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7/23/2019 odillpickle http://slidepdf.com/reader/full/odillpickle 1/17 DG16 The Path to Odill  By Dan Hass  Adventure and fortune doesn’t always simply arrive on the footsteps of heroes.  And it isn’t reserved for the frontier. Odill is the only true city for hundreds of miles. Once it was a reliable civilizing influence, b ut over the current Prince’s reign it has degenerated into a den of debauchery  –  cults, slavery, sadism, narcotics... There seems to be no bounds to Odill’s corruption. Can heroes bring hope to such a city in such despair? The journey to Odill is not likely to be uneventful. A Dungeons and Dragons 5 th  Edition adventure for 1-8 5 th  level characters. This is the first episode of the Orcus in Odill Saga.

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DG16 The Path to Odill By Dan Hass

 Adventure and for tune doesn’ t always simply ar ri ve on the foots teps of heroes. And it isn’ t reserved for the frontie r. Od il l is the only true ci ty for hundreds ofmiles. Once it was a reliable civilizing influence, but over the current Prince’s

reign it has degenerated into a den of debauchery  – cults, slavery, sadism,narcotics... There seems to be no bounds to Odill’s corruption. Can heroes bring

hope to such a city in such despair? The j ourney to Odill is not lik ely to beuneventful. A Dungeons and Dragons 5th Edition adventure for 1-8 5 th  level

characters. This is the first episode of the Orcus in Odill Saga.

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1DG16 The Path To Odill

By Dan Hass

Copyright 2015 Dan Hass Endeavors

Contents

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

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

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

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

 Adventure Summary .............................................................................................................. 4 

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

Encounter 1: The Proposition ................................................................................................ 5 

Encounter 2: The Slavers Alliance ......................................................................................... 6 

Encounter 3: The Cult of Orcus ............................................................................................. 7 

Encounter 4: The Magic Item Crafters ................................................................................... 8 

Encounter 5: Church of Mask ...............................................................................................10 

Encounter 6: The Inquisition .................................................................................................11 

Concluding the Adventure ....................................................................................................12 

 Appendix 1: DM Maps ..........................................................................................................13 

Typical Savanna Terrain ...................................................................................................13 

Simple Cave .....................................................................................................................14 

Southeast Dimgaard .........................................................................................................15 

 Appendix 2: New Rules ........................................................................................................16 

New Magic Items ..............................................................................................................16 

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2DG16 The Path To Odill

By Dan Hass

Copyright 2015 Dan Hass Endeavors

 Adventure SummaryThe Path to Odill is a Dungeons andDragons 5th Edition adventure designed for1-8 5th level characters. It requires aPlayer’s Handbook , a Monster Manual , anda 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 city with aruler who cares very little about anythingexcept for his own indulgences.

Digital copies of the encounter maps areavailable athttps://drive.google.com/open?id=0B4L8xiruNYz5flRhVUZuSzlySmJqSUpIV3VrVV83TUU3MVUxV0pDUzJYbXFRX01kUWQzVjg&authuser=0 

This adventure is offered free to promotea kickstarter. If you find it interesting,

please consider backing it:https://www.kickstarter.com/projects/1000694697/dnd-5th-edition-6th-level-adventure-pack.

Preparing the AdventureIt is always a good idea for the DM to readthrough an adventure before running it. ThePath to Odill is no different. There are somecomplex encounters that the DM should befamiliar with prior to running the adventure.

The encounters the PCs have as they

approach Odill, are based on likely eventsfrom previous adventures in the Dimgaardseries. For example, The Propositionencounter is here to build on the possibilitythat PCs destroyed the temple to Asmodeusin DG10 Red Blades Infiltration. And theDragon Cults Strikes encounter presumesthat the PCs successfully completed at least

one adventure in the Wyrmlings Saga toacquire the enmity of a dragon cult.

The DM is more familiar with the PCs inthe party and may alter the affiliations ofthese encounters to tailor them to her PCs’goal, histories, and backgrounds. Rather

than try doing this on the fly, the DMprobably wants to put in some time beforerunning the adventure to decide if and howshe will make these adjustments.

 A battlemat or dungeon tiles may behelpful, but not necessary.

Running the AdventureThe Path to Odill  presents the PCs with thepremise that it is time for them to explorebeyond their locale. The implication is thatthey will be spending a significant length of

time in the city. The first step is getting toOdill. And there are obstacles to the PCsalong that path.

