Themes
PCs must work together to navigate power structures, evade capture, infiltrate strongholds and -maybe- rally others to their cause.
Structure
Exposition
Wilderness Encounter
Level 4
These encounters can be continuations directly from the end of Ohōme. Roll on the "Desert Encounters" Table for 3 encounters while in the desert.
Conflict
Crochide
PCs arrive at the desert city of Crochide, where they familiarize themselves with the local NPCs as they recover from their trek. Eventually, a returning warband reports that they have narrowed the location of an infamous bandit basecamp that has been harrassing Crochide for years. It is here that the ruling elders besiege the party and any volunteers to root out the criminals. In exchange, the PCs would be permitted to settle in Crochide and be given any of the crumbly houses for themselves.Rising Action
Under The Sand
Level 5
The party eventually comes across an enormous gorge, as deep as a mountain is tall, with curious carvings and holes that will be identified as a disguised hideout with a successful DC 10 Investigation check. What was initially believed to be a camp, was in actuality an underground fortress. Much too sophisticated for mere bandits. Further search of the area finds:
- A 5ft wide uneven staircase that descends 150ft to a door hidden the shadow of the wall.
- An open passage with a DC 14 Perception check that even the bandit didn't know about. It requires a DC 12 Acrobatics check to climb into and grants the party a hidden entry point.
- A hidden cave (DC 16 Investigation) leads to a concealed side entrance.
Concubine Annc Gran-Bosgart
HP: 59 ( 7d8+28 ) Speed: 25ft Proficiency Bonus: +2 Abilities: |
The only woman in the complex, Annc is Calic's consort in the desert. Strangely, she has witnessed many people from outside the desert journey to meet with Calic. She will immediately assume the same for the PCs and feast with them for a while, but will raise the alarm if she senses anything afoot. Although, if an alarm has already been raised, she will be suspicious and act appropriately.
Climax
Patrols
Teams of guards and slaves patrol in staggered shifts. Avoiding the patrols requires a group DC 14 Stealth check. Players who fail may trigger alarms unless they neutralize the sentries without raising suspicion (DC 13 Insight or Sleight of Hand to time an ambush). If a sandstorm is ongoing, the Stealth DC is reduced to 11, but Perception checks made to spot patrol patterns are also at disadvantage.Secret Tunnels
These hidden entrances were carved by desert smugglers but are unstable and may collapse:- DC 15 Survival to navigate the twisting passages.
- DC 13 Investigation to detect traps or collapsing areas.
- DC 14 Athletics to clear rubble in tight spaces.
Interior
PCs must succeed on a DC 12 CON saving throw every hour due to the oppressive heat. Failing causes a level of exhaustion unless the PC has appropriate survival gear.- A sandstorm reduces this save to DC 10 but requires the party to navigate through sandy corridors with a DC 14 Survival check.
Falling Action
Flyaway Dragon
Level 6
This phase has a scripted ending where blasts from the parapets loosen the rock wall, allowing the dragon to struggle free and head towards the surface. Anyone within 10ft of the dragon will be knocked prone.
Bottom of the Gorge
The deeper portion of the gorge contains a dragon stuck between the high walls. The area is watched by two parapets (AC 15, HP 30 each), from where comes 3d10 fire damage. Crossing the gorge without being seen requires careful timing and distraction:- DC 14 Investigation to analyze line of sight.
- DC 15 Stealth to slip through without being detected.
- DC 15 Deception to distract guards with noises or illusions.
Components
Goals
Discover and dismantle the base of a bandit stronghold.
Cruel Tricks
Chichinanácatl
Red mushrooms are often sought by desert wanderers to grant sensory and cognitive enhancements, but with a risk of dangerous side effects that still make crossing the landscape more bearable. It provides an extreme method of rehydration: drinking the urine of those who consumed the fungus. Recycled multiple times, the psychoactive properties of chichinanácatl become more potent and distorted with each cycle, offering hydration at the risk of intense hallucinations.A character who drinks the urine of someone who has consumed chichinanácatl gains the hydration benefits and preventing gaining levels of exhaustion for 1 day. However, the psychoactive properties remain present, and with each subsequent cycle of consumption, the effects grow more concentrated and unpredictable.
Cycle 1
Cycle 2
Cycle 3
Cycle 4
Cycle 5
Cycle 6
After the third cycle, the character must make a DC 15 WIS saving throw. On a fail, they develop a psychological dependency, craving the substance and suffering disadvantage on attack rolls, skill checks and saving throws until they consume it again or survive a week of abstinence and a successful DC 18 WIS saving throw.
The results are the same as if the character had consumed the fungus directly.
Roll disadvantage on any saving throws or checks related to the rolled effect.
