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And the d20 be Still as Bright

A Ray Bradbury tribute campaign for D&D 5e


By: Sophia_Forever

Introduction anything presents a danger. Choose a value


appropriate to your group to hire for them, I did
And the d20 Be Still as Bright is based off the 500g each.
classic Ray Bradbury story And the Moon Be
Still as Bright. Though not required, Bright is a Once underway, the players will have an
short story and it is suggested that you read it opportunity to get to know the crew. They are:
beforehand to see where the author was trying to
go with the adventure. At times, monologues are Captain Wilder - I imagine Wilder to be
reprinted here to honor the great Mr. Lawful Neutral. He follows the laws
Bradbury. These are optional for use. mostly out of a desire to avoid the hassle of
being caught and is for the most part driven
by his interest in getting paid. That said,
Setting murder doesnt sit well with him. When
The island is based off of Aogashima. 2mi North trouble starts, he will side with the treasure
to South, 1.6mi East to West in the shape of a hunters. He is joined by his crew of five.
teardrop. See o When the players are on the ship, he
http://www.amusingplanet.com/2013/01/the- can be found in his cabin. Above deck,
inhabited-volcanic-island-of.html for islands his crew runs the ship. He doesnt have
geography. The island in universe has been a lot to say. Hes kind and offers the
given the name Isla Nemus Baca (the name players tea when they enter. He
Brad means a clearing in a forest or a glade, describes his past of saving up to
glade is Nemus in latin and berry is Baca, the eventually retire and buy his own
island is Bradberry). It is a forest environment ship. Hes not much for adventure so
with hills nearer to the center. Some of the he mainly takes ferry jobs over
creatures that can attack the adventurers are anything dangerous. He seeks now
Shambling Mounds and Owlbears. only to live out his life on the high seas.
o When the players get to the island,
Wilder will occasionally join the
A Call for Adventure treasure hunters on the beach but will
The players will be at whatever bar they enjoy spend most of his time on the boat.
frequenting and the barkeep will hand over a Parkhill - Parkhill is the leader of the
parchment putting out a call for adventurers. treasure hunters and the most boisterous
Treasure hunters are looking for escort to and drunkard of them. He will go through
possibly dangerous lands. the city flinging rocks at the windows and it
will ultimately be his actions that drive
The treasure hunters are from Treasures of Spender insane. He is joined by his crew of
Foreign Lands oddities shop. They have hired ten.
Captain Wilder to ferry them to the island, Dr. Spender - Spender is the archaeologist
Spender as an archeologist to help them find and hired by the treasure hunters to help them
identify artifacts, and the players in case search for treasure. He will become
offended at Parkhills treatment of the ruins this? he rips the device from Spenders hands
and run off into the forest only returning to and looks it over.
attack the treasure hunters. He is alone.
o Parkhill and Spender will be below No please! Its very fragile!
deck looking through some
books. Parkhill says he believes that ...s a pis of junk! He says and throws it into
the people on the island were the the fire out of frustration.
mythical Mangal Grah (hindi for
Mars). Spender describes them as a NO! Spender grasps for the device but cant
seafaring race that chose to not venture catch it before it is consumed in flames. He
out much. They only came to the regains his composure a bit and just sighs and
mainland to trade their art - paintings says hell retire to his tent.
and sculptures. Parkhills eyes are
alight that they tended to make The party will eventually attract a flock of
sculptures out of solid gold. Spender Owlbears (MM 249). Place in as many as is
speaks up that he only agreed to help if necessary for an easy - medium encounter.
the majority of the artifacts are left for
study. Yeah yeah, youll get to study The players may do what they wish the rest of
them. But I and my men get our cut the night. There will be no planned events
too. There is obvious tension between during the night.
the two.