Running the adventure should be apretty straightforward process. There areprobably more encounters included herethan most parties can complete in a singlesession. So the DM should decide which ofthe encounters she wants to include andpossibly rearrange the encounters’ order toreflect her priorities.

These encounters are designed to be

challenging in some way. Even whencombat is not likely the PCs may be facingdifficult moral decisions for their characters.Where combat is likely the goal is for a hardencounter (DMG p.82).

Modif ied Creatures

Many of the creatures in likely combatencounters are modified according to theguidelines in the DMG p.273-283. Traitswhich do not increase the calculated CRof the creature, but which make it moreeffective in the encounter are marked with1. This allows the DM to evaluate theoptimization of her party and tailor thedifficulty of the encounter to match theintent. If the DM has a party that falls onthe lower end of combat optimization, sheshould eliminate as many of these traitsas necessary to meet the definition of ahard encounter.

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3DG16 The Path To Odill

By Dan Hass

Copyright 2015 Dan Hass Endeavors

The goal of the session is to have aninteresting and entertaining challenge forthe adventurers, and while “softballing”encounters should not be routine, the DMshould have no qualms adjusting material to

her individual campaigns.XP Awards

The encounters use a medium XPbudget, but likely, if run as presented, theencounters will fall in the hard categorydue to added traits to the creatures.

 Additionally, 5th level tends to be arather broad level. Adhering to strict XPawards and level progressions will likelyrequire on the order of 9-11 sessions toreach 6th level.

If this seems like too long to go without

advancement, the DM should considermilestone advancement.

If the DM wants to track XP foradvancement, but increase theprogression rate, she can increase theXP award for the combat encounters by50% (since they likely are hard ratherthan medium), and may also award XPfor overcoming challenges that aren’tcombat related.

There are only two maps needed for theencounters on the path to Odill – an outdoor

map with some foliage, and a cave that canserve as the base for any of the creaturesencountered.

The PCs’ trip to Odill may vary. It isabout a five day journey from the Alshonregion. The action in this adventure occursonly on the last day. If there are encountersthe DM wants to tailor to particular PCs,there is room in the trip to include them.

 Adventure BackgroundOdill is a city of around 20,000 souls (it

varies by several hundred depending ontrading trends and the seasons). It has aruler – Prince Rainaldus – but he is self-indulgent. He sees Odill as the means tosupport his whims, and has no sense ofresponsibility. He has reigned for over threedecades and the city has become rife with

corrupt nobles, cults, rival guilds, slavetraders, and other unsavory organizations.

Odill is where the Green Dragon Cultraised their hatchling into a wyrmling.During that time, they were very active inOdill, but once Syralth (the wyrmling) left to

establish a lair, the cell lost some keymembers who had interest only in seeingthe Syralth’s development, and have nowmoved on rather than delve deeper intoOdill politics. Because Odill was a havenfor Syralth, all the dragon cults have aninterest in seeing the status quo continue.

 Any of them would send a force to defeatheroes coming to change the situation.

There is also a well-established Cult ofOrcus. And it is active at all levels in Odill;indeed even with Prince Rainaldus and his

heir. It is a primary force in keeping Odill anenvironment with little order. The Cult of

 Asmodeus would like to establish itself inthe city, but the Orcus cultists have thwartedthem. They have been provided withspecial items and abilities to prevent devilinfiltration and that is keeping the Asmodeuscultists at bay. The Asmodeus cultists areseeking allies and strategies to eliminate theOrcus cultists. The Orcus cult definitelydoesn’t want a group of heroes disturbingtheir situation. A complicating factor is that

the Cult of Orcus avidly creates magic itemsand is always looking for good sacrificialcreatures to complete the magic itemcreation process, and likely at least one ofthe PCs will have a quality that makeshim/her a good candidate.

