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The Heroes of Hamh *New Campaign* (Help or Ideas ?)
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<blockquote data-quote="Malachai_rose" data-source="post: 429735" data-attributes="member: 208"><p><strong>Green Eggs in Hamh</strong></p><p></p><p>What follows is the module Green Eggs and Hamh a free module I got from </p><p></p><p><a href="http://rpgarchive.com/index.php?page=adv1&advid=565" target="_blank">http://rpgarchive.com/index.php?page=adv1&advid=565</a></p><p></p><p>It has been modified to fit with the story and had extra things added. Feel free to point out any errors or mistakes made since I will be running this part of the adventure this thursday <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p> ________________________________</p><p></p><p>A town brought to misery (my title for the adventure)</p><p></p><p>Green eggs and Hamh</p><p></p><p>THE MIDNIGHT SCOURGE</p><p></p><p>Once invoked upon hallowed grounds of burial, the Midnight Scourge lies dormant. Its magical energy seeps into the ground and waits. Then, on the following midnight and every midnight until the spell expires (one week for every caster level, 7weeks in Kales case), a green and noxious mist rises from the ground of the graveyard.</p><p></p><p>Anyone caught in the graveyard during this event must make a saving throw versus Fortitude, DC 18. If they miss the save, they become violently ill and must save again on each consecutive midnight. If they miss three times in a row, they die. If they make the save and are not exposed to the poison again (see below), they will recover in a week.</p><p></p><p>The curse, however, does not stop there. At about half-past midnight, the mist settles on the ground of the graveyard, leaving droplets of moisture on the ground that look almost exactly like dew (with an ever-so-slight green tint, DC 30 to spot if looking at the droplets specifically) and a faint odor of death. If anyone walks in this dew (inevitable if entering the graveyard) before 6 AM, when it finally vaporizes, their shoes are poisoned and will, upon the next midnight, emit tiny wisps of green vapor. These vapors are barely visible (DC 20 to spot) and will not harm adults, but infants and small livestock may be affected.</p><p></p><p>THE VILLAGE OF HAMH</p><p></p><p>The people of Hamh are distraught. Their chickens have been infected with a strange disease, causing them to lay green, poisonous eggs. Additionally, though they have not linked the two, there has been a recent string of deaths and illness within the village that started only a few days ago.</p><p></p><p>THE PROBLEM</p><p></p><p>The town, now in the summer months, is in serious trouble. The lack of usable eggs and the possibility of plauge is having a grave impact on the village's efforts to stock up food for the winter and it's trade. The PC's must act quickly if they are to save there home and loved ones from the ravages of the black scourge.</p><p></p><p>THE QUEST</p><p></p><p>When they get back to town the PC's find things in turmoil, with a little questioning they find out that Randal Woodsons fathers farm was the first infected. They have not yet associated that fact with Randal's job as apprentice coffinmaker to Ivellios and groundskeeper at Hamh's cemetary. In fact, they have not associated the illness with the graveyard at all. That is something the party will have to figure out. Eventually, if they are not able to pinpoint the graveyard on their own, the party should be allowed to see the vapor rising from a pair of boots or some similar hint. </p><p></p><p>The Clues</p><p></p><p>*side note Kales Quasit servant Malzinak will start shadowing the party as soon as they begin investigating the scourge. Malzinak wears an amulet of undetectable alignment (to thwart any pesky detect evil spells or abilities).</p><p></p><p>Shay the stable boy seems to be unaffected by the scourge despite his long hours in the graveyard.</p><p></p><p> Kale will start acting semi erratic, losing his temper easily (though he will blame this on the illness of his youngest son Timothy). </p><p></p><p>Ultimatley it is the stable boy Shay whom seems to be the primary suspect, if they investigate his behavior and qaurters behind the inn they will find some hastily scribbled notes that seem to confess to the crime. Shay will admit to this when confronted and attack the PC's while babbling on about "Blood and Darkness beneath Hamh.. coming to devour you all the master is" </p><p></p><p>If the PC's kill Shay they will be left in a very bad position as Kale will secretly begin to move against them, hiring orc bandits to try and kill them. If they keep him alive and question him after subduing him he will drop clues that Kale is the master (two decades have you been blind).