The City
Landing In the morning, Parkhill and some of his hunters,
It will be nighttime and cold when they Captain Wilder, and Spender will go
land. The crew begins to unload their supplies out. Players have the option to go with them or
and equipment - mostly digging stay at the beach, but this is what they were hired
supplies. Spender gathers wood by himself for
while the crew and sets up a fire. After It doesnt take long to find an old overgrown
finishing unloading the supplies, the crew and road and it doesnt take long to follow it to an
treasure hunters will begin to throw a ancient city. While the city is in ruins, with
celebration. In the days we work, in the vines over the buildings and much of it
nights we celebrate the finds! A large bonfire reclaimed by nature, its easy to make out the
will be built while Spender sits by his fire artwork - large murals and gold statues. Most
alone and looking over a rusted and bent beautifully are the stained-glass crystal fixtures
device. in almost every building. Nearly every window
is stained with artwork - sometimes abstract,
I found it just over there Its a Mangal sometimes figurative. The windows are sealed
navigation device. Like a sextant or a into the buildings and would be very difficult
compass. But like nothing weve ever seen to remove.
Its pure elegance in its simplicity and more
accurate than anything Ive seen from that Parkhill will find a statue about a foot and a
era. half tall and four inches square at the base. It
is of a tall slender figure with the body of a
While hes admiring his find one of the woman and the head of a doe. It is very heavy,
hunters approaches very drunk. ...s Parkhill can barely lift it.
point. Spender stands there, fist still clenched,
Amazing! The Mangal were a polytheistic staring at Parkhill writhing, stunned, on the
race, this could be one of their gods! Spender ground. The two stare at each other for a
exclaims, obviously excited. moment until Spender seems to realize what
he's done. Spender shakes his head and runs
Yeah, whatever. Parkhill Rolls his eyes and into the forest, a look of surprise and dismay
says Its a month of parties for my whole on his face.
crew. Biggs! Bring the cart. Were going to
be rich! (-thanks to /u/C1awed from reddit for assisting
in writing the previous paragraph)
Wait, you might break it!
The players can choose to follow
Look, you were promised a fifth of the Spender. Spender is good at moving without
haul. Well gather everything then divvy it being followed so they will be unable to track
up. him. Advice: You can have the players roll
Survival to preserve the magic if you like but
Spender, unable to stand the sight of the regardless of their roll they wont be able to
hunters greed will go off on his own to follow him. They can also roll insight to see if
explore the city. Wilder will go with the Spender was being Mind Controlled. It should
treasure hunters. be noted to the DM that he was not being mind
controlled.
Players may choose to stay with the hunters,
follow Spender, or split the party to go with both. Roll result:
Twenty minutes later, Parkhill will begin 5: Spender seemed angry.
throwing stones through the glass art. Spender 10: Spender seemed very angry and surprised
and the players will hear the shattering glass and after hitting Parkhill.
come running. 15: Spender seemed so angry he lost control
of his actions.
Whatre you doing?!? hell shout barely able 20+: Spender seemed so angry he lost control
to control himself at the sight of the ancient art of his actions and didnt know what he was
being destroyed. capable of. He was ashamed and ran into the
woods.
Calm down, theres plenty of it and we cant
take it anyway. Theyre all sealed into the After the incident, the hunters continue looking
buildings. Im just having some fun. He through the city but are more careful about
picks up another rock and breaks another breaking things. Parkhill regains his senses and
window. Woo! Thats a satisfying sound. acts embarrassed and humiliated the rest of the
day. While exploring the city the players will
Parkhill, show some respect. Wilder will come upon a shaft leading down into a basement
say. where there once was a ladder allowing easy
access but has since rotted away. The basement
Parkhill ignores him and picks up another is 20x40 and the hatch is at one corner of the
rock. Before Parkhill can throw it, Spender room. Rot has opened holes in the ceiling
walks up and punches him in the face. You can allowing shafts of light to enter the room. The
see his eyes - they're the cold, emotionless ceiling is ten feet up. Passive Perception DC 10
eyes of a man pushed beyond his breaking to see if a creature falls in or not. Remember to
take falling damage (1d6 for every ten feet naturalist so are not terribly worried about his
fallen) if someone falls in. physical safety.

