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DG25 Pit of Karaan

By Dan Hass

A wife and daughter kidnapped by wildmen. The party of militiamen who were sent to retrieve
them is missing, too. The situation is beyond the local lord to manage. If heroes dont emerge
the situation could become disastrous. A D&D 5th edition adventure for 1-8 6th level characters.
The first episode in the Reformers of Odill Arc.

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DG25 Pit of Karaan
By Dan Hass with editing by Jeremy Esch

Contents
Adventure Summary .............................................................................................................. 2
Preparing for the Adventure................................................................................................... 2
Running the Adventure .......................................................................................................... 2
Adventure Background .......................................................................................................... 3
Adventure Outline.................................................................................................................. 3
Starting the Adventure ........................................................................................................... 4
Encounter 1: Approaching the Sinkhole ................................................................................. 5
Encounter 2: Marther, the Werewolf ...................................................................................... 6
Encounter 3: The Climb Down ............................................................................................... 7
Encounter 4: Kanaans Favorite ............................................................................................ 8
Concluding the Adventure ..................................................................................................... 9
Appendix 1: DM Maps ..........................................................................................................10
Forest Map .......................................................................................................................10
Sinkhole ............................................................................................................................11
Cave .................................................................................................................................12

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DG25 Pit of Karaan
By Dan Hass with editing by Jeremy Esch
DM may use this verbatim if the encounter
Adventure Summary
unfolds as designed, however, if the PCs
DG25 Pit of Karaan is a Dungeons and
have done something unexpected, the
Dragons 5th Edition adventure designed for
boxed text may not accurately describe the
1-8 6th level characters. It requires a
set up. The DM should not feel constrained
Players Handbook, a Monster Manual, and
by the boxed text, and should feel free to
a Dungeon Master's Guide.
describe the encounter as necessary for the
While the encounters include scaling for
particular circumstances of the adventure.
1-8 characters, parties of 1 or 2 PCs and 7
Modified/New Creatures
or 8 PCs are fringe circumstances that may
The
encounters
are intended to be hard
play oddly. Specifically, parties of 1-2 are
challenges
(DMG
p.81). Technically,
highly susceptible to a single bad die roll,
each
uses
the
XP
budget for a medium
and 7-8 can slow play dramatically. Ideally
encounter. For many parties those who
a party will be 3-6 PCs.
havent developed coordinated tactics, or
It is set in the Dimgaard Campaign
who have used most of their resources
Setting (the Dimgaard Campaign Guide is a
a medium encounter may actually meet
free pdf available at here), but could be set
the definition of a hard encounter.
in other campaigns where there room for a
The encounters contain modified
large sinkhole in a wilderness area.
and/or new creatures developed using
Digital copies of the encounter maps are
the rules in the DMG (p.274-283). These
available here.
creatures have traits that do not increase
the calculated CR of the creatures, but do
Preparing for the Adventure
make them more difficult challenges.
It is always a good idea for the DM to read
These traits are denoted with a 1.
through an adventure before running it.
The DM should gauge the optimization
DG25 Pit of Karaan is no different.
and
general ability of the PCs to handle
Roleplaying
these
increases in the challenge, and
There are differing approaches to
decide
which to use or ignore to meet the
roleplaying. Some players revel in the
definition
of a hard encounter.
opportunity for in-character (active)
XP
roleplaying. Others prefer a summary
While
the
XP
listed
for encounters reflects
(descriptive) approach. Neither is
the medium XP budget used, the
correct; it is only a matter of preference.
encounters are expected to meet the
It is best if the DM decides which she will
definition of hard. Additionally, sixth level
use prior to play.
tends to be quite wide. Using the XP
A battlemat or dungeon tiles may be
listed it will likely take PCs nine or ten
helpful, but not necessary. Here are maps
episodes to reach 7th level. If this is a
appropriate for virtual tabletops.
slower progression than the DM desires,
Running the Adventure
she should increase the awarded XP by
50% to reflect the fact that the encounters
DG25 Pit of Karaan is expected to fit in the
are hard.
Green in Odill story arc but not necessarily
Also, generally, in 5th edition XP isnt
at the end. It serves as the first episode in
awarded for overcoming the challenge of
the subsequent story arc (Reformers of
traps, diseases, negotiations, or
Odill) Here is a map of Greenville.
exploration. Inspiration (PHB p.125) is
Appendix 1 contains the maps for the
the reward for these activities. However,
encounters. The adventure is designed so
a DM may speed PC advancement by
that each encounter fits on a single page for
awarding XP for these activities, too.
ease of reference and printing.
In most cases the setting for an
encounter is described in boxed text. The

