Vol 3 SP PDF
January 23, 2023 | Author: Anonymous | Category: N/A
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D DC DC C P PL L AYBOOK Y B O O K
THE DUNGEON COACH C Creator The Dungeon Coach Alan Bjorkgren
Homebrew Council Purius Pagnabros
Playbook Captain / Lead Editor Andrew Barnes
Creator Crew
Playbook Layout / Formatting Mark MacPherson Project Managers Andrew Barnes Evan Bosco Purius Art Captains AvalonInk ScatterbuG
S
Pros Nexus_u Varsity Andrej Panfilov Schyler Fontenot Reese Rudy VitaminB DMTip ArdisFoxx Art
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Varsity UnderCatt Pedro Limón
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Editing Crew Varsity Evan Bosco Andrej Panfilov Schyler Fontenot Version 1.0
Notice of Open Game Content This work Uses Open Game Content pursuant to the Open Game License version a and may be Used only under and in terms of that license No portion of this work other than the material designated as Open Game Content may be reproduced or used in any form or fashion without w ritten permission
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Product Identity The Identity The following are hereby identified and designated as Product Identity as defined in the Open Game License version a Section e and are not Open Game Content DC Playbook The Dungeon Coach The Dungeon Company The Dungeon Coach LLC all The Dungeon Coach product and product line names logos and identifying marks including trade dress artifacts creatures characters stories story lines plots thematic elements dialogue incidents language artwork symbols s designs depictions likenesses formats poses concepts themes and graphic photographic and other visual or audio represen tations names and and descriptions of characters spells s enchantments personalities teams personas likenesses and special abilities places locations environments creatures equipment magical or supernatural abilities or effects logos symbols or graphic designs and any other trademark or registered trademark Content that has previously been des ignated as Open Game Content or is in the public domain is not included in this designation Designation of Open Game Content Subject Content Subject to the Product Identity Designation herein the following material is designated as Open Game Content all material required to be Open Game Content as part of the game rules or previously released as Open Game Content all material previously released as Open Game Content all previously released Open Game Content material required to be Open Game Content under the terms of the Open Game License and public domain material anywhere in the text DC Playbook Copyright © The Dungeon Coach The Dungeon Coach LLC All rights reserved Not for resale or redistribution Permission given to print or copy for personal use only
DC Playbook Volume 3 - November 2021 2
NOVEMBER 2021 DC PLAYBOOK | THE DUNGEON COACH
A DVENTURE DVENTURE D VENTURE O O UTLINES UTLINES TEMPTATIONS OF THE V EIL EIL O VERVIE VERVIEW W /S /SUMMARY An order of diviners, The Eye, seek knowledge from the future in order to prevent a foretold calamity coming for this world. They’ve gathered in the town of Astira, sent by their god of divination magic. Their methods, however, leave much room for moral confrontation and uncertainty for a group of adventurers. They require the life force of a resilient mind with which they might pierce the veil of what cannot normally be known by mortal beings. The ritualistic sacrificing of these “travelers” is done in private sanctums dedicated to their god with the utmost care and dignity. They seem to take no joy in the suffering and eventual death of these poor souls. A means to an end and nothing more. An unspeakable calamity approaches without warning should they fail...
SETUP INCITING INCIDENT The party arrives in a town or village to find a commotion brewing within the center of town. Another body has been found; that of a young woman. Her red hair shimmering in the sunlight, not a scratch on her. The town of Astira can be as large as you deem fit or one of your own making. Smaller, more intimate locales will ramp up the drama and mysteriousness of these incidents since the only people to have gone missing are young women with red hair. V ICTIMS ICTIMS 3 young women...a 4th missing and time is running out... Harriat Goldbloom: Last seen at Merroleaf farm in the southeast outskirts of the city. Her family lives on the farm as farmhands and merchants. She disappeared 4 nights ago. Wolf totem bracelet. Diana Tram: Last seen hunting in the southeastern forest. Her family owns a local tanning business, Leather Loo. She disappeared 3 nights ago. Wolf engraved bow. Eliza Radcliffe: Last seen drinking at Sleeping Giant Tavern on the east side of town. Her family is located in a large homestead on the northeast side of town. She disappeared 2 nights ago. Wolf tattoo (The sigil of the Radcliffe house). Talia Tearfall: Last seen working as a waitress at the Sleeping Giant Tavern. Her family owns the local inn on the other side of town (west side). She disappeared last night. Wolf amulet.
