What Ails You
Setting
The adventure starts in the trading town of Kelna, in the northeastern part of Troyso, but the main action takes place farther north in the Mountain Dwarf fortress of Den Tharum, built into the side of Mount Brurdar. Kelna is a medium-sized town built mainly of granite sitting in the foothills of the Shauram Mountains. The surrounding countryside is mostly pine forests. The full-time population is mostly Humans and Hill Dwarfs, but on a busy market day you can see folks from all over the continent. Anyone who wants Dwarven-forged goods out of Den Tharum comes to Kelna to buy and trade. The Mountain Dwarves of Den Tharum are extremely reclusive, even shunning their cousins, the Hill Dwarves. They only travel to the trade town to sell their wares, and the rest of the time is spent inside the mountain, behind two sets of giant metal doors.The Quest
"Say, you look like a group of seasoned adventurers. I don't suppose I could interest you in a job? With pay, of course! You may have noticed the lack of business in the market; it's got the town council quite worried."If the party agrees to check it out, the Mayor will direct them to Kargron Moltenrock, a dwarven shopkeeper. Kargron is dark-skinned and stout, with a sturdy leather apron around his waist. His shop is right on the main market square. He sells explosives and other supplies for mining. He also may have useful information.
"We haven't seen a single Dwarf come down out of Den Tharum in weeks, and it's quite concerning. Some of the local folks went up there, but couldn't get in no matter how much they pounded on the door."
"If you'd be willing to, let's say, discover a way into Den Tharum and find out what's going on down there, we really would appreciate it. The council will even pay for the explosives."
"You must be the adventurers, the council told me to expect you! I have some charges of explosives here for you - be careful now. How many would you like? The council paid for two. [Additional charges are 15 gp each]"
"You'll need both sets of explosives to get in, most likely. There's an inner door as well."
"You might want to buy some pickaxes or crowbars {both 2 gp}, just in case you don't set these right. You have a tinderbox {5 sp}, I assume."
Part 1: Entering Den Tharum
Roll d20 | Result |
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17-20 | A hole is blown in the door big enough for the party to enter |
12-16 | A medium size hole is blown in the door. Pickaxe and STR check could enlarge it, or more explosives could be used. |
6-11 | A small hole is blown in the door. A pair of crowbars and combined STR check, or a pickaxe and STR check or more explosives could be used. |
1-5 | Some surface damage to the doors. The party will need to use more explosives. |
Part 2 - There and Back Again?
If the party decides they have enough information for the council, they can travel back to Kelna. Some options include:"A quarantine, you say? That's serious business. Not much can take down a Dwarf." "Do you know what symptoms this illness has?" "Do you know how it started, or how long it lasts?" "I'm afraid there's not much I can do to help, without more information. There's an apothecary in Den Tharum named Lysnia Evenbrow, she would know more."
Devotion the Tiefling Healer
Part 3 - Into The Breach
The party is faced with the locked inner door. Use the same explosives table from part 1 to determine how your characters get inside. Once through the hole, they find themselves on the center level of the city. It seems to be devoted primarily to trade. It is a large cavern, broadened and expanded by many years of dwarven occupation. Their houses are primarily grey granite, with colored stone facings on the richer buildings, set into the cavern walls on natural shelves ringing the area. These levels get smaller as they go up, and the quality of houses increases as well. Staircases connecting the levels are concealed in tunnels behind the buildings. In the center of the cavern is a large flattened stalagmite. Bridges arch over to it on every side from this level, and there is a large, official looking building in the center. The party is faced with five dwarven guards in heavy plate armor, and a captain. They all look feverish and unwell. The party is quickly encircled. The Guard Captain does the talking."Who are you? What are you doing here? And what have you done to our doors?" "You've breached a quarantine! A very deadly sickness is ravaging Den Tharum, and we don't want it spreading. I'll have to assign guards to this door to keep anyone from leaving." "It doesn't matter why you're here, I can't let you leave until the sickness runs its course or a cure is found. That's final." "We don't know what it is. First there's a fever, then a rash on the chest. When the cough starts to set in, you're pretty much a goner." "I suppose you could try the apothecary, Lysnia Evenbrow. She was working on a cure, but I'm not sure what's happened to her." "Lysnia lives on this level, above her store. It's to your left, just past the tavern. You'll see the sign."
Part 4 - Quarantine!
Failed Attempts | Illness Effect |
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1 | Infected |
2 | Disadvantage on ability checks |
3 | Fever: -2 to Strength |
4 | Speed halved |
5 | Rash: Unable to use Concentration spells |
6 | Disadvantage on attack rolls and saving throws |
7 | Hacking Cough: Stunned for this and every round they fail the Con save |
8 | Hit point maximum halved |
9 | Speed reduced to 0 |
10 | Death |
Lysnia Evenbrow - Apothecary
"What do you want? Can't you see I'm busy!" "A cure? You want a cure? I want a cure. Everyone wants a cure. There is no cure, not yet!" "Help? I suppose you might be some help. You look strong, and uninfected. There are ingredients I've run out of, and I'm too weak to get them myself. Lichens and mushrooms, mostly. They might do the trick."