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DG25 Pit of Karaan
By Dan Hass with editing by Jeremy Esch
members would refuse, and possibly mutiny
Adventure Background
after the first party failed to return. He will
The legendary werewolf, Marther met
have to appeal to a neighboring state for
Ecthrois Vexx, a priest dedicated to the
help, which may force him into a vassal
profane deity Karaan. They had been
position giving up his independence.
wandering, and preying upon whomever
they encountered to feed their bloodlust and
cannibalism. They happened upon the
sinkhole near the village of Greenville.
Ecthrois sees the sinkhole as a sign from
Karaan. The two have stopped wandering
to farm the residents of Greenville.
Karaan
Karaan is the vile deity of cannibalism,
savagery, wanton destruction, and
lycanthropes. While many deities have
orders that operate within the grace of the
One True Faith (including evil deities like
Mask and Hextor), Karaan is not one of
them. Karaans clergy often see
significant natural features as powerful
omens from Karaan.
Most deities have a cult that operates
outside the One True Faith, perceiving
the deity as a true god. Usually, there is
also an order which perceives the deity
as an emissary a prophet, or messiah,
or archangel within the One True
Faiths structure.
A handful of deities are so vile that
there is no room for them within the One
True Faith; Karaan is one of these.
Ecthrois has used his affinity with
animals to convince various burrowing
animals to excavate a lair for him in the
sinkholes wall. Marther has assembled a
following of wolves and set up his camp at
the edge of the sinkhole.
They have been doing well since settling
in the past few weeks. They have quietly
waylaid some travelers unnoticed, but a
couple days ago they took a farmers wife
and daughter. They quickly feasted on the
mother. The next day, a rescue party from
Greenvilles militia fell prey to the cannibals
when it tried to rescue the little girl. The
daughter (Kirklin) and three surviving
members of the militia are now captives
awaiting their turn to be killed and eaten.
Earl Terrowin cannot send more
members of his militia. The remaining

Adventure Outline
The PCs may have downtime after their
previous adventure, and may be
replenishing their resources.
Managing PC Resources
Managing PC resources via access to
downtime and replenishment of
consumables is another tool in
modulating the difficulty of encounters.
The PCs are asked to help the village of
Greenville in its current situation. Assuming
they accept, they discern the location of the
sinkhole. As they approach the sinkhole,
they encounter a series of traps.
On the fringe of the sinkhole, Marther
has made his camp with his canine
followers. If the PCs overcome Marther, the
PCs can explore and discover the cave
entrance 40 ft. down the cliff-face. On the
descent, they are attacked by apes Ecthrois
has guarding the approach. If they are able
to enter the cave, they face Ecthrois to
rescue Kirklin and the militia members.
Rests
5th edition presumes that the PCs will
have several encounters before a long
rest. Even short rests should be
regulated.
If PCs are allowed unlimited rests,
likely they will find none of the presented
encounters challenging.
Once the action starts in DG9 Pit of
Karaan, there should be no opportunity
for a long rest.
To be fair, an adventure needs to
present a justification for precluding rests.
The two most common mechanics are
that the environment is too hostile to
allow a rest, and that there is a time
sensitive event that precludes a rest.
In this adventure, if the PCs take rests
contrary to the DMs desires, the little girl
and militiamen are killed (a time sensitive
event).

