Escolar Documentos
Profissional Documentos
Cultura Documentos
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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DG25 Pit of Karaan
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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
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DG25 Pit of Karaan
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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.
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.
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DG25 Pit of Karaan
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Legendary Actions(3)
Marther
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DG25 Pit of Karaan
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Action
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DG25 Pit of Karaan
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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.
Reactions
1
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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DG25 Pit of Karaan
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DG25 Pit of Karaan
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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.
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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.
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DG25 Pit of Karaan
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Cave