The Inquisition is aware of thedebauchery that has befallen Odill, but ithas been unable to do much about it.Several factors contributed to allowing Odillto fall into its current state. The transitionfrom an orderly trading center to a haven for

evil was a gradual process, so theincremental nature of the corruption wasn’teasily noticed. The Inquisition relies heavilyupon the support of the nobles, and holdscertain threats over their heads to enforcecompliance, but Prince Rainaldus has been

 just cautious enough to avoid being labelleda heretic or defiler. Even the elements ofthe One True Faith within Odill are

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4DG16 The Path To Odill

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Copyright 2015 Dan Hass Endeavors

corrupted; they pursue their own goals atthe expense of the goals of the Faith. TheInquisition has an active cell in Odill, but it isineffective. There are some dedicatedmembers of the One True Faith andInquisition, but the corrupted clergy aren’t

going to want some heroes mucking about.

 Adventure SummaryThe PCs have an uneventful trip until theyare a little over a day away from Odill. First,the Cult of Asmodeus propositions the PCs.Then the Slavers’ Alliance tries to reach anagreement with the PCs. Then the Cult ofOrcus outright attacks the PCs. Thenrealizing that one of the PCs is ripe for useas a magic item component, the Cult ofOrcus tries to abduct a PC. The assassin’s

guild (Church of Mask) extracts a tax fromthe PCs. And finally the Inquisition showsup.

Starting the AdventureThe Path to Odill takes place shortly afterthe end of the Wyrmling Saga series. TheDM will know her PCs best and canconstruct individual hooks if desired.Presented here are three situations that arelikely to have arisen if the PCs have beenplaying through the Dimgaard series.

I f any PC is indebted to th e One True

Faith, or is a tru sted al ly of the

Inquis i t ion:

The remains of your morning meal arebeing cleared as you notice Alonso, Vicar ofthe Inquisition, and Arjent, Marshal of theInquisition, enter the room and approach.

 As is his custom, Alonso makes himselfcomfortable without invitation. Arjent is lessforward, and remains standing.

 Alonso says,”Odill was once a solidprincipality that could be counted on in the

struggles against evil across the south ofDimgaard. But that was before the currentprince’s reign. Either through neglect ordeliberate action Prince Rainaldus nowheads a state rife with corruption. Even theInquisition is tainted in that den of inequity.

 And that is where you come in. Brother Rolfis a dedicated member of the Inquisition inOdill; he was assigned there a few monthsago, but has been frustrated by the lack ofprogress, and is sure that even theelements of the One True Faith are under

the influence of corrupt forces.“We could send in more members of our

order, but the problem isn’t really a problemof numbers so much as affiliation. We needagents that aren’t obviously identifiable. 

“So we call upon you to go to Rolf’s aid.’ 

If a PC has been searching for a

specif ic magic item th at the DM wants to

inject into the camp aign.

Your research is productive. In Odill,there is a Cult of Orcus. It operates anaggressive magic crafting program, and therumors are that it is in the process ofcrafting a version of the item.

I f a PC has the enmity o f on e of the

dragon cults.

You are sure from news and rumors thatthe dragon cult has a price on your head.There is no way to know exactly how strongthe dragon cult is. There is no solidinformation, and what there is places thestrength wildly between a couple of isolatedcells and a massive enterprise threatening

the stability of all Dimgaard.There appears to be one consistent fact;a cell of the cult is active in Odill, andcoordinating things across southeastDimgaard. 

The travel time to Odill will likely varydepending on the party’s location and traveloptions, but it should be more than one day.On the final day of travel to Odill, thingshappen; the encounters presented do nothave to occur in the order presented, nor doall have to be presented. Also, the DM can

insert additional or alternative encounters ifshe has a different narrative tailored to herPCs. Otherwise, Start with Encounter 1:The Proposition, and progress through theencounters.

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5DG16 The Path To Odill

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Copyright 2015 Dan Hass Endeavors

Encounter 1: The PropositionMap. Appendix 2: DM maps has a map

of typical outdoor.

The Cult of Asmo deus

The Cult of Asmodeus has designs onOdill. But Tack doesn’t know the fullscope. The Cult expects to eliminate theCult of Orcus, and establish a presenceof its own. It realizes that regime changewill likely be a necessary part of that.While the Cult hopes to align with thePCs in a very limited scope, it realizesthat down the road, the PCs will likely beopponents – perhaps existential threats.While it hopes to coordinate with the PCsin this very limited scope towards acommon goal, the Cult will not empower

the PCs knowing that doing so couldcome back to haunt it.

Encounter background. This encountertakes place on the last full day of travel.