There is a chest at the far end of the room. There An hour after dusk, Spender will return to the
are Minotaur Skeletons (MM 273) hiding in the camp.
room. This should be a medium to difficult
encounter. Roll stealth check with advantage for Spender is carrying a knife but hes not being
them to see if the players notice (Stealth vs open about it (Passive perception 13 to notice
Passive Perception). it). Passive Insight check of 15 will lead players
to know something is odd about his behavior but
Chest Loot: no more.
Earring of Mockery Try to follow the dialogue from The Moon Be
Large earring that connects at the top of the ear Still as Bright, give players a chance to reply
(the helix) and to the lobe. This Earring connects after each line break.
the user and the target psychically and giving
them the cantrip Vicious Mockery. I've been finding out things. What would you
say if I said I'd found a Mangal prowling
Hilt Dressing of the Mangal around?"
Ancient gold leather that can be wrapped around
the hilt of a weapon with a handle (melee or Never mind. Let me ask you a question. How
ranged). Weapon must have a hilt or handle to would you feel if you were a Mangal and
wrap around. i.e.: No blowguns, darts, nets, etc. people came to your land and started tearing it
When wrapped around the hilt, the dressing adds up?"
1d4 to either hit or damage depending on how it
is wrapped. Can be changed, but takes ten Well, Ive found a Mangal. Up in a dead
minutes to rewrap. Player chooses how they temple. I didn't think I'd find him. I didn't
would like to wrap it. Weapon now has the intend looking him up. I don't know what he
magical trait. was doing there. I've been living in a little
structure for the last few days, learning how to
Sovereign Glue read the ancient books and looking at their old
Five strips of glue. Each strip is 1x1. The art forms. And one day I saw this Mangal. He
outside is an enchanted paper. Sandwiched stood there for a moment and then he was
between two sheets of this paper is sovereign gone. He didn't come back for another day. I
glue. Sovereign glue permanently bonds to sat around, learning how to read the old
whatever it touches, and anything bound together writing, and the Martian came back, each time
with sovereign glue is magically glued together. a little nearer, until on the day I learned how to
decipher the Mangal language--it's amazingly
Spenders Return simple and there are picture graphs to help
you--the Martian appeared before me and said,
Later you return to the camps and spend 'Give me your boots.' And I gave him my
several days helping to explore the ruins. A boots and he said, 'Give me your uniform and
half week later youre sitting around the camp all the rest of your apparel.' And I gave him all
and the treasure hunters are getting of that, and then he said, 'Give me your gun,'
drunk. Again. Spender never returned from and I gave him my gun. Then he said, 'Now
the forest but you know him to be a capable come along and watch what happens.' And the
Martian walked down into camp and he's here You stumble upon a large temple which backs
now." up to a cliff face. The roof is flush with the
summit above. The doors on the front are
At this point Spender will stab Biggs in the open but you can tell they have been opened
temple. Biggs falls over dead with the blade still and closed recently. You enter the temple and
in his skull. Seeing Biggs fall silently, Spender your steps echo across the hall. Inside is a vast
will again look shocked. Just as he did after number of books. The temple is three stories
punching Parkhill. He will look panicked and high with a chamber in the center allowing you
make a beeline for the forest. It will only take to see up to the roof. A fallen chandelier lies
him ten seconds to reach the forest if they try to in rubble in the center. You can see Spender
stop him. If the players try to pursue, it will on the third floor, his gaze buried in a book.
require a Survival check of DC 25 with
disadvantage (because of night). If they are able He is aware of the adventurers. He ignores them
to follow him, skip to his encounter in the for a moment. If they try to talk to them he will
library. hold up his finger to finish the line he was
on. Once done he will close the book and greet
See Spenders stats if the players try to attack them. If they try to attack with a noticeable
him before he gets to the forest but remember attack he will politely ask them to not. If they
that it would take them several seconds to react get an attack off, it will be blocked by his Wall
and to try to catch him. I gave my players each a of Force. If they start to try to sneak away, he
single round to try to do something. will say You arent even going to say hello?