Roll with disadvantage on the effects table
+2 to the roll
+5 to the roll
PCs can no longer process the toxins effectively. They must make a DC 20 CON saving throw or immediately collapse in a coma-like state for d6 hours. They also have disadvantage on death saving throws if they enter combat.
Rolling | Effect |
---|---|
1-5 | Delirium: |
6-10 | Sensory Overload: For 1 hour |
11-15 | Heightened Perception: For d4 hours |
16-18 | Clarity: |
19-20 | Cosmic Vision: |
Relations
Adversaries
Commander Calic
Calic is a hard-bitten and calculating career army man. His reputation in strategic planning earned him the command of the desert outpost. However, the harshness of the desert and the collapse of old allegiances has pushed him toward secretive goals. The gardener cities have long since transported supplies to his location with greater and greater in frequency. As a result, he has felt less inclined to report to them on his findings and his halfway to going rouge.
HP: 93 ( 11d8+44 ) Speed: 25ft Saving Throws: WIS +4, CHA +7 Proficiency Bonus: +3 Skills: Arcana +4, Deception +7, Intimidation +7 Abilities: |
Backdrops
Locations
Sandstone Fortress
The interior is dimly lit throughout and covered in soot and ash; and far more people than anyone believed:- Barracks: House 10 soldiers, but at any given time: 4 are sleeping and 2 are on break. PCs can attempt to sneak past or set up traps while they are away.
- DC 14 Stealth or DC 13 Deception to avoid detection.
- DC 14 Investigation can disable a ward
- Workshops
- DC 15 Acrobatics to move silently over the beams.
- DC 14 Athletics to climb between levels undetected.
- Prison cells
- DC 16 Persuasion or DC 18 Deception may convince any prisoners to parley (buying time for the party to plan).
- DC 13 Insight reveal weaknesses in the design.
The fortress is - in truth - the responsibility of a gardener mission established many years ago as an emergency holdout shelter lost travellers. Now, the military uses it to safeguard the downed dragon as a rare and exploitable resource.
Encounters
3 Armadillo-like Monsters
Armour Class: 14
HP: 27 ( 5d8+5 )
Speed: 40ft
Proficiency Bonus: +2
Abilities:Bite: d8+1 piercing damage
Babak Bosel - a Disgruntled Bandit
Armour Class: 13
HP: 45 ( 6d8+18 )
Speed: 30 ft., climb 30 ft
Proficiency Bonus: +2
Skills: Athletics +5
Abilities:While he has 10 hp or fewer, he has advantage on attack rolls. In addition, he deals an extra 2d6 damage to any target he hits with a melee attack. Sword: d6+3 slashing damage
4 Servants
Armour Class: 13
HP: 45 ( 6d8+18 )
Speed: 20 ft., climb 20 ft
Proficiency Bonus: +2
Abilities:War Pick: d8+2 piercing damage
Babach Cycal - the Barbed Warrior
Armour Class: 15
HP: 110 ( 13d8+52 )
Speed: 30ft
Saving Throws: STR +6, CON +7, WIS +5, CHA +5
Proficiency Bonus: +3
Skills: Deception +5, Insight +5, Perception +8
Abilities:Advantage on saving throws against magical effects At the start of each of his turns, he deals d10 piercing damage to any character grappling him
If PCs attempt to silently neutralize guards, they must succeed on an opposed DEX (Stealth) vs. the guard's passive Perception (DC 14). Failing by 5 or more triggers an alarm.
On a successful takedown, a DC 13 Sleight of Hand or Survival check is needed to hide the body. If detected, reinforcements will arrive in d6min3 rounds.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 13 (+1) | 2 (-4) | 13 (+1) | 6 (-2) |
HP: 27 ( 5d8+5 )
Speed: 40ft
Proficiency Bonus: +2
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 12 (+1) | 16 (+3) | 6 (-2) | 12 (+1) | 7 (-2) |
HP: 45 ( 6d8+18 )
Speed: 30 ft., climb 30 ft
Proficiency Bonus: +2
Skills: Athletics +5
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 12 (+1) | 16 (+3) | 2 (-4) | 6 (-2) | 1 (-5) |
HP: 45 ( 6d8+18 )
Speed: 20 ft., climb 20 ft
Proficiency Bonus: +2
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) |
HP: 110 ( 13d8+52 )
Speed: 30ft
Saving Throws: STR +6, CON +7, WIS +5, CHA +5
Proficiency Bonus: +3
Skills: Deception +5, Insight +5, Perception +8
Abilities:
Plot type
Silent Assault
Parent Plot
Related Organizations
Related Locations
Congratulations on completing chapter 3 of "The longest journey". Here is a little memento to remember your story by: