Académique Documents
Professionnel Documents
Culture Documents
By Dan Hass
An antidote for spank has been synthesized by Jurrius. The citizens of Odill no longer need to
be enslaved by the narcotic or the cults controlling by the cults. The only details left are
convincing the addicts to take the antidote and end their addictions, and, of course, actually
deliver the antidotes to the victims. And surely the cults will just sit idly by as the base of their
syndicates are undermined A D&D 5th edition adventure for 1-8 6th level PCs. The third
episode in the Green in Odill Arc.
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DG23 Green Rehab
By Dan Hass with editing by Jeremy Esch
Contents
Adventure Summary .............................................................................................................. 2
Preparing the Adventure........................................................................................................ 2
Running the Adventure .......................................................................................................... 2
Adventure Background .......................................................................................................... 3
Adventure Outline.................................................................................................................. 4
Starting the Adventure ........................................................................................................... 5
Encounter 1: Locating the Lab. .............................................................................................. 6
Encounter 2: The Cult of the Green Dragons Lab ................................................................. 7
Encounter 3: The Resistant Patient ....................................................................................... 8
Encounter 4: The Cult of the Green Dragon Counterattacks .................................................. 9
Encounter 5: The Cult of Asmodeus .....................................................................................10
Concluding the Adventure ....................................................................................................11
Appendix 1: DM Maps ..........................................................................................................12
Lab ...................................................................................................................................12
Street ................................................................................................................................13
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DG23 Green Rehab
By Dan Hass with editing by Jeremy Esch
preferences (and decide her own) and
Adventure Summary
prepare accordingly.
Green Rehab is a Dungeons and Dragons
NPC Personalities
5th Edition adventure designed for 1-8 5th
DMG p.89-91 has the guidelines for
level characters. It requires a Players
randomly generating NPC traits. A
Handbook (PHB), a Monster Manual (MM),
google search can also find online
and a Dungeon Master's Guide (DMG).
resources to do the job with little effort.
While the encounters include scaling for
This is one such website that is quite
1-8 characters, parties of 1 or 2 PCs and 7
good.
or 8 PCs are fringe circumstances that may
The Odill Campaign Guide is a free
play oddly. Specifically, parties of 1-2 are
companion to this adventure. The Odill city
highly susceptible to a single bad die roll,
zones and NPCs figure quite strongly in
and 7-8 can slow play dramatically. Ideally
Green Rehab.
a party will be 3-6 PCs.
A battlemat or dungeon tiles may be
The adventure is set in the Dimgaard
helpful, but not necessary.
Campaign Setting (the Dimgaard Campaign
Running the Adventure
Guide is a free pdf available at
DriveThruRPG), but could be set in other
Green Rehab presents the PCs with the
campaigns where there is a city rife with
premise that it is time for them to eliminate
corruption. The Odill Campaign Guide has
the production of spank.
additional information for the city of Odill.
Running the adventure should be a
Digital copies of the encounter maps are
pretty straightforward process. There is
available here.
probably more content included than most
parties can complete in a single session
Preparing the Adventure
depending on how much time the DM puts
It is always a good idea for the DM to read
into the roleplaying part of the encounters.
through an adventure before running it.
So the DM should decide which of the
Green Rehab is no different. There are
encounters she wants to include and
some rather complex encounters that will
possibly rearrange the encounters order to
benefit if the DM spends a few minutes
reflect her priorities.
deciding how she will play them. Green
If a DM is using descriptive roleplaying
Rehab can be run with a lot of roleplaying
and believes the roleplaying elements will
interaction between the players and NPCs
go quickly, there are areas where the DM
depending on the inclinations of the PCs
may add additional encounters (perhaps
and DM. The NPCs deliberately have just
developed using the Odill Campaign Guide)
enough information and description to
which may be tailored for particular
move the plot along, leaving a lot of room
circumstances within her campaign. PCs
for a DM to individualize these to her
may have particular enmities or goals that
campaign. It makes things smoother if the
the DM would like to explore, and there may
DM spends a few minutes deciding how she
be room for this.
will deliver the NPCs interactions. Some
Encounters are formatted to fit on a
DMs revel in the opportunity to assume the
single page to make running the encounters
personas of multiple NPCs over the course
smoother whether from printed material or
of a session, others prefer a summary
from a PDF.
approach. The decision is a matter of style
These encounters are all designed to be
and showmanship. Similarly, many players
challenging in some way. Even when
look forward to opportunities to interact in
combat is not likely the PCs may be facing
character while others prefer to summarize.
difficult moral decisions for their characters.
