Hell Child (Grisaire Supplement)

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Adventure Background[edit]

In the town of Ugook in mid-Lozor, there is a tale that is quite prevalent. All the townsfolk know it and they will tell adventurers the same.

Once upon a time, there was a benevolent saint believed to be an avatar of Darakan'ta herself. She had the ability to grow verdant harvests for all the people, being able to control plants. However, she was overly prideful. She used her power to control the crops of local farmers, condemning them and their families to die of famine if they did not worship her. Over time, she became a local baron, enjoying the tributes from the farmers to aggrandize her magnificent palace. A traveling monk came and refused to pay her tribute, saying she was nothing impressive. Enraged, she craftily challenged him to match her own powers in a showy duel of sorts. The monk agreed. The terms were simple. The saint would perform three phenomena and the monk had to match or best her. The judges would be the townsfolk themselves. If the saint won, she would have the monk's head. If the monk won, he could take over the saint's place and become the little ruler of this town. The saint was sure she could not lose, for she threatened the townspeople with starvation if they turned against her.
For the first phenomena, the saint's pride prompted her to go with something easy, as she was sure the monk did not have much power to match her own. She grew a splendid camphor tree in the center of the yard of her palace. To her surprise, the monk merely produced a single worm, no larger than his pinky. He set it against the tree and it began to eat. The crowd watching were amazed when the worm ate the entire camphor tree in no more than half an hour's span of time. The worm grew as it ate and became a large and formidable beast, with a body as thick as the tree's trunk it had devoured. The townsfolk gave anemic applause despite the saint's deathly glare.
For the second phenomena, the saint decided to perform something more difficult

Overview[edit]

The starting town of Ugook

<- Give a quick run-down of how the adventure plays out. ->

Hook[edit]

<- Provide a few different examples of how the party could be dragged into this adventure. This makes it easier for your adventure to be incorporated into an existing campaign. ->

Stage[edit]

<- A stage is a chapter, or an important phase of the story. In a dungeon crawl, a stage would be one floor of the dungeon. In a more episodic, story-like adventure, a stage would be a series of connected scenes. ->

Step or Location[edit]

<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->

Features[edit]

<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->

Inhabitants[edit]

<- If the step is also a location, list the things that live there ->

Inhabitant[edit]

<- Describe them. If they're supposed to fight, give them a stat block, link to a creature entry, or give a page reference to the MM. ->

Developments[edit]

<- List how the scene can change over time due to character actions. ->

Treasure[edit]

<- List any treasure the players might acquire, and how they would acquire it. ->

Conclusion[edit]

<- What happens when the adventure is completed? ->

Rewards[edit]

This is a transcript of everything to be awarded the players, and the conditions attached to those rewards, at the end of the adventure. Think of it as a sort of checklist to make sure everything was covered.

Experience[edit]

Combat Awards
Name of Foe XP per foe
<-Name-> <-XP->
<-Name-> <-XP->
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<-Name-> <-XP->
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Non-Combat Awards
Task or Accomplishment XP per Character
<-Name-> <-XP->
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The minimum total award for each character participating in this adventure is X experience points.

The maximum total award for each character participating in this adventure is X experience points.

Treasure[edit]

The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price.

Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide.

Permanent magic items are divided up according to a system. See the sidebar if the adventure awards permanent magic items.

Treasure Awards
Item Name Sale Value
<-Name-> <-XP->
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<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->

[[<- Unique Magic Item ->]][edit]

<- If the magic item exists only on this page, remove the header brackets, otherwise make the title a link to the page containing the item. <- Duplicate this section as many times as needed. ->

Enmity[edit]

<- This is an actual effect generated by you doing something that hurt people who still exist in the setting. Think of it is a boon, but absolutely horrible. ->

Renown[edit]

<- In games which contain factions, this is where you would award renown for completing faction-related activities. ->

Downtime[edit]

Each character receives <-X-> downtime days at the conclusion of this adventure.

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