All victims have similar features and identifying marks that will connect them to each other: • Fire red hair • Hazel eyes • Freckled skin • 16-18 years old • Wolf toy, trinket, or other possession • Always left in town square at precisely sunset when the last rays of light hit the ground
CLUES TO FIND 1. Torn clothing of The Eye with with or without without pieces of red hair
The antagonists wear black cloaks with blue and amber trim and a symbol of an eye within a crystal ball. This can be placed anywhere you need; it can be in a family member’s hands or discovered while investigating the last known positions of one of the girls. You can seed this clue in one place or multiple locations to indicate a struggle took place. 2. Wolf toys, trinkets, and iconography iconography
Each girl has a piece of wolf iconography that is always with them. 3. Center of Town - Location of the dead bodies… bodies…
The PCs could find either a toxic residue that clings to the ground or magic essence that fills the air with a foul taint. These clues are meant to hint at teleportation and conjuration magic as well as a Teleportation Circle that that moves bodies from a nearby room. Tearfall Inn is the closest major landmark and would be the natural first place to investigate. An arcane caster might even be able to learn this short-range teleportation magic. If they show a lot of interest in it, outside of being a clue, consider allowing them to learn a 3rd-level Misty Step variation variation that can take up to 5 other creatures with you as an Action. 4. Smell of ash and roses or a black petal
Ashflowers are known to only grow in a nearby manor’s abandoned garden on the east side of town. They glow dimly like a fire’s ember and are enchanted with the fiery magic of a nearby volcano. This manor rests atop a large hill h ill overlooking the town on its eastern edge. The girls are teleported from the crypts below to the Teleportation Circle within the Tearfall Inn when they’ve fulfilled their purpose.
NOVEMBER 2021 DC PLAYBOOK | THE DUNGEON COACH
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NOVEMBER 2021 DC PLAYBOOK | THE DUNGEON COACH
5. Local Bard, Malankee
He owns a room at the Tearfall Inn and has occupied it for the last 5 days. His room is the one where the teleportation circle lies. This man smells faintly of ash and roses and his room even more so. A great clue to drop in front of PCs at a loss of where to go next or that fail to connect any of the other dots. He can be doing almost anything and be anywhere you need him. 6. Disappearances: All 4 girls girls disappeared on the east side of Astira
This hints towards the operating area of this organization, they wait for their victims to come to them to make the abduction easier to cover up. 7. Letter to a new member of the organization
“Left to one’s own fate, the right path is made clear.” This is a clue for navigating the catacombs beneath Dyrefont Manor. Simply following the left wall will see the party to the inner sanctum. 8. Calista Wolfbrook
A strong, brash, fun-loving girl, maybe 18 years old, makes friends by the fire in the local inn. Calista’s axe glows with faint moonlight and the onon heritschair visage of a dire wolf thatshield seemsresting to move own.bears THISthe is the girl The Eye is looking for; one strong enough to endure the journey to the future with the information they need. The 4 girls taken so far are doomed to fail their tests and pay with their lives.
CHALLENGES Investigating the town and discovering the connections between the missing women will be the key to success. Haeval, the leader of this group has done her best to cover her tracks, but crafty adventurers are bound to snuff her out of her rabbit hole. All signs should eventually point the PCs towards the east side of town and ultimately to Dyrefont Manor via the Ashflowers and abandoned, secluded nature of the location.