If they cant catch him. Spender will greet them and will engage in light
banter before moving onto
You return to the camp. Biggs is confirmed to be
monologuing. Players may interject at any time,
dead.
but line breaks indicate when Spender stops
talking.
Spender will make no more attacks on the camp
until the players confront him in the
Do you want to know why I did it? Because
library. Players will need to continue to search
I've seen that what these Mangal had was just
the cities. Each day of eight hours of searching,
as good as anything we'll ever hope to have.
they have a chance of finding him. Have one
They stopped where we should have stopped a
person roll d4, no modifiers. You find
hundred years ago. I've walked in their cities
and I know these people and I'd be glad to call
d4
them my ancestors. They knew how to blend
1: Nothing
art into their living. It's always been a thing
2: Owlbear (MM 249) which will see them and
apart for us. Art was something you kept in the
attack.
crazy son's room upstairs. Art was something
3: Shambling Mound (MM 270). Passive
you took in Sunday doses, mixed with religion,
Perception vs Shambling Mounds stealth to see
perhaps. Well, these Mangals have art and
who notices first. If the players notice the
religion and everything. If the hunters get
Mound, they can back off. If they dont, the
back to port thatll mean Mangal is finished;
Mound can surprise the party.
all this wonderful stuff gone. How would you
4: The Library.
feel if a Mangal vomited stale liquor on the
[insert important religious temple name here]
The Library floor?"
Spender huffs, and says Fine. At the very
Since I know my players, I fully intend one of least Ive figured out a way for the Mangals to
them to try to convince him to give himself up defend their lands one last time. He casts
asking something along the lines of why he Mold Earth on the stone above the entryway
killed them. and brings it down, trapping the players
inside. He turns in a huff and walks out of
What could I do? Argue with you? It's simply sight.
me against the whole crooked grinding greedy After walking away, the players begin to hear
setup at port. They'll be flopping their filthy groans from all around them. Zombies (MM
ships up here, fighting for bases to have wars. 316) will start to attack. Put in as many as you
Isn't it enough they've ruined one continent, like for a medium difficulty encounter. After
cant they leave one island alone? The simple- two rounds, two zombies appear on the second-
minded windbags. When I got up here I felt I floor balcony and jump down. Advice: Give
was not only free of their so-called culture, I each zombie 1 HP but the standard AC. This
felt I was free of their ethics and their customs. will allow you to throw lots of zombies at the
I'm out of their frame of reference, I thought. players without them being in too much danger.
All I have to do is kill you all off and live my
own life." From there, the players will have to fight their
way up to the roof. The entryway is floor
I discovered I wasn't all new, all Martian, one. Floor two will have a skeleton (MM 272), a
after all. I couldn't throw away everything I ghast (MM 147), and a ghoul (MM 148). Floor
had learned in civilization so easily. But now three will have a single mummy (MM
I'm feeling steady again. I'll kill you all off. 228). Once they get past floor three, the stairs
Thatll protect the island and the culture will lead to the roof. It opens and they can walk
here. They knew how to live with nature and from the roof to the summit. They will see
get along with nature. They didn't try too hard Spender standing at an altar 100 feet behind the
to be all men and no animal. They knew how cliff face.
to combine science and religion so the two
worked side by side, neither denying the other, Spender is a Druid. Spenders special ability
each enriching the other. And Id like to show allows him to force an area of either three
you how they did it. If you help me drive off squares or hexes up or down ten feet (select a
the treasure hunters - kill each and every one cluster of three squares/hexes, may be in a line or
of them - Ill share my knowledge with in a group but all must be touching). An adjacent
you. Look around you. A lifetime of three squares/hexes next to his target is then
learning. Philosophy, art, fiction, science we forced in the opposite direction. He may do this
havent even begun to understand. once per turn as a bonus action. The sides of the
squares/hexes are somewhat difficult to climb
He wont listen to reason. The players must and require an athletics or acrobatics check of 10
choose between killing him or killing the to scale. Shifting of the Earth takes long enough
hunters. If they side with the hunters, begin that an Athletics or Acrobatics check DC 15 will
Fight in the Library. If they side with Spender, allow a creature in a square/hex affected by the
begin Battle at Park Hill. spell to jump or dodge five feet in one direction.
On failed check, creature remains in the hex. To

