HotDQ EP 1 Dialogue For Missions
HotDQ EP 1 Dialogue For Missions
HotDQ EP 1 Dialogue For Missions
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
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!