Neither approach is correct; each are valid
Where combat is likely the goal is for a hard
ways to collaboratively build a story, but the
encounter (DMG p.82).
DM should try to anticipate her players
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DG23 Green Rehab
By Dan Hass with editing by Jeremy Esch
(Chief Theologian for the Inquisition).
Modified Creatures
Among the masses, community leaders like
Many of the creatures in combat
Brother Rolf hold great influence as they
encounters are modified according to the
provide immediate and noticeable relief to
guidelines in the DMG p.273-283. Traits
the down-trodden. Though the Cult of
which do not increase the calculated CR
Orcus has been eliminated from the Odill
of the creature, but which make it more
scene, the Cult of Asmodeus has moved in
effective in the encounter are marked with
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to fill the void, and has quickly gained
. This allows the DM to evaluate the
influence with Prince Priogrim.
optimization of her party and tailor the
Several groups would like to use the
difficulty of the encounter to match the
narcotic spank to control key nobles
intent. If the DM has a party that falls on
addicted to it. The Cult of Asmodeus has
the lower end of combat optimization, she
also abducted several of the green
should eliminate as many of these traits
dragonborn that produce the special version
as necessary to meet the definition of a
of the poison necessary to create spank,
hard encounter.
and are creating a rival syndicate to the Cult
The goal of the session is to have an
of the Green Dragons network. However,
interesting and entertaining challenge for
the Cult of Asmodeus is significantly behind
the adventurers, and while softballing
the Cult of the Green Dragon, but they are
encounters should not be routine, the DM
aggressively trying to catch up.
should have no qualms adjusting material to
her individual campaigns.
Spank Distribution
XP Awards
The Cult of the Green Dragon currently
The encounters use a medium XP
has a tenuous monopoly on spank. It has
budget, but likely, if run as presented, the
a small client list (a few hundred) that the
encounters will fall in the hard category
Cult delivers to daily. The process of
due to added traits to the creatures.
creating spank starts with the green
Additionally, 6th level tends to be a
dragonborn who produce the special
rather broad level. Adhering to strict XP
poison needed to create spank coming to
awards and level progressions will likely
the lab (a camouflaged warehouse) each
require on the order of 9-11 sessions to
day to make a deposit. There are about
reach 7th level.
forty of these special dragonborn and
If this seems like too long to go without
they are kept guarded and happy at
advancement, the DM should consider
various locations throughout the modest
milestone advancement.
income district of the city.
If the DM wants to track XP for
The Cult of Asmodeus has managed
advancement, but increase the
to abduct four of the special dragonborn
progression rate, she can increase the
and have located an additional two from a
XP award for the combat encounters by
village about a hundred miles away.
50% (since they likely are hard rather
However, they have only recently
than medium), and may also award XP
managed to refine their own process of
for overcoming challenges that arent
creating spank, and havent established a
combat related.
network to rival the Cult of the Green
Dragon. Now, with their own ability to
Adventure Background
produce spank, the Cult of Asmodeus
Odill is a city of around 20,000 souls (it
would like to see the Cult of the Green
varies by several hundred depending on
Dragons ability to do so destroyed
trading trends and the seasons). While the
preferably by kidnapping all their special
primary civil authority is Prince Priogrim, a
dragonborn, but alternately by destroying
great deal of institutional authority rests with
their lab.
the leaders of the One True Faith:
Archbishop Yvonus, and Tholy the Divine
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By Dan Hass with editing by Jeremy Esch
With great difficulty, the alchemist,
instead to simply reject it. The Cult
Jurrius, who was recruited by Brother Rolf
leaders now realize that this was a
has found an antidote to the narcotic spank.
mistake. There are many advantages to
Now the process of leading the addicts to
being recognized as a legitimate order.
recovery must begin. But convincing
So, the Cult of Asmodeus is now working
addicts to use an antidote is a difficult task.
to gain recognition as an order within the
Orders within the One True Faith
One True Faith. Centuries of tradition
When the One True Faith was
have instilled a bias against Asmodeus,
established, most deities followers
but the Cult believes that Odill could be
immediately developed into two separate
the entry point to gain their status as an
religious groups one that persists in
order.
believing the deity is a true god, and
Adventure Outline
another which perceives the deity as an
Brother Rolf explains to the PCs that he and
intercessor for the One True God. Almost
his team have an antidote that they need to
no one follows the One True God directly.