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By Dan Hass with editing by Jeremy Esch

Starting the Adventure


The DM may have a particular path to
beginning the adventure tailored to her
party, otherwise Brother Rolf informs the
PCs about Earl Terrowins difficult situation.
When they have an audience with Earl
Terrowin:
Earl Terrowins manor is understated,
and small for a ruler. There is a great hall
with adjoining chambers. There is a clutch
of militia, and a couple of courtiers who are
probably advisors of some sort. The great
hall is softly lit by lamps.
The Earl sits on an oversized wooden
chair with cushions. My father was a
merchant in Odill previous to Prince
Rainaldus assuming the thrown. As soon
as it was clear what type of ruler he was, my
father built this manor and Greenville was
established. For twenty-five years we have
lived in a peaceful, and happy village. But a
dire evil now hangs over our community.
And I may be forced to compromise our
independence to resolve it.
The PCs may use the tracking options in
the DMG p.244. Also, the sinkhole is a wellknown location in Greenville, and it has a
sinister reputation, so the PCs can ask
around town using Investigation or other
appropriate check to discern it as the
location of the missing woman and child.
Roleplaying
Earl Terrowin and Greenville (map) are
important in the Reformers of Odill story
arc. It is intended to be the first
community converted to the cause and is
offered here as foreshadowing and to
allow the PCs to establish a relationship
with Earl Terrowin.
This is also a good opportunity for the
DM and players to indulge in active
roleplaying (if they are inclined).
Discovering the location and hints to the
nature of the sinkhole can be as involved
as the DM chooses.

Information Points
If Terrowin cannot resolve the
situation, it will demonstrate that he
cannot provide security for Greenville,
and security is the first obligation of a
ruler. He likely will have to become a
vassal of a stronger state.
Terrowins militia is composed of a
handful of guards (MM p.347).
The issue of a reward offer is left up
to the DM.
The missing people have been gone
for over twenty-four hours, and if there
is going to be any hope of recovering
them, it must be accomplished in the
next few hours.

Earl Terrowin

Presuming the PCs proceed to the


sinkhole, proceed with Encounter 1.

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DG25 Pit of Karaan
By Dan Hass with editing by Jeremy Esch

Encounter 1: Approaching the Sinkhole


Map. Forest (Appendix 1).
The woods are humid. There is a layer
of moisture that covers every surface
making things slippery and occasionally,
care must be taken to avoid falling, but
otherwise the terrain is not difficult. The
canopy provides shadow throughout the
forest providing lightly obscured terrain.
Smells blend various floral scents with
rotting organic matter. There is a constant
chatter of small animals as they rustle
through the undergrowth, and the calls of
various birds as they flutter in the canopy.
Encounter background. The sinkhole has
spawned an environment that has produced
some dangerous areas. These traps are
encountered as the PCs near the sinkhole.
Running the encounter. The DM can
decide which of these traps the PCs
encounter.
Managing Traps
Traps are generally quick events that
consume PCs resources or otherwise
increase the difficulty of subsequent
encounters.
The traditional approach to traps (and
other random encounters) was to use a
random method to decide the type and
number of traps and random encounters
to expose PCs to. Most DMs now decide
which and how many based on the
effectiveness of the PCs and the difficulty
of the upcoming encounters yielding a
more precise tool for modulating
encounter difficulty.
However, if the DM is inclined towards
using dice, the recommended method
here is to roll 1d6-1 to determine the
number of traps, and since each trap is
numbered, roll 1d4 each time to
determine which trap is encountered
(some will be repeated).

1.Acidoras
Natural trap
Areas of the forest have become infested with acidoras
(a dangerous, acid spraying flower). If any PC in the
party has a passive Nature check of 16+, she recognizes
the nature of the flowers and they are avoided.
Otherwise, the flowers erupt in a cloud of acid. Every PC
must succeed on DC14 Dexterity saving throw or suffer
3d6 acid damage and the protection offered by any metal
armor worn is reduced by 2. A successful saving throw
reduces the damage by half and the armor reduction to 1.
The armor reduction remains until a creature proficient
with smiths tools spends a day repairing the armor.

