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Cocollo (koh-KOH-yo)

by hughpierre

Levels 7 - 9

Structure

Exposition

A wounded dragon has escaped the confines of a rogue general and is flailing towards the city of Crochide.

Conflict

Desert Encounter
Level 7

It will take 2 hours for the dragon to reach Crochide. While it has a big headstart, PCs might deal with 1-2 desert encounters before reaching the city.   By the time the party arrives, the dragon is destroying whatever area of the PCs most enjoyed.

Rising Action

Through the City
Level 8

The party first sees the dragon from a distance crashing through houses as it jumps/slides on the ground; seemingly try to become aloft. Even when the character initally attack the dragon, it remains indifferent to them. Then, as it takes damage, it will periodically try to get away from its attackers; inevitably destroying more and more of the town.   As the town fights, the dragon will lose more and more of its feathers that act as its armour irregardless as to whether an attack hits or not.

Falling Action

Recovery
Level 9

Once the dragon is dead, all the surviving authorities and important people will gather to profusely thank the PCs for their help.   Amist the reconstruction, a zomalli elder approaches the party to offer anything that they want or need to know to may direct them to the next leg of their journey.

Components

Goals

The goal is to chase down the rampaging dragon and confront it as it destroying a settlement and save as many people as possible in the aftermath.

Cruel Tricks

Opportunistic Looting

Even during a dragon attack, there are elements within society that would take advantage of the situation.
Any target, with an INT of 4 or more, within 300ft of the dragon must succeed on a DC 16 WIS saving throw or be charmed for 1 minute. The target fixates on another person or object and must, on each of their turns, move as close as they can to that target and use their action to make a melee attack against it that simulates looting.   They can repeat the saving throw at the end of each of their turns. On a success, they become immune for the next 24 hours.

Relations

Allies

Helpful NPC

If the PCs ever need saving, the GM can have an NPC:
  • assist the character
  • stabilize or carry them to safety
  • provide a distraction
  • Adversaries

    Cocollo

    Feather Dragons appear as mightily robust creatures soaring miles above the tallest mountain top. Their feathers being so tough and lightweight that a misconception of their invulnerability has permeated throughout the entirety of the valley cultures.   In fact, they can be surprisingly fragile. It is known that once ground, they cannot survive for long and will never rise to the sky again. No one knows why this is; and it is equally perplexing as to how the gardeners, in their underground lair, were able to keep one alive for so long.
    STRDEXCONINTWISCHA
    24 (+7)11 (+0)19 (+4)16 (+3)16 (+3)16 (-3)
    Armour Class: 17
    HP: 147 ( 14d12+56 )
    Speed: 90 ft
    Saving Throws: STR +11, CON +8
    Proficiency Bonus: +4
    Abilities:
  • Tail: 2d10+7 bludgeoning damage
  • Wings: 2d4+7 bludgeoning damage
  • Advantage on saving throws against magical effects
  • Deals double damage to objects and structures
  • Backdrops

    Threats

    Sandstorm

    For three rounds, anything within the area (100-ft radius, 100-ft tall):
  • has disadvantage on all attack rolls and DEX saving throws
  • takes 20d4 damage
  • must succeed on a CON saving throw or be blinded until the end of their next turn
  • all ranged attacks originating from outside the sandstorm are done at disadvantage
  • Encounters

    1-3 Building Collapse
    d4+1 people arer trapped in a collaspsed building; half of which are dying at 0 hp and the other half have 1 hp each. PCs can attempt a DC14 STR (Athletics) check to pull them from the rubble.
    4-6 Deranged Prisoner
    A large man escaped from his jail cell and fights to the death while shouting loudly.
    7-9 Hidden Infiltrator
    A previously unknown informant for an outside faction emerges to kill a member of the party; using the choas as cover.
    10-14 Ne'er-do-wells
    d4+2 residents have started looting the shops and homes of the destroyed parts of the town. They carry a d6 handaxe, but can realize the error of their ways on a d6 6 at the end of each of their turns.
    15-16 Thieves
    Two thugs are muggling an old woman with 1 hp remaining for her food. The PCs can persuade them to flee on a successful DC 12 CHA (Intimidation) check. They also flee if they take any damage.
    17-18 Trapped Beast
    Any domesticated animal is tied to a post, whereby a successful DC 11 WIS check can calm it enough to cut the rope. If they cut the rope without calming the animal, it will immediately bolt on its next turn.
    19-20 Walking Wounded
    GM decides on one of two outcomes d2 :
    1. A local militia with 1 hp remaining is seeking a replacement weapon. If givening one he will joining any party confronting the dragon.
    2. A local militia smeared with blood asks to be taken to safety. A successful DC 10 WIS check reveals the apparent injuries to be a fabrication. He does not want to fight anyone and being forced to face the dragon may cause him to breaking down weeping.
     

    Chaos in the Streets

    On a d20 , PCs must contend with an urgent develop in the face of the dragon's rampage.