Fight in the Library increase the difficulty of the encounter, Dust and
Mud Mephits (MM 216) can be summoned.
Jeff Spender instead of using the character sheet for Spender,
Medium Human, Lawful Neutral he is now a Druid (MM 346). There are a total
HP 190 STR 10 (+0) INT 12 (+1) of 26 people on the island and the boat. Spender
AC 12 DEX 10 (+0) WIS 20 (+5) will be insistent that they must all be killed to
Speed 30 CON 17 (+3) CHA 14 (+2) prevent word of the island from getting back to
Prof Bonus: +3 the mainland. Players will need to find a way to
Saving Throws: INT; WIS prevent the hunters from getting off the
Skills: Arcana; History; Religion; Survival island. Use a mixture of NPCs to represent the
Languages: Draconic, Elvish, Common majority of the hunters (PHB 342). This should
Innate Spellcasting (WIS) be a quantity over quality of monsters to
At will: Fire Bolt; Thorn Whip; Ray of Frost fight. The main ship will be anchored a half mile
4/day: Bane; Chromatic Orb off shore. There are three boats to ferry people
3/day: Gust of Wind and cargo back and forth. Wilder and all his men
2/day: Call Lightning; Vampiric Touch will be on the boat. The hunters will be strewn
Quarterstaff: +3 to hit. 1d6 Bludgeoning throughout the camp. Once the players and
Spender reveal themselves, a number of hunters
will stay to hold them off while the rest flee for
Mangal Shipyard the ships. Parkhill and several of his men will
take two boats while one boat is left on the beach
The temple is fairly close to a cove. After
defeating Spender, players will see an old for the remaining hunters to use.
Mangal sailing ship. The players find it is
seaworthy yet run down. (See: Small Sailing Parkhill came to the island with ten people.
Ship (DMG 119)) Biggs is dead leaving nine. Three per boat with
three left on the beach to hold off the players.
From there, the players have the option to inform
the hunters of what has happened. Walking back By the time the players dispatch the hunters
to the camp they pass through the original city remaining on the beach, the boats with the
where they will run into Parkhill, Biggs, and the remaining hunters will be on their way back to
rest. If they take the ship back, they will find the main ship. Pile in the last boat and chase
them on the beach. They will laugh and just take after them. Here, Spender has an ability to
it to mean the island is theirs to plunder. Parkhill manipulate the water so the boat can move
will shout to the ruins Hah. Crazy faster. You reach one of the boats which has
bastard. Load up everything ya can find Biggs and a handful of hunters. Dispatch them,
gentlemen. We wont work another day in our and Spender will push the boat further and catch
lives! After his declaration, hell start using a up with Parkhill and his few. Use a Veteran
hammer to break the windows. In the story, (MM 350) for Biggs.
Wilder punches him so if they players go to stop
him you can gage how much they want to do. If Spender will then insist on attacking the main
they just want to release some frustration they boat. There are ten crew members and Captain
can do the punching but they cant attack any Wilder.
stronger without aggravating Wilder.
Have all ten crew members attack at once. Crew
members should be any humanoid of 1/4
Battle of Park Hill CR. Depending on if they need help, Spender
If this option is chosen, Spender will not have an can come help fight or remain on the boat. After
undead army to attack the group. Further, they have been defeated, Wilder will run below
deck. He will climb in a big clockwork mech
suit. The ship is rundown or damaged (depending on
if the players sided with the hunters or Spender
Captain Wilder in a Mech Suit respectively). It will be at 1hp and barely
Large Mech Suit, Lawful Neutral holding together. While they can make it back to
HP 160 STR 22 (+6) INT 12 (+1) port, it will cost gold to repair to full (20g and 1
AC 15 DEX 8 (-1) WIS 10 (+0) day / 1hp; DMG 119). Encourage them to give it
Speed 20 CON 14 (+2) CHA 14 (+2) a name. It is bad luck to sail on an unnamed
Prof Bonus: +3 ship. Once repaired, it will be the players to do
Languages: Dwarven, Elvish, Common, what they wish with it. You may want to look up
Multiattack: Captain Wilder can make two slam sailing superstitions as a way to give flavor to the
attacks ship. My players will be charged 5,000g for ship
Slam: Melee Weapon Attack: +9 to hit, reach 10 repair.
ft., one target. Hit: 15 (2d8 + 6) bludgeoning
damage.
Steam (Recharge 5-6): Captain Wilder releases
built up steam in a 15-foot cone. Each creature
in that area must succeed on a DC 10 DEX
saving throw, taking 35 (10d6) on a failed save
or half as much on a successful save.

Every time Captain Wilder uses his slam attack,


he has a chance of damaging the
ship. Regardless of if his attack beats the
players or ships AC, if his attack beats a
damage threshold of 13 he will do twice the
damage to the ship from within the hold. After
50 damage the ship will begin to take on water
and players will now be in shin-high water. The
entire field is now difficult terrain. After 100
damage, the water will be up to their hips. After
150 damage, the ship will begin to sink.

Small Sailing Ship


Speed: 1 mph with sails. Takes ten minutes to
reach full speed.
One person must be at the helm at all
times or the boat will stand still.
Max Occupancy: Six cabins. Can hold max 80
people uncomfortably in a pinch.
Cargo: Can carry 50 tons of cargo.
AC: 15; HP: 200; Damage Threshold: 15.
Each cabin is 10ft x 10ft. There is also a cargo
hold (25 x 20) and galley (forward room, 25 x
15).
Total dimensions: 65 x 25.

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