The Cult of Asmodeus would like tomove into Odill. It is a stronghold for theCult of Orcus. Asmodeus and Orcus arerivals with many centuries of conflict. Odillis a chaotic mess, and it is weighs heavilyon the leaders of Cult of Asmodeus whoseek an orderly society (which theydominate).

 As you approach a stand of foliage, awarrior in scale mail steps into view about30 ft. ahead. He is carrying a flag of truce,and appears ready for action, but not overtlyhostile. He has the scars of combatmarking him a veteran. His eyes give aslight glow. He pulls back his cloak toreveal a red pentagram emblazoned on hisarmor – the holy symbol of Asmodeus.

Running th e encounter. This encounteris designed to test whether or not the PCswill ally themselves with an evil cult even todefeat a different evil cult.

This is Tack Zayne, an emissary of Asmodeus. He has come to offercooperation with the PCs in their effort todepose the Cult of Orcus.

Tack isn’t here to kill the PCs unlessthere is something particular to a PC’s

background to indicate otherwise.However, he is a lawful evil creature. If thePCs attack him, he will feel completelywithin his rights to kill them and take theirstuff. But he will only pursue that course ofaction as long as things are going his way.

Scaling the encounter.  Sorcerousimps are accompanying Tack, flyinginvisibly 30 ft. above him.

Tack Zayne is Veteran but with devilishheritage. He has devil’s sight , and a beadof night  (see Appendix 2: New Rules).

The composition of Tack’s party varieswith the number of PCs present.

# Devil’s  XP

1-2 Tack Zayne 700

3 Tack Zayne, 2 Imp Sorcerer 1100

4 Tack Zayne, 3 Imp Sorcerer 1300

5 Tack Zayne, 5 Imp Sorcerer 1700

6 Tack Zayne, 7 Imp Sorcerer 21007 Tack Zayne, 9 Imp Sorcerer 2500

8 Tack Zayne, 11 Imp Sorcerer 2900

Tack Zayn e (Veteran ). MM p.350. Add:Devil’s Sight. Per imp ability (I p.76).1 Disarm. A s a bonus action, a creature of Tack’s choicemust succeed on a DC15 Strength (Athletics) orDexterity (Acrobatics) check or a weapon or item it iscarrying of Tack’s choice is dropped in the target’slocation. If it is a two-handed weapon, the target has

advantage on the skill check.1 Extraor dinary Resis tance (1/day). If Tack fails asaving throw, he can choose to succeed.

Gear. Bead of night  (see Appendix 2).

Imp Sor cerer (Imp ). MM p.76.1 Hit Points 31 (9d4+9)

Innate Spellcastin g. The imp can cast the followingspells (2/day each) requiring no material component(Charisma is the imp’s spellcasting ability): counterspell,dispel magic, heat metal, suggestion.

Practiced Spellcaster.  As a bonus action, the imp cancast minor illusion. 

Concludin g the encounter.  If the PCsreach a cooperation agreement, the PCsreceive the moniker Ally of th e Cult ofAsmodeus .  If they fight Tack, they receiveEnmity of the Cul t of Asm odeus .

 A couple hours later, the Slavers Alliance(Encounter 2) approaches the PCs.

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6DG16 The Path To Odill

By Dan Hass

Copyright 2015 Dan Hass Endeavors

Encounter 2: The Slavers AllianceMap. Appendix 2: DM maps has a map

of typical outdoorEncounter background. The slavers in

Odill have an “alliance” with each other thatworks toward common goals. It doesn’tprevent the slavers from coming into conflictover territory, prize customers, and otherareas of competition, though. The slavershave sent an emissary to discuss the PCsintentions in Odill. He arrives early in thefinal day of travel to Odill.

 A couple hours after the Cult of Asmodeus approached you, a single guywith something of a swagger about him isapproaching. He has a light crossbow andscimitar, but he has a casual attitude that isdefinitely not aggressive. From about 80feet away he shouts, “Hail, heroes of

 Alshon! I come only to discuss matters ofmutual interest.” 

Running th e encounter.  Denton theFace is a bandit (MM  p.343), but with a 14Charisma and different skills: Deception +6,Insight +6, Persuasion +6, Stealth +8. Hewants to know the PCs intentions towardslavery in Odill, and extract an agreement toavoid conflict with the heroes.

There are people who know whereDenton is going and should he not returnsafely they will assume the PCs dispatchedhim.

Conclud ing the encounter.  If the PCsreach a favorable agreement with Denton,they likely receive the moniker Non- aggression agreement with th e Odil l

Slavers A ll iance . If the PCs indicatehostile intent toward slavers or Denton canperceive it and Denton returns to theSlavers Alliance, the PCs receive themoniker Notice of th e Odil l Slavers

All iance.  If Denton doesn’t return safely,the PCs receive the moniker Notor iousKil lers o f Peaceful Emissaries.

 After a couple hours, demons from theCult of Orcus attack (Encounter 3).

Slavers in Odil l

Prior to Prince Rainaldus’ reign, slaverywas modest in Odill. There was a smallcircle of gladiatorial related slaves, andsome nobles purchased slaves. However,over the Prince’s 31 year reign, the slavetrade has grown steadily. Of the 20,000residents of Odill, one-fourth are slaves.Often they are referred to in different terms

 – apprentices, indentured servants, bondedworkers – but it all boils down to the factthat others make the day to day decisionsthat govern their existence. Further,“slaves” previous had rather broad rights inOdill, but swayed by the slavers and slaveowners, the Prince has steadily eroded thecircumstances of slaves so that now theyare chattel. Some slave owners treat theirproperty mildly, but most are harsh towardstheir slaves.

The pro-slave argument isn’t withoutreason. Those who support slavery in Odillwill point out that those who findthemselves in slavery are generally not highperforming members of society. Slaverytakes the marginal elements of society whowould either perish or become burdens ontheir neighbors and directs their activities so

that they contribute in some way.Further they point out that throughout

creation, the victors impose their will on thevanquished. There are alternatives toslavery that are worse – genocide. At leastin slavery defeated cultures continue andare influences on the states that absorbthem.

Finally, they will note that slavery in Odillis an organizing structure – botheconomically and socially.

The orders of the One True Faith vary

widely on their views of slavery. Many likeHexter or Mask view it as a part of theordained order of the universe. Others likeOlidamma and Trithereon view it as aninherently evil institution.

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7DG16 The Path To Odill

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Encounter 3: The Cult of OrcusMap. Appendix 2: DM maps has a map

of typical outdoor terrain for southernDimgaard.

Encounter background.  The PCs are

on the cusp of entering Odill. The Cult ofOrcus don’t want a group of meddlesomeheroes upsetting their position in Odill.They send their quasit warlock agents toeliminate the threat. The quasits wait inambush, unless the PCs attempt a longrest, in which case they attack the PCs incamp.

 About midday, as you continue on your journey, suddenly a figure wearing studdedleather and carrying several blades stepsfrom the undergrowth a few feet ahead. He

has a set of bat wings which flap lazilyRunning th e encounter.  These are

minions of the cult of Orcus. The quasitwarlocks begin invisible and hiding in theundergrowth. They enjoy sewing death.They will not be inclined to negotiate. Itwould take a very compelling proposition toconvince them against attacking.

The quasit warlocks begin invisible andhiding in the foliage.

Scaling the encou nter. The cultistsvaries with the number of PCs.

# Cultists XP1 Bandit Captain 450

2 Bandit Captain,Quasit Warlock

650

3 Bandit Captain,2 Quasit Warlock

850

4 Bandit Captain,4 Quasit Warlock

1250

5 2 Bandit Captain,4 Quasit Warlock

1700

6 3 Bandit Captain,4 Quasit Warlock

2150

7 3 Bandit Captain,6 Quasit Warlock

2550

8 3 Bandit Captain,7 Quasit Warlock

2750

Bandit Captain. MM p.344.Medium fiend (demon), chaotic evil

Speed 30 ft., fly 30 ft.1 Flyby. As an owl (MM  p.333)

1 Kick Dir t .  As a bonus action, a creature of thecaptain’s choice within 15 ft. must succeed on a DC15Dexterity (Acrobatics) check or be blinded. The targetcan use an action to remove the dirt from its eye andend the blinded effect.

Quasit Warloc k (Quasit). MM p.63. 1 Hit Points: 25 (10d4).

CHA 16 (+3)

1 Innate Spellcastin g. The quasit can cast detectmagic, eldritch blast, minor illusion at will. It can cast2/rest (requiring no material component) from thefollowing: counterspell, dispel magic, hold person,suggestion.1 Pract iced Spel lcaster. The quasit can cast minorillusion as a bonus action. 