2.Pit Trap
Mechanical trap.
The ground has eroded, and the plant growth has
overgrown it. It isnt necessarily the first creature that
causes it to collapse. It is random when that will occur as
succeeding PCs weaken the foliage covering. Randomly
determine which PC will trigger the trap, and if that PC or
any preceding it in the marching order has a Passive
Perception of 20+ the trap is noticed and easily avoided.
Otherwise, the PC falls 30 ft. taking 3d6 bludgeoning
damage. If the PC succeeds in a DC16 Dexterity saving
throw, he manages to slow his fall by clutching roots and
vegetation and takes only half the damage from the fall.

3.Psionic Grey Oozes


Creature trap
Two psionic grey oozes (MM p.240 & 243) have been
attracted by Marthers psionic abilities. There are two per
PC. They lay motionless on the wet ground making them
impossible to distinguish from their surroundings. As the
PCs pass by, two attack each PC with their psychic
crush. The oozes do not pursue (or even move) if the
PCs flee, but will continue to attack PC in range with their
psychic crush.

4.Whip Vines
Natural trap.
Areas of the forest have become infested with whip
vines. If any PC in the party has a Passive Nature check
of 16+, she recognizes the nature of the vines and they
are avoided. Otherwise, the whip vines respond to the
presence of the PCs and attack. Each PC is attacked by
a vine with a +5 attack bonus. On a hit, the PC takes 3d6
slashing damage. A damaged PC must succeed on a
DC13 Constitution saving throw or be poisoned (PHB
p.292). A poisoned PC can reattempt the saving throw
every 1d4+1 hours to remove the condition until it
succeeds.

Concluding the encounter. These traps


reset if the PCs retreat.

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DG25 Pit of Karaan
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Encounter 2: Marther, the Werewolf


Map. Sinkhole (Appendix 1)
A lone tent sets among a litter of
dismembered human remains which have
been gnawed at. A feral human male
wearing only a loin cloth stands amid the
litter with a pack of canines around him.
Encounter background. Marther prefers
to make his camp separate from Ecthrois.
First, Marther is partial to the wolves that
follow him, and they cannot climb down to
the cave. Second, the wolves and Ecthrois
cats do not get along well. Finally, while the
two are familiar and companions, each is
actually not inclined towards human
company; each prefers the companionship
of animals. The separation keeps them
from annoying each other.
Running the encounter. Marther cannot
be surprised in a natural environment. And
he is not inclined towards negotiations.

Scaling the encounter. Marthers wolf


companions vary with the number of PCs.
#
Wolves
XP
1-2
Marther
700
3
Marther, 3 Dire Wolf 1300
4
Marther, 4 Dire Wolf 1500
5
Marther, 5 Dire Wolf 1700
6
Marther, 7 Dire Wolf 2100
7
Marther, 9 Dire Wolf 2300
8 Marther, 10 Dire Wolf 2700
Dire Wolf. MM p.321
1

Saving Throws Str +5, Dex +4


Intimidating Growl. As a bonus action, every creature
that isnt a member of the wolfs pack must succeed on a
DC11 Charisma saving throw or be at disadvantage on
attack rolls for one round.
1

Marther (Werewolf). MM p.211


1

Saving Throws Str +4, Dex +3


Damage Resistances bludgeoning, piercing, slashing
from non-silvered weapons.
1
Legendary Resistance (1/day). As a Lich (MM p.202)
Natures Awareness. Marther cannot be surprised in a
natural environment.
1
Psionic Spear. As a bonus action, Marther focuses on a
creature he can see within 60 ft., which must succeed on a
DC14 Intelligence saving throw or be incapacitated and
have their speed reduced to 0 for 1 round.
Wolf Affinity. Marther can communicate with the dire
wolves with him, and they obey his commands.
1

