Saturday, July 25, 2020

Issue#4 Death in Dinglebrook


Issue#4 - Death in Dinglebrook.


The mists have parted to reveal Pocket Sized Perils issue#4! When I launched the kickstarter this adventure was just a title and a few loose concepts. I've kept turning ideas over in my mind as I polished off issues 2 & 3 and what emerged was something a little more lore heavy than the other adventures - In Dinglebrook the players blunder into a story that started before they arrived and to which they may be the conclusion.

Before we get stuck into the zine itself I want to give you...

A quick heads up.

As I write this the world is still dealing with the ramifications of Covid19. Themes of disease, death, quarantine and isolation have all found their way into this adventure. They come wrapped in relatively lighthearted fantasy tropes but if you think  anyone in your group mightn't be in the mood for that put this zine aside for when folks are in a better place to enjoy it.

also...

This adventure revolves around the story of a crazed healer who has trapped an entire valley in perpetual isolation from which the player characters must escape. With that sort of synopsis it may seem like I'm making some sort of statement about current events - I assure you these plot points are there to serve the needs of game of D&D and NOT convey any particular message at all.

If all of the above sounds OK to you than read on for a breakdown of the adventure.

Links to previous adventures.


Here are some ways to connect this adventure to others in the series.

1. If one or more of the party contracted Buffontrhopy (weretoadism) from Issue #2 or 
Toxodiabolous from Issue#3 that could be the rare affliction for which they are seeking a cure.
 (Hmmm maybe it's not just this issue that I seem preoccupied with disease?)

2. Lady Briarthorn, (or another notable NPC connected to The Resistance), has been poisoned by a slow acting and insidious toxin that defies all attempts to remove it. The only hope is the healing skills of the legendary Sirona.

If you've been playing through the adventures with the same players and characters then your group has it's own shared history by now. That means whatever hooks you come up with are probably going to serve you better than ones I can supply. Use these if they work for your group but don't be afraid to introduce your own ideas.

Now let’s open the zine and see what we're dealing with. 

Page 1 (introduction)


Our first job is introducing the characters at the heart of the story and letting the players know that they're allowed to make stuff up.

Since the Abbey is supposed  be a place of healing we assume healing is what the player characters are seeking there.

The 'Rare Afflictions' give new players something to start with when role playing through the session.
If your players struggle to come up with something on the spot here is a random table to help.

Rare Afflictions:

Roll 2 d10 and let the player pick one result to decide their character's affliction. It takes effect whenever they roll a 1 on a d20 roll.

1. Instantly float 1d10 feet upwards as per the levitation spell (the effect persists for 1min).

2. You grow a demonic eye in your forehead that casts scorching ray at three random creatures before disappearing.

3. You Grow 1d20 mushrooms on your body

4. Part of you glows brightly for 1min

5. An object you touched in the last 10mins is now a mimic.

6. You teleport to a place within 30ft (Dm's choice)

7. You sneeze summoning 1d4 sprites.

8. All beasts of a certain type (cat/bird/frog etc) within one mile are drawn to you for one hour.

9. You instantly cast awaken on an object you are holding or wearing - it doesn't like you.

10. You exude slippery grease for 1min any dexterity checks or saves you make are at disadvantage and other creatures are at disadvantage when attempting to grapple you.

Page 2 Thin Jim's


Four adventurers walk into a bar...

Thin Jim's is an RP encounter that could be mistaken for a combat encounter. The Skeleton's are the NPC villagers of this adventure, (trapped in un-death by dark forces). This sets up our paradoxical quest  - Can the PC's save them, not from death, but from unending life?

The players are going to be on the back foot, (skeletons in D&D are normally for smashing). The Skeletons aren't going to be able to explain the situation right away so that uncertainty will persist.

It can be fun to have the skeletons perform welcoming gestures and shows of hospitality and watch the players try and figure out if it's a trap of some kind. I had particular fun serving the players top shelf liquor and having the skeletons watch them lift it to their lips intently - pining for the feeling flesh they have lost.

Some players will attack immediately and discover that these skeletons are effectively immortal as the broken fragments slowly knit back together. Throughout any conflict the Skeletons should remain focused on letting the PC's know what's actually going on rather than doing them any real injury.

Page 3 What's Going On?

This page covers the basic information for navigating the adventure.

But what if the players fail all their insight checks?

If the dice confound any effort to shed light on things I would just cut to the chase. Thin Jim can send a skeleton off for some parchment, (Probably hard to find given the general state of decay), and write the players a note to the effect of -

Plague.

Long time ago.

Sirona couldn't save us.

Went mad.

Nothing can leave.

Nothing can die.

Ring Silent Bell.

Let it be over.



Page 4 Stone Orderlies 


This IS intended as a combat; mainly so the players are aware of the stone fog effect ahead of any final battle at the Abbey and can employ tactics to suit. 

Of course the party can go willingly with the orderlies but it means they'll probably be marched straight to Sirona rather than getting a chance to try an alternate approach to the Abbey. 


But what if they all get turned to stone? 

