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#she cuts her hair and joins the rangers of the north in killing servants of the enemy
merilles · 7 months
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the elf and the beorning 💚✨
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greyhawk5e · 6 years
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1st Level 5e Greyhawk Adventure
DUNGEONS & DRAGONS
Unwelcome Guests
A Beginner World of Greyhawk Adventure for D&D 5th Edition
Original Player Characters
Kaedriss, Bride of Boccob, A Flan Cleric of Boccob from the Bright Desert
Lovecraft, A Drow Ranger who has rejected his people's evil ways
Malachius, A Half-Orc Paladin of St. Cuthbert, raised by humans
Baba Manya, A Rhennee Warlock of The Great Old One, an anicent entity from the home wold of the Rhenee
Cast of Characters
Cidan of Hardby, Merchant, recently deceased
Kensa Waters, 18 year old daughter of Cidan, competent, pretty, and athletic
Tozen, Laborer, 30s, coward, shirked the war
Father Zoreg, Cleric of Iuz, arrogant, smart, and charming
Ygiane Harper, hard drinking lesbian folk musician
Argus Redknuckle, 50, super tough ex-boxer, F2
Ollant, butler of Cidan, helped raise Kensa, grieving for Cidan
Lionas the Reeve, 60s, town official, minor functionary in the Barony
Father Goren, 30s, priest, friendly, funny, won't talk religion without a drink
Jedona, Goren's wife, tough, a healer, not squeamish
Sesin, Goren's 8 year old son, inquisitive and joyous
Breddon, 36, disabled veteran, F7, was “in the shit” in the Greyhawk Wars
Ivaine, 14 year old girl, very brave, good under pressure.
Cawen, brother of Ivaine, 6, scared and quiet
Coren, twin brother of Cawen, scared and LOUD
Fendel, 25, Iuz Soldier, poor farmer joined up, in it for survival
Ilina, 20, Evil fanatic Devoted of Iuz, haughty, sure of her cause
Varde, 32, Practical, self-interested, quiet type
Read to the Players:
“It is an early summer evening in the fishing village of Cardyn's Cove. The sun is still out, but the twin moons of Luna and Celene are just becoming visible as the sunset begins.  It's a beautiful day here on the eastern border of the Kingdom of Furyondy, made even better because it's pay day.  Today you each have 10 gold pieces coming your way.
Most of the working age men of this tiny village of 350 are off on a crusade against the Empire of Iuz.  There is a demand for the able bodied, and for the last several weeks, you have filled it.  You've been doing various jobs for Cidan of Hardby, the richest man in the village.  His enormous fishing vessel, The Pride of Hardby, can be seen in the dock, towering over the smattering of small boats that ply the largest lake in the world, the Nyr Dyv, also known as the Lake of Unknown Depths.
Cidan hired you, but you have mostly dealt with his young daughter Kensa. With her brothers at war, she is left to run the household.  She has asked you to meet her at and her father at the Narwhal, a large ramshackle Inn, the only one in town.
As you walk towards the Inn from the north, you pass the lighthouse, which allows ships to leave the rocky harbor at night, the old stone Church of St. Cuthbert high on a hill, the homes of fishermen, and the small businesses of boat-wrights and merchants of bait and tackle.  When you arrive at the Inn a small crowd has gathered for dinner.  There is a gruff scratchy voiced Melissa Ethereidge-style female musician playing bouncy folk songs.  You are struck how everyone in town is either a woman, a child, or over 40.
While the bouncer may be 50, he's still 6'6', in leather armor and carrying a large mace with a bunch of notches in it.  He doesn't look like someone who would be fun to fight.  As you approach, he puts his hand up and says, “Welcome to the Narwhal.  The special today is spicy crab stew, put your weapons in the rack or you can't come in, no exceptions.” He points to a rack on the wall, where a couple rusty swords and an old quarterstaff are stowed.”
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 If the PC's refuse to rack their weapons, a very annoyed Kensa will meet them outside the Inn.  The Bouncer (Argus Redknuckle) will fight if provoked.
15 patrons in the Inn are served by a bartender and 2 servers.  Kensa orders a round and says it's strange her dad is late. After speaking to a messenger, the musician (Ygiane) speaks.  “The King's army has defeated the forces of The Old One at Axeport.  They have taken the city!  The Legion of Black Death has been routed.  We attacked from the East, and cut off their escape route.  The Legion has scattered, and is being picked off throughout the countryside!” Half the bar cheers. Ygaine sings  “Old Wicked's Balls,” including the line, “Oh, we're bending over Old Wicked and chopping off his balls!”
Half the bar doesn't cheer or sing.  If the PCs ask Kensa why, she explains that many in the town don't think they should be fighting to free the Shield Lands, when they already fought a war to defend their own country and lost so many.  “It's not our fault the Shield Lands couldn't protect themselves.  They turned down our help before. Why should more die to help them?  We should be defending our own borders and not seeking more death, when we barely survived the last war.”
Just then, a man in a black cassock with a red priestly collar, wearing black scale male over the cassock, enters the bar.  He has black hair, and carries a short sword.  He says, “Stop talking!” His voice BOOMS through the room, and all of the candles on every table burn blood red and super high for three seconds (thaumaturgy) He then throws the lifeless body of Cidan on to the floor of the Inn.  Kensa, seeing her father dead, goes pale.  Behind the PCs, ten Soldiers of Iuz enter.  They wear black leather armor and a red tabard with a white grinning skull in the center.  
The priest is Father Zoreg of the Legion of Black Death.  He offers everyone a chance to convert to Iuz.  “I was once just like you.  I worshiped a god I couldn't see or hear, but then I found a god I could see with my own eyes.  He doesn't tell me what to eat or who to sleep with, he just asks me to kill for him and he rewards me with power and money.  Doesn't that sound wonderful?  Does anyone wish to be saved?”  
No one takes it.  He goes on, “Elements of your government have attacked our city without provocation.  We were able to take a very valuable item and flee the city before their temporary victory.  We find ourselves behind enemy lines.  We have taken your ship, the Pride of Hardby and we need men to sail us to our rendezvous point. In return, you will be allowed to live.  As you see, we have killed the man called Cidan of Hardby.  We have also killed his household guard.”
The Soldiers roll a bag of five heads on to the floor.
Zoreg continues.
“No one is coming to save you.  If you think you can flee and hide in your homes, be assured that my men are looting them as we speak, and loading your possessions on to the ship.  If you resist you will die, but we would much rather you sailed us to our destination and lived long healthy lives.  I carry an item that is vital to my immortal master and I can not fail.  You do not want to cross me.  Soldiers! Loot the kitchen and the pantry.  Take all the sausage, bread, and beer.  The rest of you, get these men to the ship, take the women and children hostage and kill them if they disobey.  You three, come with me.  I'm going to strip this town bare!”
Zoreg leaves.  The patrons  surrender.  Three Soldiers come to the PC's table
Main Encounter One
Argus
AC 12, HP 11, +3 to Hit, D6 + 1 DMG
7 Soldiers of Iuz
AC 12, HP 11, +3 to Hit, D6 + 1 DMG (Short-sword) D8 + 1 (Crossbow)
If they fight, Argus will join the players. 5 Soldiers will fight in the room.  2 will roll a wheelbarrow to the kitchen. 3 leave with Zoreg. The PCs have to get to their weapons at the rack, with three soldiers at their table.  The table can be pushed into them with a successful strength check, knocking them prone. Turned over tables proved haf cover (AC+2.)  The 2 from the kitchen will join the fight on round 4.  The last remaining Soldier, Fendel, will Surrender.
In exchange for his life, he tells the PC's: Zoreg has carried a black box  since they left Axeport.  There are twenty five in the party. Soldiers like him, Priests and The Children (or The Devoted Children of Iuz) who dedicate their lives to the faith.  The have the Greyhawk Rune for “Evil Magic” carved into their foreheads. His second in command is a “Skull Sword” named Varde, he is a sergeant in Iuz's army, his head shaved, his face painted like a skull.  Zoreg is desperate to return the box.  He doesn't know what's in it. The Soldiers carry 10-15 sp each.
If the PC's lose the fight, they wake up on The Pride of Hardby.   This ship is in the dock just south of the Inn (skip ahead)
Argus can tell them that any ship attempting to leave the town now that the sun is down will need the Lighthouse functioning to navigate the rocks.  The PC's should be able to deduce that disabling it would be a good idea.
If the PC's are badly banged up, the Temple of St. Cuthbert, across the town to the northeast, is a possible resting place.  There they will find Goren, his wife Jedona, and son Sesin, and a copy of the Book of Common Sense and The Parables of The Wise Fool. Tucked inside each book is a Scroll of Bless, and a Scroll of Cure Wounds.  There are also two Potions of Poison Resistance and a vial of Holy Water.  If they search, they will also find the back entrance out of the church, and can avoid the trap and follow the tunnel out to the docks (see Tunnel Encounter.)
The Estate of Cidan of Hardby to the north of the Narwhal  is another possibility.  Cidan's estate has been looted already, but a servant (Ollant) hid himself.  If they need to take a Long Rest, they can do it here undisturbed.
If they go anywhere in town, roll d20 every 10 minutes.  On a roll of 12 or higher, a Patrol of two Devoted and one Soldier will cross the PC's path.  A Wisdom check will allow the players to see them first.
On a roll of 5 or lower, they find three Villagers trying to escape.  The Villagers consist of a teenage girl, Ivaine, and her little twin brothers, Cawen and Coren.  If the PC's see them, they will have to figure out what to do.  If they travel more than a block with them, they will encounter a Patrol.