Legendary Actions(3)

Command Adjustment. A dire wolf that can see or hear


Marther uses its Reaction to move up to its speed.
Command Cower. A dire wolf that can see or hear
Marther uses its Reaction to immediately take the Dodge
action.
Inspire Wolves. For 1 round all wolves (and dire wolves)
that can see or hear Marther add 1d4 to their attack rolls
and saving throws.
Lick Wounds. Marther can regain hit points as if he had
finished a short rest (the total usage of this action is limited
by his total hit dice).
Sooth Wolf. A wolf or dire wolf that Marther can see
within 60 ft. regains 3d4+5 hit points.

Concluding the encounter. If the PCs try


to take a rest the DM objects to, they hear
the screams of one of the guards coming
from the cave accompanied by the terrified
cries of Kirklin. The guards screams are
cut short (when he is killed), but the girls
wails continue.

Marther

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DG25 Pit of Karaan
By Dan Hass with editing by Jeremy Esch

Encounter 3: The Climb Down


Map. Sinkhole (Appendix 1)
The sinkhole is eighty feet deep. About
forty feet down the cliff face is the entrance
to a tunnel. The climb down looks like it
would be difficult climb down without a rope.
Encounter background. Ecthrois is in
nearly constant communication with the
various small animals around the sinkhole,
so he cannot be surprised. He has a set of
apes ready to attack any PCs trying to climb
down the cliff to enter the tunnel.
Running the encounter. The cliff face is
vertical and there are some roots and vines
to cling to. A creature without a climb speed
must climb down the cliff.
Ecthrois has a group of apes guarding
the tunnel entrance, and has warned them
of the PCs approach. Ecthrois commands
them to attack when the PCs are within 30
ft. of the tunnel entrance.
Initiative Matters
The PHB states all identical creatures act
on the same initiative, but having many
opponents act with no PC able to respond
dramatically increases the difficulty of an
encounter. Breaking a large group up
into groups of two solves this.
Scaling the encounter. There are 2 apes
for each PC (200 XP per PC).
Ape. MM p.317
1

Saving Throws Str +5, Dex +4


Skills Athletics +7, Acrobatics +6, Perception +3
1
Snatch. As a bonus action, a creature the ape can see
within 5 ft. must succeed on a DC16 Dexterity (Acrobatics)
check or the ape grabs a weapon or item of the apes
choice that the target is holding.

Action

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6+3) bludgeoning damage and the target
must succeed on a DC13 Constitution saving throw or be
incapacitated for a round.

Concluding the encounter. There is no


place for the PCs to take a rest. If they try,
Ecthrois and his cats begin loudly killing and
eating the hostages.

Dangling on a Cliff Fighting Apes


This is intended to be a very cinematic
encounter. It also brings a lot of rules
interpretations into play. The rules as
written (RAW) state that climbing is an
Athletics skill, but leaves a lot for the DM
to determine. While a DM may choose
differently, this is what is recommended.
PHB p.174 gives information on the
difficulty of tasks. With those in mind: it is
an easy (DC10) task to climb the cliff in
no armor; medium (DC15) in light armor;
hard (DC20) in medium armor; very hard
(DC25) in heavy armor. If a rope is used,
the climb is easy regardless of armor.
Note that when climbing, a creature
without a climb speed moves at half
speed (PHB p.182).
When climbing, a PC can use her
action to climb carefully and then she
does not need to make a Strength
(Athletics) check (not part of the RAW).
(Not part of the RAW) If an ape
grapples a PC and tries to pull her from
the rope (so that the ape can drop the
PC), a PC can use her reaction to try to
hang onto the rope. To do so, the PC
must win a contest using either the PCs
Strength (Athletics) opposed by the apes
Strength (Athletics). If the ape gets
frustrated because it cannot grapple a PC
or pull her off the rope, the ape might try
to destroy the rope. The apes attack is
bludgeoning damage and cannot destroy
rope, but (PHB p.153) he can burst it with
a DC17 Strength check.
It is not just okay to vary from the
RAW at times, it is expected as part of 5th
edition. A DM should know the rules and
vary only for a good reason, but variation
allows a DM to make a campaign her
own.