 Action

Eldr i tch B last. Ranged Spell Attack: +5 to hit; range300 ft.; one target. Hit: 8 (1d10+3) force. 

Concludin g the encounter.  If the

cultists prevail, the cult of Orcus does notwant heroes interfering with the good thingthey have going in Odill. The cult is happywith the chaotic evil nature of the city, andespecially satisfied with its position as oneof the more powerful institutions within thecity. The cult also has an ongoing magicitem crafting operation. If any PCs aresuitable as a component in crafting magicitems, they will be secreted into the cult’slair to be held until they are sacrificed incrafting a magic item.

If the PCs prevail, they can gaininformation about the cult’s organization, butthese are low level functionaries. Note, thatthe quasits return to the abyss upon death.Each PC receives the moniker Enmity of

the Cult of Orcus.

Shortly after the demons attack, the Cultof Orcus’ magic item crafters come toharvest a PC.

No Rests

5th edition presumes that PCs will haveseveral encounters before taking a long

rest. If the PCs are able to take longrests frequently, they likely will not bechallenged by these adventures.

PCs need to learn to manage theirresources. Even short rests should bemanaged by the DM. The key is toremember that the encounters should bea hard challenge for the PCs.

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8DG16 The Path To Odill

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Encounter 4: The Magic Item CraftersMap. Appendix 2: DM Maps has a map

of typical outdoor terrain.Encounter background. A band of

hobgoblins are (also) associated with theCult of Orcus. They craft magic items forthe cult. This encounter revolves around aparticular PC. Agents of the cult haveinformed the hobgoblins about a super-human quality of this PC. The hobgoblinsneed a sentient sacrifice to complete thecreation of a magic item. The crafting iscomplete except for the final day which willinclude the sacrifice. The PC that will bethe target of the hobgoblins will be characterwith at least one stat above 18 (makingthem super-human). If multiple PCs qualify

(or none), select one or randomly determinewhich it is. The magic item that is nearlycompleted is based on the super-humanability of the PC: strength = gauntlets ofogre power , dexterity = gloves of dexterity ,constitution = amulet of health, intelligence= headband of intelligence, wisdom =

 periapt of wisdom, charisma = cloak ofcharisma. (Each gives a respective abilityscore of 19 and requires attunement.)

Adventu re Transit ion

If run effectively and they follow the

tactics outlined, likely a PC will becaptured – and likely one that isaccustomed to being exceptional incombat. This is expected, and the natureof the adventure at that point becomes arescue. With the other PCs trying torecover the captured PC before she issacrificed.

 As you stand watch, suddenly there ismovement in the foliage. Spells flash andthere is the glint of steel. Roll initiative.

Running t he encounter. Thehobgoblins attack on the final watch whilethe PCs are sleeping unless there is no wayfor them to attack. In that case, they lay anambush in the PCs path early in the day.One additional favored soul is waiting atgroups headquarters to finish crafting themagic item as soon as the target arrives.

Tactics

The hobgoblins are here targeting onlyone PC and they will focus on abscondingwith that PC. However, if they believethey can overcome the entire party andtake their valuables, they will do so. Notethat they are not suicidal. 

Scaling the encounter. The hobgoblinparty varies with the number of PCs.

# Hobgoblins XP1 Hobgoblin, Favored Soul 300

2 Hobgoblin, 2 Favored Soul 500

3 Hobgoblin Captain, 2 FavoredSouls

1100

4 Hobgoblin Captain, Hobgoblin,3 Favored Souls

1400

5 Hobgoblin Captain, 5 FavoredSouls

1700

6 2 Hobgoblin Captain, 4Favored Souls 2200

7 2 Hobgoblin Captain, 6Favored Souls

2600

8 2 Hobgoblin Captain, 7Favored Souls

2800

Hobgoblin. MM p.186.1Hit Points 33 (6d8+6)

Hobgob lin Captain. MM p.186.1 Saving Throws Str +4, Dex +41 Skills Athletics +6, Stealth +61 Except ional Resistance. If the captain fails a savingthrow, he can choose to succeed.

1 Leg Sweep. As a bonus action, a creature of thecaptain’s choice that he can see within 5 ft. mustsucceed on a DC16 Strength (Athletics) or Dexterity(Acrobatics) check or be knocked prone.