If the PCs investigate the Lighthouse, they will find a Patrol going up the stairs.  The walls can be scaled by a Dextrous Rogue or Ranger.  It is three storeys tall with windows on every storey, that can be kicked in from the outside.  The narrow winding staircase allows only the front ranks to fight.  Being shoved causes you to fall down the stairs on an unsuccessful saving throw.   A second Patrol guards the lantern in the top. It will be easy to smash the equipment inside once they are dealth with.  Then Father Zoreg's force will have to wait until tomorrow.
Patrol
Soldier of Iuz
AC 12, HP 11, +3 to Hit, D6 + 1 DMG (Short-sword) D8 + 1 (Crossbow)
2 Devoted of Iuz
AC 12, HP 9, +3 to Hit, D6 + 1 DMG (Short-sword), advantage on Charm
If they search the town, they will find all of the hostages are locked in the  Boat-wright building.  There are 25 in each building, including the families of the 10 men on the boat.  They are guarded by a Patrol.  Kensa is with them, as Lionas the Reeve, the top village official.  There are still 180 unaccounted for.
The Pride of Hardby
Main Encounter Two
7 Devoted of Iuz
AC 12, HP 9, +3 to Hit, D6 + 1 DMG (Short-sword), advantage on Charm
3 Zombie Pit Bulls
AC 12, HP : 5, + 3 To Hit, DMG D6+ 1, Knock Target Prone if Miss a DC 11 Dex Save,
Undead Fortitude: If reduced to zero, they rez on a check of DC 5 + DMG Dealt, to 1 HP
The loot from the town is being loaded into Wheelbarrows and stockpiled on the Docks.  A Work Crew of 5 Devoted are loading it on to the Pride of Hardby.  At any moment, 3 will be on the ship, and 2 will be on the dock.  It will take two rounds for the reinforcements to arrive.  There are several shops, including a Boat-wright and Bait Shop 100 feet from the dock, where a PC sniper could set up.  If the Devoted lose 2 men, they retreat to the ship. Torches could burn the ship, but the PCs will soon hear the sounds of the screaming townspeople imprisoned inside.
In the Wheelbarrows on the docks are the Village Archives, including Plans of the Church of St. Cuthbert, showing a secret passage from the docks to the Church that was built as an escape route.  
If the PCs lost the battle in the Inn, they wake up in the cabins, which, luckily, are made of shitty wood.  Dex and Strength checks will break their ropes. There are weapons in a crate in the captain's quarters, along with a set of Plate Mail.  Loaded on to the ship are five art objects from Cinan's estate worth 50 gp each.  There is also a Scroll of Dispel Magic.  
On the below deck of the ship are the ten prisoners, including Tozen, and disabled veteran Breddon, locked in the crew cabins. They are guarded by 2 Devoted commanding 3 Zombie Pit Bulls, which roam the halls in a set pattern.  The Devoted are stashing the town's valuables in the caargo hold.  They will attack the PCs on sight.  
If the PCs start the fight from being captured, the Devoted from the docks will come down to help once the fight starts going badly for Iuz.  But no matter what, the PCs should not have to fight all 7 and the Pit Bulls at once. Break it into waves.  
If the PC's win, the last Devoted alive, Ilina, will tell them that even if they sink the ship, it won't matter.  Zoreg has all he needs to cast the Hailing Ritual, and contact his master.  
Once the encounter is over, the PC's will learn that the Cleric of St. Cuthbert, Father Goren, his wife Jedona, and their son Sesin have been captured and taken to the Church, and that the remaining Iuz forces were seen rolling a black box in a wheelbarrow there.  They will also learn that they collected Nightshade, Mandrake, and Blood Moss from the Apothecary.  If the PC's can learn what a Hailing Ritual is (Breddon knows this, as well as anyone making an Arcana check) they will know they can't do it until dawn, so there is time for a Long Rest.  If they check the town records and look at the Church Plans, they find they can enter through the Escape Tunnel that ends up in the Old Boathouse.
Tunnel Encounter
2 Giant Centipedes
AC : 13, HP 6, + 4 To Hit, 1D4 Damage,
Poison Save DC 11, 10 DMG + Paralysis for one hour unless Cured
This is a long dirt tunnel that leads from under a building near the docks to the
Church of St. Cuthbert.   If the tunnel is used, 2 Giant Centipedes will attack.  A stealthy PC with Darkvision can find their nest and distract them with meat or Corpses so they do not attack the PCs.
The tunnel slopes up to the entrance under the Church. There is a trap door, which opens downward into the tunnel, so one can climb into the church.  It is trapped, with a large iron ball set to fall on the intruder's face when they pull the door down.  If the player does not disarm the trap or stand to the side when opening it, an Iron Ball falls on them, doing 1d6 damage.  The back entry way goes up into the store room of the Church (skip ahead.)
