HotDQ EP 1 Dialogue For Missions

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Intro and The Old Tunnel

As the PC are brought to the leader of the keep


Ah thank you for saving some of my perople, my name is Tarbaw Nighthill and I am the govern
of the town of greenrest, and this is my old friend Castelian Escobert who is acting general of
our militia. And it pains me to ask this heroes but can you help this town out some more.
before the PCs can answer Escobert will say as he doeses himself with travelers dust
yes please help us adventurers, my militia are few but strong, we can defend this keep but are
too low on manpower to send any rescue parties. Escobert shuffles around then adds if you
help us we can assist you with anythign you desire if its in our power, if you need food or gear
we can help with that or healing any injuries we can assit with that, the only thing we lack is
manpower.
after they agree to help and ask what they need to do
Nighthill well underneath this castle is a old abandined tunnel that was designed for use to
collect water during a long siege, thankfully it was never used but it is still there. It connects to
the riven just south of here and the exit is disguised as a old sewer grate. If you can secure it
the tunnel would be a excellent way for you to bring any survivors you find or a way for us to
escape if the need arises, Escobert has the keys to it.

The Sally port


Sometime through the night as the guards were changing their watches or losing focus some of
the raiders managed to approach the old gate and force it open. Escobert notices the enemy
rushing in and draws his weapon and yells out in the night to arms men, they have breashed
the gates, find the heroes. and defend the keep
The Dragon Attack
"The blue scaley beast decends from the heaven and with a roar swoops and manages to kncok off some
guards on the parpets which cruching some and taking another with him into the sky. You feel waves of
fear come over you (make DC 17 wisdom saves). Those of you not terrified can act. Watching, you can
tell that the dragon is only reluctantly attacking the towers and can likely be driven off with a good hit or
two, unwilling to risk his own skin. However, any successful attack that doesn't drive him off is likely to
focus his quite lethal attention on you. Driving him off now would save hundreds of lives and the surviving
guards would make life that much more difficult for the cultists. What do you want to do?"
Prisoners:
After the dragon attack Governor Nighthill says after all is calm, Id give anything to know what were up
against and why. For that, we need prisoners. A commander, even a low-ranging one, is best As Nighthill
says this he hears a horn in the distance and he manages to slowly move over to the parapet and looks
out into the distance. Heros, this one seems to be the leader of this attack, I would advise agaist going

after her. anything would do at this point even one of their lizzard-things would do, one of my men heard
them speak draconic Out in the distance near the smoldering ashes of someones homes is a clad in
elegant purple robes and is accompanied against a bunch of well armored guards. The woman just simply
stares at the keep as her raiders are pillaging around her.
Save the Mill
Nighthill approaches the group in a hurry and holds his hand to his head and is breathing heavily and
seems to be in pain and then says.
the guards have spotted a new threat. Raiders are trying to set fire to the towns mill if it burns well lose
our stockpile of flour and we won't be able to grind more for months. Im trying to assemble enough
defenders from here in the keep to defend it through the rest of the night but that will take time. Youd do
us a great service if you could get to the mill quickly and drive away the raiders before they can set it
aflame. Youll need to defend it until our force arrives to take over, but it shouldn't be more than fifteen
minutes behind you.
As the players reach the mill
There seems to be a fire burning near the mill, one that is producing a lot of smoke as A cultist looks
around into the night waving his torch back and forth, cackling evilly as Dragon-Dogs stack kindling up
against the door to the mill. He moves towards it for a second, and then back, waving his torch around!
What do you do?
In the mill there are 4 guards and 4 cultist hiding

(DC 20) If no one checks and they all walk in blindly


(DC 15 /w advantage) if they look around suspicious
(DC 10 /w advantage) if they expect it to be a ambush

Santuary
Nighthill seems to be looking out towards the distance to the east and mutters something uder his breath
(DC 15 perception chk May Chauntea save them) Nighthill then looks back towards your group and says
Heroes, there is a church to the east of here and if you look closly you can see that there is clearly
someone trying to get into the church. There must be someone held up inside.

Consequences
Each of the missions will have consequences for failure or bonuses for success. They are listed below.
Changes, theory, and issues with the actual missions are listed following that.
Old Tunnel: Failing to open the old tunnel will not allow the players to leave the keep.
+200 survivors if opened.
Invasion of the Sally Port: The two level 3 clerics in the keep (which I just added) die,
and can no longer heal the party. +60 survivors.
Dragon Attack: Succeeding in driving off the dragon before 10 defenders are killed,
causes Langdedrosa Cyanwrath to have 10 fewer hit points. Driving him off after 10 guards are
killed does nothing. Skipping the encounter grants Langdedrosa Cyanwrath +10 temporary hit
points. +200 survivors minus guards killed.

Save the Mill: Successfully taking out the raiders removes 5 hit points from
Langdedrosa Cyanwrath. Recognizing the trap grants the character who fights him +10
temporary hit points in the champion fight. +30 survivors
Prisoners: In addition to the bonus experience, every prisoner successfully returned
alive and interrogated grants any character in the party one automatic success on a future social
interaction roll with the cult during this adventure path.
Sanctuary: Successfully rescuing the temple with less than 10 people dying allows
Eadyan Falconmoon to return to the keep as a level 5 cleric to cast Protection From Energy
(Electricity) against a character in the final fight, in addition to his services as a level 5 cleric.
Having more than 5 townspeople die provides no extra bonus or penalty. Ignoring the church
grants Langdedrosa Cyanwrath +10 temporary hit points. +50 survivors.
Half-Dragon Champion: In addition to the listed bonuses, winning this fight grants an
extra share of experience to the person fighting it. (He's worth 1,100. If defeated, the party gets
275, and the person killing him gets 550.) -1 survivor per execution.
Thus, if the players are successful at the missions, the final fight and success at the rest of the adventure
becomes more likely. Failing a lot of the missions just returns you to the default state of auto-losing the
final battle. This way, players can affect their fates.

Casualties
Greenrest, being a small town, has a population of between 901-2,000. The map provided shows about
100 houses. You can assume an equal amount to that in the surrounding area. Being a fairly wealthy
area, we can estimate between 5-7 people on average, per household, for a total of about 1,200 people.
With no intervention 1,000 die. Each cultist/kobold/mercenary killed saves 5 people, each ambush
drake/urd/dragonclaw killed saves 10 people, each mission saves the amount listed above. Each
townsfolk rescued saves another person. Grant an additional 1 experience at the end for every one of the
1,000 dead that is saved by the party to each player character. It is totally possible to save the entire town
if the party is heroic & violent enough!

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