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Favored SoulMedium humanoid (hobgoblin), lawful evil

Armor Class 16 (shield)Hit Points 44 (8d8+8)Speed 30 ft.

STR DEX CON INT WIS CHA

12(+1) 18(+4) 12(+1) 10(+0) 14(+2) 18(+4)Saves Wisdom +4, Charisma +6Skills Perception +4, Stealth +6Senses darkvision 60 ft., passive Perception 14Languages CommonChallenge 1 (200 XP)

1 Legend ary Resistance (1/day). If the favored soul failsa saving throw, it can choose to succeed.1 Quick Spel l .  As a bonus action, the favored soul can castone of its cantrips.

Spel lcast ing. The favored soul can cast the following spellsas a 6th level caster; Charisma is its spellcasting ability(DC15). minor illusion, sacred flame (at will), 6 slots per daycan be used to cast from: counterspell , dispel magic , heatmetal , hold person, phantasmal force.1 Twin ned Spell (2/day) . The favored soul can apply themetamagic trait twinned-spell (PHB p.102). 

Gear. Quarterstaff, shield, potion of healing

 ActionsQuarterstaff. Melee Weapon Attack. +3 to hit, 5 ft. reach,one target.  Hit: 5 (1d8 + 1) bludgeoning damage or (two-handed) 6 (1d10+1) bludgeoning damage. 

Conclud ing the encounter.  If thehobgoblins extract the target PC, they returnto their lab about an hour travel away. ThePCs may attempt to rescue the taken PC.

 Appendix 2: DM Maps has a typical cavern

should the PCs successfully locate thekidnapped PC. An additional favored soul iswaiting at the lab and begins the final day ofcrafting. Upon completing the final day ofcrafting, the kidnapped PC is sacrificed.The PC’s spirit completes the enchanting ofthe item and cannot be retrieved short of atrue resurrection.

If the PCs are victorious, the waitingfavored soul flees to the safety of the Cult ofOrcus. A few hours later, the Church ofMask (Encounter 5) approaches the PCs.

 

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Encounter 5: Church of MaskMap. Appendix 2: DM maps has a map

of typical outdoor terrain for southernDimgaard.

Encounter background. This takesplace during the final day of approach toOdill, unless the PCs decide to take a longrest before their approach, and in that casethey attack the PCs in camp.

The Church of Mask (an Odill thievesguild) has become aware of the PCs arrival,and presumes they have valuable loot to beprocured. Additionally, the thieves thinkthere may be a sizeable ransom if the PCsare captured.

From the foliage a figure in heavy army,and armed with blades and a heavycrossbow steps out of the foliage about 30ft. ahead. “I’m afraid I must be imposing atax on you in order to progress toward Odill.Nothing personal, you understand. Justbusiness.” 

Running the encounter. Jaymes’ wifeand two kids are in the custody of theChurch of Mask (one of the Odill thievesguilds), and he is forced to serve them toinsure their safety. The spies with Jaymesare from the thieves’ guild and are here toboth help Jaymes and keep an eye on him.

Jaymes’ primary concern is the safety ofhis wife and children. He will do whateverhe believes will be best for them. He wouldprefer to free them and leave Odill, but thatisn’t an option for him currently.  His task isto extract a significant concession from thePCs. Returning empty handed wouldendanger his family. However, he is notsuicidal; he can’t help his family if he isdead.

These guys are not on a suicide mission.However, they also trust the thieves guild tohelp them recover from a tough fight, andaren’t automatically cowardly, so

intimidation is simply impossible. Thatbeing said, easy money is always betterthan hard won money, and they can bepersuaded or deceived with the rightapproach. Such action, will doubtlesslyhave consequences, when the thievesdiscover the PCs true intent.

1Jaymes is a psychic warrior. He haspsionic abilities.

Scaling the encounter.  The number of spiesaccompanying Jaymes varies with the number of PCs present. The spies each carry a longbow in addition

to their hand crossbows.