If they don't use or learn of the Tunnel, they have to go through the front door. Varde and 2 Soldiers block the front.  A Devoted stands on the roof and signals if the players come from either side.  There is a Lesser Glyph of Warding on the door, which will be found by examining it.  It registers as evil and magic. If Dispel Magic is used, the doors may be opened safely.  If not, take 1d8 damage. Varde is a Skull Sword (Sergeant) in the Army of Iuz.  His face is painted like a skull.  
Front Door Encounter
1 Devoted of Iuz
AC 12, HP 9, +3 to Hit, D6 + 1 DMG (Short Bow), advantage on Charm,
2 Soldiers of Iuz
AC 12, HP 11, +3 to Hit, D6 + 1 DMG (Short-sword) D8 + 1 (Crossbow)
Varde, Skull Sword of Iuz
AC 12, HP : 20, +5 To Hit, 2d6 + 3 DMG, 2H Fighting : Re-roll 1,2.  
Second Wind: Can add 1d10 HP Once
Inside, the PCs will find Father Goren and his family tied upside down to the statue of St. Cuthbert, making the Evil Magic Rune symbol.
They are performing a Hailing Ritual.  If they perform a spectacular act of ritual murder to enemies of Iuz, it will draw his attention and they may ask him a favor.  In this case to be teleported home to safety.
  2 Devoted chant and play drums made of demon skin.  2 other Devoted do an elaborate dance, while Father Zoreg sprinkles goats' blood with a dead branch on the altar.  There are three ceremonial knives and a ceremonial bowl in front of the family.  If attacked, Zoreg and the dancing and drumming cultists will continue the ritual.   They will only attack if the PCs disrupt the ritual by rescuing Goren and his family.  If one of them is moved to safety, they drop their chanting and attack.  Varde and the guards will enter if still alive and the PCs seem to be mopping the bad guys up, but it is important not to throw too many villains at them at once, as they are 1st level.  A long arduous fight of many enemies in succession makes for a great climax, but two many at once is a sure party wipe.
The two 2 other Devoted, not involved in the ritual, will throw demon globes at the PCs.  They have 5 with the souls of Manes trapped inside them, and one with the soul of a Dretch.   A demon globe is a glass sphere covered in runes that contains a demon's soul in smoke form.  When it shatters, it releases the smoke which forms a demon which can attack next round.  
All it takes to disrupt the ritual is to douse a burning concoction of incense and reagents in the center of the room, or free any one of the prisoners.  Once this happens, the remaining Devoted will stop the ritual and fight to the end.  However if Varde or the Soldiers are the last ones left, they will flee.
Main Encounter Three
6 Devoted of Iuz
AC 12, HP 9, +3 to Hit, D6 + 1 DMG (Short-sword), advantage on Charm
Father Zoreg,
AC 15, HP : 18, +2 to Hit , DMG 1-6,  
Touch of Death: Add 9 HP to One Attack Once
Chill touch 1d8 Attack, Command, Shield of Faith (+2 AC), Bane (-d4 AT/SV for 4 Characters) 1 Potion of Gaseous Form
5 Manes Demons (from demon globes)
AC 9, HP 9, + 2 to Hit , D6 + 5 DMG 2d4
1 Dretch Demon (from demon globes)
AC 11, HP 18, 2 AT + 2 To Hit, Bite : D6 DMG, Claw, 2D4 Damage
If the ritual is disrupted, Zoreg will grab the box and run down the passage to the docks and attempt to steal a boat himself.  
If Father Zoreg dies, the PC's will find his box.  It cannot be opened except by magic beyond the ability of the players, but gives off magic and evil.  
Magic Items
Vayne's Demon Globe – A Magical Glass Eight Inch Sphere.  If thrown at the ground it shatters and releases the demon imprisoned with in it in gaseous form.  The demon grows to full size and solidity and attacks the nearest character on the next round.   
Null's Impenetrable Box (major, rare)
This item is a black box about one cubic foot in volume.  It is made of an odd black laquered wood into which odd runes in Abyssal are carved into every surface centimeter.  It gives off strong magic and evil if detect spells are used on it. It cannot be opened by any means except by the creator of the box. It is indestructible.  In this case, the locket of the Great Kingdom (from Greyhawk Adventures) is inside it.  The soul inside the locket can normally cast magic jar, feeblemind, and animate dead but because it is inside the magical box, it cannot affect anything outside the box's walls.  The only way to open the box without it's original creator is to cast anti-magic shell. This will also negate the properties of the locket so it would have to be removed from the box and the shell for the soul inside (currently Waquonis, a Warlock of Iuz) to use it's powers to free itself from the locket.
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