The orderlies are here to fetch the PC’s. That doesn’t change if the party are all petrified. Consider having them wake up strapped to beds in the infirmary as Sirona makes preparations for their 'treatment'. Proceed cautiously here to make sure things stay fun. Give them their HP back, (Sirona is a 'healer'), and some time alone to figure out how to get free, (Mage hand? Familiars? Strength checks? etc).

Page 5 & 6

No Stone Left Un-Turned

When I play tested the fight with the Orderlies I realised the issue with a 24hr petrification isn't what happens if they ALL fail the saves but what happens if only ONE person fails. One of my kind play testers ended up being sidelined whilst the combat concluded and her party members tried to figure out what to do with her petrified character. That sucks and so here is my fix:

Let them keep playing an invisible ghost until the petrification concludes! Let them help the others avoid the same fate and try and improvise around the 'Use An Object' action to get an advantage over the enemy.

This may not be as fun as using the full raft of abilities on their character sheet but it's a lot better than watching everyone else play the game you were hoping to play too.

It also potentially opens up some interesting possibilities in game play like passing through walls and scouting ahead or even gaining some insight into the magics at play in the adventure.

What Next?

Here I offer a further hook of the coach driver being dragged off whilst the party were in the tavern.

The coach driver doesn’t have much to establish their character but I’ve used them for three ‘functions‘ throughout the adventure.

- As a sort of ‘ferryman’ to the ‘Other-world‘ of Dinglebrook
- To further motivate players to head to the Abbey
-  To provide some clue as to Sirona’s intentions when they are later discovered in the infirmary.

My play testers actually prevented the Coach Driver being dragged off so don't feel you HAVE to make this happen. My instinct is that if you play the Skeletons as 'nice' most parties, (admittedly not all), will be invested in helping them without further prompts. 


Page 7  The Woods (back page)

Finding secrets is fun so here’s a secret. It  provides another point of entry into the Abbey and can serve as a reward for players who show an interest in exploring a bit further. I'd consider lowering the DC to spot the trail for any players who make a point of looking for tracks or watching the sides of the path.

Fold out

The Abbey 


The back corner of the Abbey is obscured on the map in the zine - here is something to fill that gap in the floor plan;


I've placed Sirona and three Orderlies on the  map. The Orderlies are around CR1 and Sirona is around CR4 so facing off against her and three of them at once pushes beyond deadly for 4x4th level players. I'd be inclined to only place one or two Orderlies in the room with her and have the others slowly reinforce if you need to increase the difficulty. Remember - 'death' can mean 'capture' in this context.

Here's a d6 table of events that you can use to give The Abbey some dynamism.

Things that can happen

1. A patrol of 1d4 Ordelies returns or departs
2. A friendly skeletal rat appears from a hole in the wall.
3. An accident in the lab causes thick smoke to heavily obscure the area for 5mins
4. Sirona is served a lonely meal by the orderlies in the dining room.
5. Sirona goes to pray over the bones in the ossuary.
6.  The ghost of a monk, (riddled with plague sores), appears and gestures for the party to follow,(maybe the clapper for the bell is with their remains in the ossuary?)

Facing Sirona.

Sirona is obsessed with restoring all the inhabitants of Dinglebrook to life. The enchantments she has woven about the valley are all pointed at keeping their souls trapped until she discovers the means to restore their bodies.

To Sirona's mind the PC's are already infected with plague and only living petrification can prevent their death.

She may try to be gentle with them or allay their fears but ultimately it is her sacred duty to cure them for their own good. That's not to say the PC's couldn't possibly negotiate a peaceful resolution to the adventure - only that Sirona's obsession makes that a difficult path.

Sirona's clones are designed to force adaptation from the party in the final encounter. EG Firebolts may bring this version down easily but they'll fail to damage any other clones that emerge etc. Players may try to incapacitate Sirona or trap the clones in their cells or any number of other improvisations.

If at any point a PC finds the clapper to the silent bell and rings it you could immediately dispel whatever animates the Stone Orderlies whilst allowing an enraged Sirona to fight on - having failed in her  mission to 'save' the town.

Loot

For victorious parties Sirona's Lab is the most likely place to find valuable stuff. Here is a small list of possible rewards

1. Minor Healing Potions (always handy)

2. Plans for a magical, diamond powered, defibrillator that any class can use to cast Revivify once per day providing they supply the material components. However the research is incomplete - At the end of any day spent researching the device a character with proficiency in arcana or tinker's tools can make a DC18 check with either skill. After three successful checks the device is complete.

3. A book describing how to cure their rare affliction BUT they need a rare ingredient that comes from a dangerous place or an even more dangerous beast!

4. A book describing how to CONTROL their rare affliction as a once per day power BUT it requires an ingredient from something incredibly dangerous.

5. Vials containing live cultures of a failed experiment in returning the townsfolk to life. Don't drop it! (Credit to Zee Bashew here.)

The End.

The ending of this adventure can be bittersweet. If they ring, The Silent Bell, the party will find the town quiet, the bones of it's inhabitants finally still now that their souls have been released. The party have done them a great service but there can be a little note of sadness in that victory.

...

That's it! Thanks for waiting on this one as I caught up on things and ironed out some kinks. Now I'm off to try and make my deadline for Issue #5, "Echoes of Ebonthul!"






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