# Thieves XP

1 Jaymes 7002 Jaymes, Spy 900

3 Jaymes, 4 Spy 15004 Jaymes, 5 Spy 1700

5 Jaymes, 7 Spy 2100

6 Jaymes, 9 Spy 25007 Jaymes, 11 Spy 2900

8 Jaymes, 13 Spy 3300

Jaymes the Kn ife (Veteran). MM p.350. 1 Extraor dinary Resis tance (1/day). If Jaymes fails asaving throw, he can choose to succeed.1 Psychic As sault .  As a bonus action, a creature ofJaymes’ choice that he can see within 60 ft. mustsucceed on a DC14 Intelligence saving throw or beknocked prone and incapacitated for one round.1 Psychic Shield. At the end of a long rest, Jaymes isimmune to piercing damage. As a bonus action, he canchange the type of immunity from piercing tobludgeoning, psychic, or slashing, but can only do soonce until he takes another long rest.

Spy. MM p.249.Concludin g the encounter.  Depending

on the nature of the interaction with Jaymesand the other members of the Church ofMask, the PCs may receive Enmity of the

Church of Mask , and/or Ally of Jaymes

the Knife.  A couple hours later, the Inquisition

arrive.

 

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11DG16 The Path To Odill

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Encounter 6: The InquisitionMap. Appendix 2: DM maps has a map

of typical outdoor terrain for southernDimgaard.

Inquisition Knight

Encounter background.  This takesplace towards the end of the PCs day asthey traverse the final couple miles to Odill.

The Odill Inquisition has beencompromised. Various elements havebribed and subverted most of the members,so that only a small core is truly followingthe tenets of protecting the Faith againstthreats.

 A group bearing the livery of theInquisition rounds a stand of bushes aboutforty feet ahead. They hail you.

Running th e encounter.  The DM candecide to play this encounter one of twoways. If the PCs are worn down or thesession is nearly out of time, this can be the

uncorrupted members of the Inquisitionarriving to escort the PCs safely into Odilland help them find a safe harbor.

 Alternately, this can be corrupt Inquisition

members coming to eliminate the PCs andkeep them from interfering in Odill’s affairs. 

Scaling the encounter.  Thecomposition of the Inquisition party varieswith the number of PCs present.

# Inquisitors XP1-2 Knight 700

3 Knight, 2 Thug 900

4-5 Knight, Priest, 2 Thug 12506 Knight, 2 Priest, 6 Thug 2200

7-8 Knight, 2 Priest, 7 Thug 2300Knight. MM p.347. 

Priest. MM p.348. Thug. MM p.350. 

Tactics.  A lot depends on whetherthese are corrupted or uncorruptedmembers of the order. If they areuncorrupted and combat ensues, they willattempt to withdraw in good order. If theyare corrupted, they will try to eliminate thePCs.

Concludin g the encounter.  If the PCsdefeat the Inquisitors in combat, then thePCs earn the Enmity of the Odil l

Inquis i t ion. If the PCs cooperate with the

uncorrupted Inquisitors, they escort the PCsto the Fharlanghn Sanctuary; this is a safehaven for travelers. The members of theorder of Fharlanghn have only one interest:providing a safe place for travelers. Theyare zealous in that mission, and meet fierce

 justice to any who violate their tenet. Allfactions within Odill respect this position.

If the PCs are escorted by the corruptedInquisitors (perhaps because they somehow

negotiated a non-violent resolution), thenthey are escorted to the Inquisitioncompound in Odill, but if the PCs aredefeated by the Inquisition in combat, thecorrupt Inquisitors will insure that the bodiesare disposed of in a way that will insure theyare never recovered.

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Concluding the AdventureThe DM should make note of the alliancesand enmities the PCs acquire on the way toOdill. To summarize:

The PCs may have Ally of the Cult of

Asmodeus  or Enmity of th e Cult of

Asmodeus ; Non-aggression agreement

with th e Odil l Slavers All iance , Notice ofthe Odil l Slavers All iance , or Notor iousKil lers of Peaceful Emissaries ; Enmity of

the Cult of Orcus ; Enmity of the Church

of Mask , and/or Ally of Jaym es the Knife.

Each of these has ramifications in the OdillSaga story arc.

 

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 Appendix 1: DM Maps

Typical Savanna Terrain

1: Foliage: lightly obscured terrain through 10 ft. past that it is highly obscured.2: Tree: same as foliage; difficult terrain; any creature in tree terrain has half cover from all

attacks.

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Simple Cave

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Southeast Dimgaard

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 Appendix 2: New Rules

New Magic ItemsBead of NightWondrous 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 claspas an object, the darkness can be suppressed.