D YREFONT M ANOR Deep under a nearby dilapidated manor located at the precipice of a large hill lies the dungeon The Eye calls home. They spend their days researching prophecies and scouring the local area for the girl in their readings. These cultists desire to find the answers to an approaching doom before it is too late to act. Their leader is a cleric by the name of Haeval, a cold and calculating pale skinned elf. Her speech is always elegant, soft, and calm. It is nearly impossible to provoke her to aggressive actions or negative emotions by anything short of direct combat.
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PLUNGING DEEPER Beneath Dyrefont Manor is a maze of winding passageways and tunnels that double back on themselves. This is not part of the mansion proper, but an addition made by the cultists to dissuade intruders from exploring deeper. The easiest and fastest way through is to simply put your left hand on the left wall and keep it attached as you walk forward. If your PCs didn’t find this clue earlier, you can drop the letter somewhere in the manor where they enter or leave it to them to discover a way out. You can also allow them to use their right hand on the right wall as the letter can be interpreted both ways. CONFRONTING THE CULTISTS The Greater Good: If your PCs are willing, they can agree to help the cultists find the girl gi rl they are looking for. She’s staying at the Tearfall Inn and is a formidable barbarian that wields a glowing battleaxe and a magic shield capable of shoving, grappling, and attacking on its own as a Bonus Action. The PCs can opt to trust these cultists and gain the knowledge they seek to prevent a future great evil, or… This Ends Now: PCs that take the less cooperative route are met by Haeval infused with the power of her divination god and flanked by a number of cultists equal to the number of PCs. Haeval uses the stats of a planetar, but you can scale the damage and number of her attacks to a level appropriate for
your PCs’ level.
R ESOLUTION ESOLUTION The Greater Good: If the PCs decide to align their goals with that of The Eye, Calista stands in their way. She is needed alive, but can be brought to zero HP nonlethally if the party chooses to do battle. Alternatively, they may seek to confuse or trick her into following them back into the depths of Dyrefont Manor. This Ends Now: Should the PCs not be tempted by the promise of knowledge and allies in this foretold calamity, Haeval will not give up easily. She should be a formidable foe if fought in her lair and effects like Foresight , Guidance , and True Strike as as a
Bonus Action, even without her direct Concentration, would not be unwarranted in this domain.
R EWARDS EWARDS The Greater Good: Good: A Crystal Ball, knowledge that will aid them against the coming storm, and Haeval will teach one party member to Commune with her deity. This Ends Now: Free lodging and a horse/player from Drummond at the Tearfall Inn and a gift from the other families. Choose from the following based on your players: Bag of Beans or or Decanter of Endless Water from the Goldblooms, Gloves of Missile Snaring or or Cloak of Elvenkind from the Trams, Bracers of Archery or Goggles of Night from the Radcliffes.
NOVEMBER 2021 DC PLAYBOOK | THE DUNGEON COACH
NOVEMBER 2021 DC PLAYBOOK | THE DUNGEON COACH
OF NTEREST P PLACES L CES OF I I NTEREST NTEREST E YE IN THE C AULDR AULDRON ON A TMOSPHERE TMOSPHERE Dried roots and leaves hang from the ceiling of this little shop. The shelves are lined with herbs, liquid concoctions, and alchemy tools. A fire blazes in aon hearth next -tosita small sitting area where books - mostly alchemy on a bookcase. A workstation is visible where potions, medicines, and other brews are created for the shop. All in all, this place is somewhat cozy, but shows off the fact that it’s different and run by a woman some may consider a witch.
SERVICES Potions of all varieties, as well as medicines and herbal remedies, are sold here. Upon request, the party’s healing potion needs can be met, as long as they have the gold. These medicines can potentially replicate the effects of Lesser Restoration , but more expensive ones can even give the effects of Remove Curse or or Greater Restoratio Restoration n for for those in need. For people with the right connections, one could also purchase various poisons here. For a craftier party, herbalism kits, alchemist’s supplies, and poisoner’s kits can be bought.
PURPOSE The party could come here frequently to buy potions and remedies. Over time they could form a relationship with Marlene by taking delivery jobs from her and maybe even picking up potion making for themselves. If the party notices her trouble with Bral Gourd-Breaker, this could be a quest that could get them rewards from Marlene.
R ANDOM E VENTS Roll a d4, one random event happens upon entering this place or staying here for too long.
While Whil e atte attemp mpti ting ng to to make make som some e sort sort of of poti potion on the the shopkeepers assistant Lyra gets distracted and something goes wrong The entire room begins smelling like rotten eggs causing other customers to leave the store pinching their noses
A cust custom omer er wit with h a sour sour att attit itud ude e begi begins ns fus fussi sing ng at at the the shop’s owner Marlene over the pricing of an item If no one intervenes Marlene gets angry and threatens to beat them if they don’t get out of her store
A liza lizard rdfo folk lk man man Dr Drak ak ente enters rs the the sto store re and and tri tries es his his best to ignore the party and other customers that may be inside He refuses to talk to them and simply looks around and waits for them to leave If they seem to have left he approaches the shopkeeper and begins talking prices though neither of them mention what he’s buying
A man man walk walkss into into the the sto store re curi curious ously ly wel well lar arme med d and and takes a look around When he believes the party is distracted or gone he will approach the shopkeeper and whisper to her that he knows she sells poison and will threaten to turn her in if she doesn’t give him large sums of money weekly
DENIZENS Marlene Tafana: Marlene is an old halfling woman with wild, graying hair. She is cranky often, but gives respect to those that respect her shop and her assistant. Marlene can be recognized by the fact that she is temperamental and brandishes a pestle sometimes when she talks, especially when annoyed. Lyra: Lyra is a teenage, blonde-haired, blue-eyed half-elf with a distracted look permanently painted on her face. She has trouble concentrating and noticeably begins daydreaming at inconvenient times, including during conversation. Lyra, the
assistant to Marlene, is a is herbalist/alchemist in training and has a talent for alchemy, a quick learner, and makes for a good assistant most of the time. Drak: A lizardfolk man with green scales and a frilly neck that wears dark, leather armor and a hood at all times. Drak doesn’t understand social graces and attempts to simply act like others are not there if he is not interested in them. As a smuggler, he frequents this shop often, looking to buy large quantities of poisons to smuggle other places. He generally will only talk to Marlene, waiting for everyone else to leave first. Bral Gourd-Breaker: A bald human man with an unpleasant face, Bral dresses in gaudy leather clothes and a large hat with a feather in it. He attempts to appear
and act wealthy, generally talking down to others and bragging about his wealth - which doesn’t really exist. He has been frequenting this shop lately, buying various herbs and such to keep an eye on Marlene. He suspects her connection to smugglers and that she secretly sells poisons. Now, he has a plan to begin blackmailing her. 17
NOVEMBER 2021 DC PLAYBOOK | THE DUNGEON COACH
THE SPIRALING SPIRE A spiral staircase that acts as a magical escalator, causing adventurers to walk in place forever. Setup: The inside of this windowless, stone spire is a set of spiraling stairs that go up clockwise, while the center pillar the stairs wrap around constantly rotates counter-clockwise. The pillar is etched with strange runes that seemingly follow the characters as they ascend. Walking up the stairs leads nowhere, and becomes an endless process of walking upwards (like walking up an escalator going the opposite direction).
Tweaks: A good tweak to this puzzle would be to allow the party to use their physical characteristics to pass through the area. Maybe let the Strength-based character grapple the center pillar and try to force it to stop spinning, causing the entire puzzle to stop working. Perhaps a character could use a rope to tie the center pillar in some strange way to make it stop moving as well, or shoot a rope up the stairs and climb their way up, without making them move. The biggest thing would be to allow for creativity here and see what the players come up with.