    Parent Plot
    Related Locations
    Lootable ItemDescription
    Clay PotsBroken and intact pottery, likely used for storing food, water or ceremonial purposes.
    Worn SandalsSimple sandals made of woven plant fibers or leather, likely worn by the locals.
    Rotted TapestriesFragments of woven cloth depicting religious scenes, worn by time and the elements.
    Stone ToolsCrude knives, axes, and grinding stones used for everyday tasks like food prep and crafting.
    Broken SpearsOld, splintered spears - once used for hunting or defense, now scavenged for their metal tips.
    Earthenware FigurinesSmall, chipped statues of gods, animals or ancestors; often used for worship or as offerings.
    Leather PouchesSmall bags made of animal hides, some containing dried herbs or remnants of food.
    Faded HeaddressesFormerly bright coloured feathers and woven cloth now decayed and discoloured from exposure to the desert sun.
    Charred Remains of FoodBurnt remains of crops like corn and squash, possibly remnants of ritual offerings or simple meals.
    Rusted Iron NailsScattered around, once part of the building framework but now only useful for scrap.
    Dried GourdsEmpty, cracked gourds used as containers or drinking vessels.
    SlingsFrayed and torn, these were once used for hunting or warfare.
    Weathered ScrollsPaper or bark scrolls, mostly unreadable due to the passage of time, some may contain old rituals or knowledge.
    Damaged Wooden MasksCarved wooden masks, once used in religious ceremonies, now damaged by the rioters.
    Rusty Farming ToolsOld hoes, spades, and other agricultural tools used for cultivating the arid desert soil.
    HammocksWorn-out woven cloth hammocks used for resting in the heat of the day.
    Broken Pottery ShardsBits of decorated pottery, fragments from ancient vessels scattered around the ruins.
    Animal SkullsThe remnants of hunted creatures, perhaps offerings to gods or simply left to rot after being scavenged.
    Worn Leather ArmorDried, cracked leather armour, pieces of protection once worn by guards or warriors.
    Tattered BlanketsOnce warm, these blankets are now frayed and unraveling.
    Empty Water ContainersClay or woven containers that once held precious water, now dry and cracked under the desert heat.
    Wooden ChestsWooden storage boxes, some broken open, containing old clothes or basic personal items.
    Chipped Stone MirrorsSmall, polished stone mirrors used by the people for vanity or ceremonial purposes.
    Torn Herbal BundlesBundles of dried desert herbs, some scattered and trampled by rioters, others still in usable condition.
    Coconut Shell CupsHollowed-out coconut shells used for drinking, many cracked or shattered in the looting frenzy.
    Small Bags of SeedsPouches filled with seeds, perhaps for agricultural purposes or for future harvests.
    Broken AmuletsPieces of worn-out amulets and charms once worn by the townsfolk for protection or luck.
    Woven BasketsFrayed baskets made of desert plant fibers, used for gathering food or carrying supplies.
    Dried MeatClumps of dried jerky, once a vital food source, now mostly inedible but still scavenged by looters.
    Old Leather Scroll TubesScroll tubes once used to protect important documents, now left scattered in the ruins.
    Cracked Clay TilesTiles that once decorated homes or temples, now discarded and trampled on by the rioters.
    Ceremonial RattlesSmall rattles made from gourds or shells, used in rituals but now discarded or stolen.
    Broken Ceremonial KnivesRitual knives used in ceremonies, now shattered and looted for their metal parts.

    Inevitable Penalties Inflicted on Cocollo

    RoundPenalty DescriptionEffectCumulative DamageStatus/Conditions
    1Initial Impact: The dragon begins to suffer from being on the ground too long.Disadvantage on STR and DEX checks and saving throws.10No major status effects yet.
    2Tighter Pressure: Continues to worsen, pulling the dragon further down.Disadvantage on all attack rolls and movement speed reduced by half.20Dragon is slowed and experiences difficulty maneuvering.
    3Difficulty Breathing: The dragon struggles with the dusty air as it gets trapped further.Dragon suffers 1 level of exhaustion (disadvantage on ability checks).30Exhaustion begins to set in, reducing effectiveness in combat.
    4Physical Strain: Starts experiencing unaccountable physical damage.The dragon takes 2d6 bludgeoning damage from a crushing pressure.50Dragon is visibly damaged and in pain, struggling to maintain its composure.
    5Broken Wings: The strain on the dragon's wings becomes too much to handle, causing one wing to become unusable.Movement speed reduced by an additional 20 ft., disadvantage on maneuvers.70Dragon's flight capabilities are significantly compromised.
    6Internal Damage: The prolonged effects cause internal injuries to the dragon.The dragon takes an additional 2d6 damage and gains 1 level of exhaustion.90Dragon is heavily injured and now faces greater difficulty acting in combat.
    7Crushed Bones: The physical pressure increases, making it harder for the dragon to fight back or escape.Disadvantage on all saving throws against physical effects and movement reduced to 0.120Dragon is immobile and in a state of extreme duress.
    8Final Crushing Blow: Ths catastrophic damage to the dragon’s body reaches its peak.The dragon takes 3d10 bludgeoning damage and is knocked unconscious if not already dead.150Dragon is on the brink of death, unconscious or near-death, unable to resist further damage.
    9Death: The dragon succumbs to the crushing force of the gravity well.The dragon dies.Immediate death or unconscious state.The dragon has died from the cumulative effects of the gravity well.


    Cover image: The Void Vortex in the Barrens by SAntonio98

    Comments

    Author's Notes

    The longest journey - Chapter four
    Generic article | Jan 8, 2025


    Please Login in order to comment!
    Jan 9, 2025 10:34

    Congratulations on completing chapter 4 of "The longest journey". Here is a small memento to remember your journey by:
     

     
    Our journey continues in the final chapter "Beyond the horizon" Hope to see you there!

    Join me at the sandy beaches of Aran'sha for new adventures.