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Encounter 4: Kanaans Favorite


Map. Cave (Appendix 1).
The stench of animal waste and rotting
meat assault the nose. The light from a fire
pit illuminates the area while casting
numerous shadows. It also makes the
chamber uncomfortably warm.
From the rear of the cave the sound of a
child weeping drifts through the chamber.
Encounter background. Ecthrois Vexx
lives a feral lifestyle. He has a group of
beasts that he commands and has trained.
Running the encounter. Ecthrois despises
humanity and civilization. He is feral and
enjoys torturing sentient creatures to death
before eating them and not always in that
order. The only reason Kirklin and the two
guards are still alive is because Ecthrois
has been too lazy and satiated from killing
the mother and three other guards to kill
them yet.
Scaling the encounter. The composition
of Ecthrois beasts varies with the number of
PCs present.
#
Ecthrois group
XP
1
Ecthrois
450
2 Ecthrois, 4 Cat, Giant Vulture 690
3
Ecthrois, 7 Cat,
920
2 Giant Vulture
4-5
Ecthrois, 10 Cat,
1150
3 Giant Vulture
6
Ecthrois, 14 Cat,
1790
6 Giant Vulture
7
Ecthrois, 18 Cat,
2020
7 Giant Vulture
8
Ecthrois, 20 Cat,
2250
8 Giant Vulture
Cat. MM p.320
Skills Acrobatic +6, Perception +3, Stealth +4
1
Climber. The cat has advantage on the on Dexterity
(Acrobatics) checks associated with the Climb onto a
Bigger Creature action (DMG p.271), and can only be
attacked by weapons weighing 1 lb. or less.
1
Cover Eyes. When the cat has successfully used the
Climb onto a Bigger Creature action (DMG p.271), it can
use its action to cover the eyes of the creature with its
paws. The cat and the creature have a Dexterity
(Acrobatics) contest. If the cat wins, the creature is blind
as long as the cat is on the creature, or until the creature
wins a Dexterity (Acrobatics) contest or the cat takes an
action.

1
Cover Mouth. When the cat has successfully used the
Climb onto a Bigger Creature action (DMG p.271), it can
use its action to cover the mouth of the creature with its
paws. The cat and the creature have a Dexterity
(Acrobatics) contest. If the cat wins, the creature is unable
to speak as long as the cat is on the creature, or until the
creature wins a Dexterity (Acrobatics) contest or the cat
takes an action.

Giant Vulture. MM p.329


1

Hit Points 30 (4d10+8)


Saving Throws Dex +2, Con +4
1
Flyby. Per owl (MM p.333)
1

Ecthrois Vexx (Priest). MM p.348


Armor Class 14 (hide + natural)
1
Hit Points 33 (6d8+6)
Speed 30 ft., climb 30 ft.
1
Saving Throws Con +3, Wis +5
1st level (4 slots): cure wounds, guiding bolt, healing word
2nd level (3 slots): augury, spiritual weapon.
Animal Master. Ecthrois can communicate with any
animal. Any creature with a CR less than 2 will follow his
directions.
1
Kanaans Blessing. Ecthrois starts the day with immunity
to piercing damage from weapons that arent silvered.
Once per day he can change this from piercing damage to
a bludgeoning or slashing damage as a free action.
Ritual Caster. Per PHB p.58
1
War Caster. Per PHB p.170

Reactions
1

Redirect Attack. When a creature Ecthrois can see


targets him with an attack, Ecthrois chooses a beast that
he commands within 5 feet of him. Ecthrois and the beast
change swap places, and the chosen beast becomes the
new target.

