emanated magical darkness as the
spell. It is contained in a clasp, so that by interacting with
the clasp as an object, the darkness can be suppressed.
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DG27 Shaky Alliances
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Reactions
1
Reactions
1
Reactions
1
Absorb Elements. The blight casts a 2nd level absorb
elements (EE p.15)
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DG27 Shaky Alliances
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Appendix 1: DM Maps
Forest Path
1. Foliage: Through 15 feet is lightly obscured terrain (beyond that is highly obscured),
and difficult terrain.
2. Tree terrain: Same as foliage, but also any creature in tree terrain has half cover.