</p><p></p><p>If the PC's begin to investigate the settlers from 20 years ago they will be left with 10 possible suspects (6 are listed in NPC section, 2 are dead and 2 live on a small farm about an hour from the village).</p><p></p><p>If the PC's talk to Jacob and Abby they will level vieled acusations at Higgly the gnome (they are somewhat rivals) then in passing he will mention that the party could also go talk to Widow Ludlow who lives on the edge of town. Widow Ludlow often picks berrys in the fields by the graveyard early in the morning she will mention that she saw something that might be of intrest. She will tell the PC's that she observed Kale Donner in the graveyard before dawn two nights before the first reported sickness and 1 day before the eggs first turned green on the Woodson farm (the farm near the graveyard). She will say he was wearing a strange tunic with a funny symbol on it and offer to draw it for the PC's (knowledge religion DC 15 to tell it's the symbol of Bane).</p><p></p><p>If the PC's are unable to identify the symbol they might show it to Ivellios who will recognize it immediatley for what it is.</p><p></p><p>If the Pc's go to ask Kale what he was doing in the graveyard he will tell them he was visiting the grave of his daughter who died 3 winters ago. If they show him the symbol Kale will fiegn ignorance bluff check (dc 1d20+2+6 ranks). If they happen to see threw his lie he will say he is tired and attempt to leave. If the party trys to stop him Kales Quasit servant Malzinak will attack the party to let Kale get away in the confusion. </p><p></p><p>When the PC's come to confront Kale after figuring out he's the real culprit he will be in the Drowned Duck and will be tipped off to the PC's arrival by either his wife Harriet or Malzinak. Harriet will tell them he fled into the kitchen. Instead Kale actually goes to the Portal upstairs though he will leave the trap door in the kitchen open hoping to lure the PC's to their doom thinking he went down below. Kale will also set an incindiary device to go off thirty minutes after he portals. The Drowned Duck is a powder keg and when the device goes off everyone in the inn will take 5d6 reflex save dc 18 for half.</p><p></p><p>*Note it is possible for the PC's to finish this adventure believing it was Shay and finding out how to stop the black scourge. Kale will not stop them from doing this in fact he will aid them in trying to find a soloution to totally throw them off the trail. If this happens then refer to the end section "Aftermath"</p><p></p><p>Encounters:</p><p></p><p>room 1: Study</p><p></p><p>The room is lit by a flaming hearth and a continual light spell cast upon a stand that has a shade to dim it when needed. There is no apparent ecit from this room. A search check dc 20 will reveal a door along the outhern wall. Also a spot/track check dc 20 will show footprints walking into the wall... </p><p></p><p>*If the PC's examine the desk they will find a book written in Draconic detailing his plans and activities of the last 20 years (he has documented over 59 killings in the journal) also he speaks of another like him that apparently resides in the in a tower at the foothills of the Thunder Peaks, just past Kharnes Inn. It speaks of a kind of gruesome competition between the two of them. From the notes the PC's gather that this person had recently made a bold move, slaughtering an entire caravan. Kale always competitive and now slightly insane from his sub level antics decided that he would introduce the scourge upon his home in order to one up her.</p><p></p><p>room 2: Sleeping chamber </p><p></p><p>Upon entering the room the PC's notice a strange looking catlike animal curled up on a rug beside the bed in the room looking at them. The Krenshar will then wail and pull its face back. Have PC's make saves and begin combat</p><p></p><p>2x Krenshar p125 mm</p><p></p><p>room 3: Sacrifical chamber</p><p></p><p>Before entering the room a search check dc 21 needs to be made if the PC's are activelyt searching for traps. If not then the trap goes off spraying the front two PC's with pigs blood (reflex dc 22 avoids). Then a grate opens up in the next room releasing the encounter early +1d2 extra rats (the spiders will stay in the room). The rats will make a beeline for the smell of the pigs blood.