Tactics
If he has Kanaans blessing, Ecthrois will
use ritual casting of augury to determine
when change the protection type as well
as what to change it to.
In combat, he will try to get to the point
where he has spirit guardians up, and he
can use his action to dodge, while using
his bonus action for spiritual weapon or
healing word.
Ecthrois will coordinate the animals
attacks, but if he is eliminated, the
remaining animals likely flee unless it
looks like they can easily overcome the
remaining PCs.
Concluding the encounter. Unless they
were eaten, Kirklin and the two militia
members are tied at the back of the cave.
They are infinitely grateful for being
rescued.
If Ecthrois wins he (and Marther) eat the
PCs.

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Concluding the Adventure


Returning Kirkland and the guards, makes
Earl Tarrowin extremely favorable to the
PCs. This will be important in DG26
Greenville. The DM should record the trait
Favor of Earl Tarrowin on the PCs
character sheet.
If the PCs are lost, the Earl becomes a
vassal of a neighboring community in order
to gain the security his community needs.
In this case, the DM should note this for
DG26 Greenville.
Treasure
Treasure is deliberately not mentioned.
The amount of treasure is a defining trait
for a DMs campaign (High
wealth/Low wealth). If the DM wants
a gritty realism campaign where the PCs
are struggling in a dark world, she
should keep wealth low. If she wants a
campaign with PCs tossing gems
around and building monuments, she
should add generous treasure.
If the PCs were triumphant, they have
defeated a legendary creature, and
infiltrated a hostile lair, so a hoard would
be justified. The DMG chapter 7 has the
guidelines for determining treasure.
Alternately, this site does an excellent
job of quickly generating treasure.

Magic Items in Dimgaard


One of the defining characteristics of the
Dimgaard campaign is how magic items
are treated. While relatively mundane
magic items like common and uncommon
potions, +1 weapons, low level spell
scrolls, and pearl of power are crafted
according to the DMGs guidelines, every
magic item of greater significance
requires the sacrifice of a sentient
creature with a relevant trait to complete
the crafting. For example, Ecthrois might
be a sacrifice to add +1d6 radiant
damage to a melee weapon because he
has sacred flame as a cantrip. A creature
sacrificed in this way has its life force
transferred into the item, and it cannot be
returned to life as long as the magic item
exists. Further, when the life force
imbues the magic item, the item is
magically infused with the story of the
creatures life. The item will take on the
name of the sacrificed creature, and a
synopsis of the creatures life will either
be magically inscribed, or will be emitted
as a soft whisper when held near the ear.
This explains why dragonborn and other
exotic creatures are rare in Dimgaard.
Crafting is sometimes used as a
method of execution for the most vile of
criminals, but almost always after an
agreement between a civil authority and
the One True Faith that the criminal
warrants such a drastic fate.
As the creatures appropriate to craft
magic items have dwindled, the formulae
for the processes have become rare, too.
So, if the DM is inclined and the PCs
capture Marther and Ecthrois they may
be able to find a crafter to convert them
into magic items, and they may want to
get sanction for such an action from the
One True Faith and Earl Tarrowin to
avoid getting a reputations as item
crafters.

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DG25 Pit of Karaan
By Dan Hass with editing by Jeremy Esch

Appendix 1: DM Maps
Forest Map

1. Undergrowth is difficult terrain, and is lightly obscured terrain through 10 ft. Past 10 ft. it is
heavily obscured terrain.
2. Tree is the same as undergrowth, but a creature in tree terrain can claim half cover against
any attack.

11
DG25 Pit of Karaan
By Dan Hass with editing by Jeremy Esch

Sinkhole

1 square = 5 ft.
Light foliage is lightly obscured terrain.
Dense foliage is difficult terrain that is lightly obscured terrain through 10 feet, and then
highly obscured.

12
DG25 Pit of Karaan
By Dan Hass with editing by Jeremy Esch

Cave

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