Unknown to rate the of party, the stairs themselves magically descend at the the fastest creature that is walking up them, causing no progress to be made. DC Tip: This puzzle can activate once creatures get a few steps in if you want the PCs to struggle to advance from the start. Alternatively, if you want them to feel lost, confused, or helpless, it can activate once the previous floor is out of sight and they’ve had a chance to examine the runes.
Resolution: The magic runes etched into the pillar give this puzzle the magic it possesses, providing illusions that mask the movement of the staircase as well as the magic that causes the stairs to move. The puzzle itself can be circumvented by not using the stairs to ascend the chamber. Deactivating the pillar’s magic, through Dispel Magic or production of an Antimagic Field will cause it to stop rotating either for the duration of the field or for 10 minutes. Hints/Clues: A proficient character could make an Arcana Check to realize that the runes on the center pillar are symbolic of illusion and transmutation magic. Detect Magic reveals illusion and transmutation magic coming from the runes and the staircase itself, while only transmutation can be detected from
the center pillar. Further, when multiple creatures are ascending the staircase, the staircase descends at the rate of the fastest creature, causing any slower creature to slowly move back to the ground floor, which is noticeable after a while.
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NOVEMBER 2021 DC PLAYBOOK | THE DUNGEON COACH
B BONUS ONUS L L EVEL E EVEL VEL U U UP P P P ERKS ERKS BLOODLINE R ESURGENCE ESURGENCE
D AIL AILY Y B BREW
Prerequisite: Font of Magic (Sorcerer)
Prerequisite: Artificer
You’ve manifested the ability to draw from your supernatural bloodline in order to grant yourself unnatural vigor. You can use a Bonus Action to spend 1 or more Sorcery Points and expend the same number of Hit Dice, up to a maximum number of Sorcery Points equal to your prof. bonus. For each Hit Die expended, roll the die adding all the results together, and gain an amount of Temp HP equal to the total for 10 minutes.
At the end of a long rest, you can choose to brew a number of items equal to your prof. bonus from the following list:
CONTROL U UNDEAD Prerequisite: Channel Divinity: Destroy Undead
If an Undead would be destroyed by your Destroy Undead feature, you can choose to have it be controlled by you for 1 hour instead. A creature controlled in this way acts as if under Dominate Monster cast cast by you. You can only control a number of creatures at a time whose total Hit Dice do not exceed your level. You can end your control over any controlled creatures at any time (no action required).
• Potion: A creature can use an Action to drink this potion and regains HP equal to 1d6 + the creature’s Constitution modifier. • Poison: You can use an Action to apply this to your weapon. The poison lasts 10 minutes or until you hit a creature with the weapon. On a hit, the target must make a Con Save against your Spell Save DC. Failure: The creature takes 3d6 Poison damage and becomes Poisoned until the end of its next turn. Success: The creature takes half as much damage and is not Poisoned. • Bomb: When you take the Attack Action, you can forge 1 attack to throw the bomb at a point within 30ft of you. Each creature within 5ft of the point must make a Dex Save against your Spell Save DC. Failure: The creature takes 2d6 Fire damage and is knocked Prone.
An item made with this feature is only functional until the end of your next Long Rest.
ENGULFING R ADIANCE Prerequisite: Divine Smite (Paladin)
When you use your Divine Smite feature, you can choose to release a wave of divine energy. When you do, each creature of your choice within 5ft of the target suffers Radiant damage equal to your prof. bonus.
COMPOUNDING R AGE Prerequisite: Rage (Barbarian) Your rage can break its boundaries, compounding in a revolving cycle of strength and fury. While raging, you can use a Bonus Action to expend another use of Rage in order to double your Rage damage bonus until your Rage ends. You can only benefit from this feature once per Rage. EEPER ’S PERSEVERANCE K EEPER
Prerequisite: Wild Shape (Druid)
Whenever you fail a Con Save to maintain your Concentration, you can use a Reaction and expend a use of your Wild Shape to succeed instead.
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NOVEMBER 2021 DC PLAYBOOK | THE DUNGEON COACH
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