</p><p></p><p>Upon entering the rubble filled room a sense of evil washes over the players (will save DC 14 or become shaken) On the floor is a large summoning circle painted in a dark red substance, the circle pulses slightly as the PC's enter the room. In the center of the room is an altar covered in dryed blood. The shackles on the altar still have bits of decaying fesh hanging from them as if the victim somehow had just melted away in the restraints. If the PC's stay for more than 2 rounds they will meet some of Kales other little friends.</p><p></p><p>3x small monstrous spider</p><p>4x dire rats(+2d4 if trap is triggered)</p><p></p><p>room 4: Finsished projects room</p><p></p><p>Right before entering the room refer to Blackstones piercing passage p80 traps and treachery</p><p></p><p>In this room are 6 coffins off fine make covered with strange markings (knowledge religion dc 20 to realize these are undead animation markings) </p><p>If the PC's leave the coffins alone nothing will happen if anyone touches any of them their lids will burst open (the pc that touched one will have that undead get a suprise partial action against him) and initiative will be rolled. Hidden (invisible) in the corner of this room is a Quasit, one of Kales servants, the Quasit will attack when the skeletons do. If the party leaves the coffins alone then the Quasit will follow the PC's for 2d6 days causing them trouble when it can. After the 2d6 days it will grow bored and leave.</p><p></p><p>6x medium skeletons page 165 mm</p><p>1x Quasit page 41 mm</p><p></p><p>room 5: The Pit</p><p></p><p> Upon entering the room the Pc's will notice that the cieling is very tall in the room (30 foot and that it is pitch black). The Pc's with lowlight or darkvision are entitled to a spot check dc 1d20+7+10 circumstance for lowlight, DC 1d20+7 for darkvision . If they make the check they spot the Choker hiding on the cieling and can role initiative as the Choker is very much aware of the players presence. In this room is a circle pit covered with a rusted iron grate. The floor is caked in blood and several severed limbs lay in the various corners of the room, upon further examination (heal check dc 14) the PC's will notice the limbs look like they were rended from the body not cut. It is when the PC's are examing the room that the choker will sneak down the wall halfway and try to grab on eof the PC's quickly heading back up the cieling into the darkness The pit is balck and 60 feet deep (darkness spell permanently cast at the bottom). If the PC's search the pit or investigate long enough they will begun to hear a muffled moaning from down below (listen dc 15 to tell its elven). It will be Lissa Moonbrook the missing mother of Kale Farstalker step son of Lucian Moonbrook. At the bottom of the pit below the magical darkness the floor of the pit appears to consist of an old hatched iron grate that opens up into another dimly lit room below that bristles with undead. (refer to sublevel room 1)</p><p></p><p>THE SOLUTION</p><p></p><p>Infected boots will have to be burned. Extensive handling of the boots (at any time of day) will require a saving throw as if the person was caught in the mist at the graveyard. As far as the graveyard, the are two possible solutions. First, the graveyard could simply be avoided. If someone is watching, they will notice in seven weeks time that the curse has ended. Second, the graveyard could be sprinkled around the edges with holy water and blessed by a Cleric. This would have to be done each day or the plague will return on the next. Remember, though, that the town cannot be infected unless someone enters the graveyard and takes the poison back with them.</p><p></p><p>Aftermath of the Silent Death </p><p></p><p>With almost a third of the village dead (4d6 villagers) the PC's have a tough decision to make, Someone needs to go to Highmoon and request aid as well as an ivestigator to come examine the ruins of the Drowned Duck inn. The PC's have two choices... pursue the clues in the book that Kale left behind and head towards the Thunder Peaks to the west or head to Highmoon first to seek aid and then their fortunes.</p><p></p><p>If the PC's don't uncover Kale he will resume continue his work as the PC's set out to Highmoon and eventually blow up the Drowned Duck in the evening when it is busiest (killing 3d6 villagers and injuring 3d4 more). Kale will flee and continue to harry the PC's from the saftey of Zhentil Keep remaining a painfull reminder of what has happened. Upon returning th players will be told that Kale was the culprit and the men of the village barely were able to drive the orcish raiding party that beset the village shortly after the party departed (Kale is believed to have hired them). </p><p></p><p>In the ashes of the Drowned Duck if the PC's investigate them they will find the entrance to the sublevels of the inn. They were left unharmed in the explosion. </p><p>______________________________</p><p></p><p>Well there it is, let me know what yall think about any of this stuff. I want to make a good story driven game for my PC's but being fairly new at this stuff I am looking for all the advice and feedback good or bad I can get.</p></blockquote><p></p>