get to the addicts and convince them to use
So the One True Faith is essentially a
it. One addicted noble agrees to undergo
very large collection of Orders following
treatment. The treatment works but with
intercessors from various pantheons. But
some disturbing problems.
almost every intercessor also has a cult
Brother Rolf suggests that the PCs
that still reveres it as a true god. For
should find and destroy the Cult of the
example, within the One True Faith, there
Green Dragons spank lab. But the Cult of
is an Order of Pelor who believes that
the Green Dragon will surely notice when
Pelor is a prophet, messenger, arch
their daily customers dont show up, and
angel, or saint who has a message of the
wont wait idly while the addicts recover.
proper way to live within the One True
Additionally, if the Cult of the Green
Faith. Outside the One True Faith is the
Dragons lab can be destroyed (eliminating
Cult of Pelor that believes that Pelor is an
the supply of spank) it would go a long way
actual deity, and not simply a servant of a
towards influencing the addicts to agree to
higher power.
treatment. This sets up a raid on the Cults
Some deities are so vile that there is
lab.
no way to present them as an acceptable
When the PCs return to Jurrius lab, they
intercessor the demon lords are
find that a second addict is in residence, but
examples, and deities such as Iuz and
she is not there voluntarily. Her father has
Karaan.
brought her to Jurrius lab against her will.
But even evil deities like Mask and
A rescue attempt is made by people who
Hextor have enough subtlety and
would prefer to see her remain addicted.
redeeming qualities that an argument can
The Cult of the Green Dragon counter
be made for them as intercessors.
attacks.
Asmodeus is a curious case; he has
Meanwhile, the Cult of Asmodeus insists
no order within the One True Faith
that the rehab program be shut down, and it
because of his hubris. When the One
appears that the collaboration between the
True Faith was formed, he discounted it
PCs and the Cult of Asmodeus has ran its
as a trivial institution that wasnt worthy of
course.
his attention. So even though his
followers could have developed an order
within the One True Faith, they chose
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Additional Encounters
The adventure as presented likely will fill
a complete session for most parties.
However, some parties run through
encounters quicker than others, and the
DM may want to add an encounter here if
she has such a party.
Many DMs enjoy random encounters
as they bring a certain unpredictability to
a session, and the Odill Campaign Guide
has random encounter tables to indulge
this inclination.
Alternately, if a player has spent time
to develop interesting background
features, bonds, ties, flaws, etc. this is
also an opportunity to reward that effort
with an encounter tailored to the PCs
qualities. Even a brief roleplaying
interaction with a relevant PC can inspire
players to invest into their characters and
add a lot of depth in the game.
Odill Rogue
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Magic trap
DC15 passive Investigation or Intelligence (Investigation)
to notice. Dispel magic to remove. If any small or larger
creature that isnt a green dragonborn enters the space it
triggers for 22 (5d8) thunder damage in a 20 ft. radius;
half damage if a creature succeeds on a DC15 Dexterity
saving throw.
Actions
1
Thug. MM p.350
1
Eye Gouge. As a bonus action a creature the thug can
see within 5 ft. must succeed on a DC14 Dexterity saving
throw or be blinded. A blinded creature can remove the
condition by succeeding on a DC14 Constitution saving
throw at the end of its turn.
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Actions
Werewolf. MM p.211
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Werewolf
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Veteran. MM p.350
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Tactics
Dodge is a very strong tactic for a priest.
With spirit guardians and spiritual
weapon, he can move and dodge while
inflicting damage and healing with his
bonus actions.
Concluding the encounter. If the
dragonborn win they wreck the lab, but do
not kill Father Rolf or Jurrius.
The PCs almost certainly wind up with
Enmity of the Cult of the Green Dragon.
After a short time the Cult of Asmodeus
arrives.
Magic trap
DC13 Intelligence (Investigation) check to spot. Dispel
magic to eliminate. 17 (5d8) thunder damage in a 10 ft.
radius.
Thug. MM p.350
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Actions
Reactions
Knight. MM p.347
1
#
Cultists
1
2 Spy
2
3 Spy
3 Knight, 3 Spy
4 Knight, 5 Spy
5 2 Knight, 4 Spy
6 2 Knight, 6 Spy
7 3 Knight, 5 Spy
8 3 Knight, 7 Spy
Spy. MM p.349
XP
400
600
1,300
1,700
2,200
2,600
3,100
3,500
Devil Knight
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Appendix 1: DM Maps
Lab
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DG23 Green Rehab
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Street