[QUOTE="Malachai_rose, post: 429735, member: 208"] [b]Green Eggs in Hamh[/b] What follows is the module Green Eggs and Hamh a free module I got from [url]http://rpgarchive.com/index.php?page=adv1&advid=565[/url] It has been modified to fit with the story and had extra things added. Feel free to point out any errors or mistakes made since I will be running this part of the adventure this thursday :D ________________________________ A town brought to misery (my title for the adventure) Green eggs and Hamh THE MIDNIGHT SCOURGE Once invoked upon hallowed grounds of burial, the Midnight Scourge lies dormant. Its magical energy seeps into the ground and waits. Then, on the following midnight and every midnight until the spell expires (one week for every caster level, 7weeks in Kales case), a green and noxious mist rises from the ground of the graveyard. Anyone caught in the graveyard during this event must make a saving throw versus Fortitude, DC 18. If they miss the save, they become violently ill and must save again on each consecutive midnight. If they miss three times in a row, they die. If they make the save and are not exposed to the poison again (see below), they will recover in a week. The curse, however, does not stop there. At about half-past midnight, the mist settles on the ground of the graveyard, leaving droplets of moisture on the ground that look almost exactly like dew (with an ever-so-slight green tint, DC 30 to spot if looking at the droplets specifically) and a faint odor of death. If anyone walks in this dew (inevitable if entering the graveyard) before 6 AM, when it finally vaporizes, their shoes are poisoned and will, upon the next midnight, emit tiny wisps of green vapor. These vapors are barely visible (DC 20 to spot) and will not harm adults, but infants and small livestock may be affected. THE VILLAGE OF HAMH The people of Hamh are distraught. Their chickens have been infected with a strange disease, causing them to lay green, poisonous eggs. Additionally, though they have not linked the two, there has been a recent string of deaths and illness within the village that started only a few days ago. THE PROBLEM The town, now in the summer months, is in serious trouble. The lack of usable eggs and the possibility of plauge is having a grave impact on the village's efforts to stock up food for the winter and it's trade. The PC's must act quickly if they are to save there home and loved ones from the ravages of the black scourge. THE QUEST When they get back to town the PC's find things in turmoil, with a little questioning they find out that Randal Woodsons fathers farm was the first infected. They have not yet associated that fact with Randal's job as apprentice coffinmaker to Ivellios and groundskeeper at Hamh's cemetary. In fact, they have not associated the illness with the graveyard at all. That is something the party will have to figure out. Eventually, if they are not able to pinpoint the graveyard on their own, the party should be allowed to see the vapor rising from a pair of boots or some similar hint. The Clues *side note Kales Quasit servant Malzinak will start shadowing the party as soon as they begin investigating the scourge. Malzinak wears an amulet of undetectable alignment (to thwart any pesky detect evil spells or abilities). Shay the stable boy seems to be unaffected by the scourge despite his long hours in the graveyard. Kale will start acting semi erratic, losing his temper easily (though he will blame this on the illness of his youngest son Timothy). Ultimatley it is the stable boy Shay whom seems to be the primary suspect, if they investigate his behavior and qaurters behind the inn they will find some hastily scribbled notes that seem to confess to the crime. Shay will admit to this when confronted and attack the PC's while babbling on about "Blood and Darkness beneath Hamh.. coming to devour you all the master is" If the PC's kill Shay they will be left in a very bad position as Kale will secretly begin to move against them, hiring orc bandits to try and kill them. If they keep him alive and question him after subduing him he will drop clues that Kale is the master (two decades have you been blind). If the PC's begin to investigate the settlers from 20 years ago they will be left with 10 possible suspects (6 are listed in NPC section, 2 are dead and 2 live on a small farm about an hour from the village). If the PC's talk to Jacob and Abby they will level vieled acusations at Higgly the gnome (they are somewhat rivals) then in passing he will mention that the party could also go talk to Widow Ludlow who lives on the edge of town. Widow Ludlow often picks berrys in the fields by the graveyard early in the morning she will mention that she saw something that might be of intrest. She will tell the PC's that she observed Kale Donner in the graveyard before dawn two nights before the first reported sickness and 1 day before the eggs first turned green on the Woodson farm (the farm near the graveyard). She will say he was wearing a strange tunic with a funny symbol on it and offer to draw it for the PC's (knowledge religion DC 15 to tell it's the symbol of Bane). If the PC's are unable to identify the symbol they might show it to Ivellios who will recognize it immediatley for what it is. If the Pc's go to ask Kale what he was doing in the graveyard he will tell them he was visiting the grave of his daughter who died 3 winters ago. If they show him the symbol Kale will fiegn ignorance bluff check (dc 1d20+2+6 ranks). If they happen to see threw his lie he will say he is tired and attempt to leave. If the party trys to stop him Kales Quasit servant Malzinak will attack the party to let Kale get away in the confusion. When the PC's come to confront Kale after figuring out he's the real culprit he will be in the Drowned Duck and will be tipped off to the PC's arrival by either his wife Harriet or Malzinak. Harriet will tell them he fled into the kitchen. Instead Kale actually goes to the Portal upstairs though he will leave the trap door in the kitchen open hoping to lure the PC's to their doom thinking he went down below. Kale will also set an incindiary device to go off thirty minutes after he portals. The Drowned Duck is a powder keg and when the device goes off everyone in the inn will take 5d6 reflex save dc 18 for half. *Note it is possible for the PC's to finish this adventure believing it was Shay and finding out how to stop the black scourge. Kale will not stop them from doing this in fact he will aid them in trying to find a soloution to totally throw them off the trail. If this happens then refer to the end section "Aftermath" Encounters: room 1: Study The room is lit by a flaming hearth and a continual light spell cast upon a stand that has a shade to dim it when needed. There is no apparent ecit from this room. A search check dc 20 will reveal a door along the outhern wall. Also a spot/track check dc 20 will show footprints walking into the wall... *If the PC's examine the desk they will find a book written in Draconic detailing his plans and activities of the last 20 years (he has documented over 59 killings in the journal) also he speaks of another like him that apparently resides in the in a tower at the foothills of the Thunder Peaks, just past Kharnes Inn. It speaks of a kind of gruesome competition between the two of them. From the notes the PC's gather that this person had recently made a bold move, slaughtering an entire caravan. Kale always competitive and now slightly insane from his sub level antics decided that he would introduce the scourge upon his home in order to one up her. room 2: Sleeping chamber Upon entering the room the PC's notice a strange looking catlike animal curled up on a rug beside the bed in the room looking at them. The Krenshar will then wail and pull its face back. Have PC's make saves and begin combat 2x Krenshar p125 mm room 3: Sacrifical chamber Before entering the room a search check dc 21 needs to be made if the PC's are activelyt searching for traps. If not then the trap goes off spraying the front two PC's with pigs blood (reflex dc 22 avoids). Then a grate opens up in the next room releasing the encounter early +1d2 extra rats (the spiders will stay in the room). The rats will make a beeline for the smell of the pigs blood. Upon entering the rubble filled room a sense of evil washes over the players (will save DC 14 or become shaken) On the floor is a large summoning circle painted in a dark red substance, the circle pulses slightly as the PC's enter the room. In the center of the room is an altar covered in dryed blood. The shackles on the altar still have bits of decaying fesh hanging from them as if the victim somehow had just melted away in the restraints. If the PC's stay for more than 2 rounds they will meet some of Kales other little friends. 3x small monstrous spider 4x dire rats(+2d4 if trap is triggered) room 4: Finsished projects room Right before entering the room refer to Blackstones piercing passage p80 traps and treachery In this room are 6 coffins off fine make covered with strange markings (knowledge religion dc 20 to realize these are undead animation markings) If the PC's leave the coffins alone nothing will happen if anyone touches any of them their lids will burst open (the pc that touched one will have that undead get a suprise partial action against him) and initiative will be rolled. Hidden (invisible) in the corner of this room is a Quasit, one of Kales servants, the Quasit will attack when the skeletons do. If the party leaves the coffins alone then the Quasit will follow the PC's for 2d6 days causing them trouble when it can. After the 2d6 days it will grow bored and leave. 6x medium skeletons page 165 mm 1x Quasit page 41 mm room 5: The Pit Upon entering the room the Pc's will notice that the cieling is very tall in the room (30 foot and that it is pitch black). The Pc's with lowlight or darkvision are entitled to a spot check dc 1d20+7+10 circumstance for lowlight, DC 1d20+7 for darkvision . If they make the check they spot the Choker hiding on the cieling and can role initiative as the Choker is very much aware of the players presence. In this room is a circle pit covered with a rusted iron grate. The floor is caked in blood and several severed limbs lay in the various corners of the room, upon further examination (heal check dc 14) the PC's will notice the limbs look like they were rended from the body not cut. It is when the PC's are examing the room that the choker will sneak down the wall halfway and try to grab on eof the PC's quickly heading back up the cieling into the darkness The pit is balck and 60 feet deep (darkness spell permanently cast at the bottom). If the PC's search the pit or investigate long enough they will begun to hear a muffled moaning from down below (listen dc 15 to tell its elven). It will be Lissa Moonbrook the missing mother of Kale Farstalker step son of Lucian Moonbrook. At the bottom of the pit below the magical darkness the floor of the pit appears to consist of an old hatched iron grate that opens up into another dimly lit room below that bristles with undead. (refer to sublevel room 1) THE SOLUTION Infected boots will have to be burned. Extensive handling of the boots (at any time of day) will require a saving throw as if the person was caught in the mist at the graveyard. As far as the graveyard, the are two possible solutions. First, the graveyard could simply be avoided. If someone is watching, they will notice in seven weeks time that the curse has ended. Second, the graveyard could be sprinkled around the edges with holy water and blessed by a Cleric. This would have to be done each day or the plague will return on the next. Remember, though, that the town cannot be infected unless someone enters the graveyard and takes the poison back with them. Aftermath of the Silent Death With almost a third of the village dead (4d6 villagers) the PC's have a tough decision to make, Someone needs to go to Highmoon and request aid as well as an ivestigator to come examine the ruins of the Drowned Duck inn. The PC's have two choices... pursue the clues in the book that Kale left behind and head towards the Thunder Peaks to the west or head to Highmoon first to seek aid and then their fortunes. If the PC's don't uncover Kale he will resume continue his work as the PC's set out to Highmoon and eventually blow up the Drowned Duck in the evening when it is busiest (killing 3d6 villagers and injuring 3d4 more). Kale will flee and continue to harry the PC's from the saftey of Zhentil Keep remaining a painfull reminder of what has happened. Upon returning th players will be told that Kale was the culprit and the men of the village barely were able to drive the orcish raiding party that beset the village shortly after the party departed (Kale is believed to have hired them). In the ashes of the Drowned Duck if the PC's investigate them they will find the entrance to the sublevels of the inn. They were left unharmed in the explosion. ______________________________ Well there it is, let me know what yall think about any of this stuff. I want to make a good story driven game for my PC's but being fairly new at this stuff I am looking for all the advice and feedback good or bad I can get. [/QUOTE]
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