"You'll have to go down into the mines. Travel past the worked area, and into the caverns. There's mushrooms down the left fork, and lichen down the right one, but I don't know if any beast has moved in since I've been sick." "Remember, the longer you're here, the greater the chance of infection. Watch for the symptoms: fever, rash, and a hacking cough. Hurry now!"
Part 5 - The Mines
Travel down the staircases for several levels until you hit the "ground" floor. This is where the mines are located. Enter the tunnel in front of you and travel through the mined area to where the torches stop and the surfaces are more natural. The party will reach a fork, splitting the tunnel in two. They can choose to go about the hunt in whatever order they like.Left-Hand Fork
Exploring down this long, dark, twisting passageway, the team will find a bend that is wider than the rest of the passage. It is almost a full cave, with a small pool in the back. Growing here is a patch of mushrooms that is being guarded by four Kobolds. If the party chooses to talk to them, in either Common or Draconic, they may learn that the mushrooms are the Kobolds' food source, but the Kobolds might be willing to trade for some other source of food. (They do like ration bars.) Otherwise, roll for initiative. Mushrooms do not count as cover, and can be walked through or stood on. See map in sidebar.Right-Hand Fork
This passageway dead-ends in a large room with lichen on the back wall, but even before it is reached, the sound of harsh, gutteral voices yelling. The tunnel gives plenty of cover to a stealthy team. If anyone speaks Orc, they will understand that there are two ahead, in the middle of a domestic dispute. Zall says he wants more help cleaning the cave, but Groll insists that he helps enough already. A team with good diplomacy might solve the problem in exchange for the lichen on the back wall, which the Orcs don't want. Otherwise, roll for initiative. Boulders do count as cover, and can not be passed through. They are ten feet high if any wish to climb on them. See map in sidebar.Part 6 - The Cure!
If the team is able to gather both ingredients, they can deliver the ingredients to Lysnia. She begins to put things together for a cure. It takes her approximately fifteen minutes to finish (team must roll for sickness). When she is done, she has a full cure. One dose clears all symptoms and the illness itself, as well. She gives each team member a dose, plus additional doses that they should take to the Guard Captain so he can cure his people to begin distribution to the rest of the population. Lysnia then turns back to making more of the cure. The Guard Captain will take the potions and distribute them, sending one guard hurrying up the stairs to cure the members of the Conclave of Nobles, the rulers of Den Tharum. The others begin the task of curing the rest of the guards so they can spread the cure to the rest of the dwarves. The team will not be allowed to leave until everyone is cured and the sickness is gone.Aftermath
If the party cures Den Tharum:
The First Noble (head of the Conclave) will personally reward the party with whatever the GM deems appropriate. He will also grant them access to Den Tharum, something no non-Dwarf has ever had. Returning to Kelna with the news, the Mayor will give them 50 gp each, as well.If the party broke quarantine to return to Kelna:
The GM rolls a d20 to see if the town became infected as a result of the party's return (DC 10). If the illness is affecting the town, the party should go to Devotion the Healer, and explain how to make the cure. They will not receive anything from the Mayor. The GM should roll an additional d20 to see if anyone breached Kelna's quarantine to spread the sickness elsewhere (DC 5).If the party is unable to acquire the ingredients:
If it becomes clear that no one from the party will be able to return to Lysnia with the ingredients, the GM should fade to black. Den Tharum is doomed, and so is the party.What Ails You |
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Sample dialogue will look like this.
Arozira Stonecleaver Female Half-Orc Barbarian Lawful Neutral |
Barzire Flamespire Male Tiefling Warlock Lawful Evil |
Beldrey Mosseye Female Halfling Rogue True Neutral |
Lysmera Goldback Female Hill Dwarf Cleric Lawful Good |
Miradan Duskwalker Male High Elf Wizard Neutral Good |
Oriavor Firbreeze Male Half-Elf Bard Chaotic Neutral |
Sefra Lightbinder Female Human Ranger Chaotic Good |
Ternas Balziros Male Dragonborn Paladin Lawful Good |
Sick Guard Captain CR: 1
STR
12 +1
DEX
10 +0
CON
8 -1
INT
10 +0
WIS
12 +1
CHA
13 +1
Actions
Multiattack: The captain makes two melee attacks. Longsword: To Hit 1d20+4 , Damage 1h 1d8+2 , Damage 2h 1d10+2 Shortbow: To hit 1d20+4 , Damage 1d6+2 range 150/600 Leadership: Recharges after a short or long rest. For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.
Homebrew
Sick Guard CR: 1/4 (50 XP)
STR
10 +0
DEX
10 +0
CON
8 -1
INT
10 +0
WIS
10 +0
CHA
10 +0
Actions
Glaive. Melee Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d10 + 1) 1d10+1 slashing damage. Short Sword. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 1d6+1 piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: (1d10+1) 1d10+1 piercing damage.
Kobold
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight Pack Tactics. The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies are within 5 feet of the creature and the ally isn't incapacitated.
Actions
Dagger. Melee Weapon attack: +4 to hit, reach 5 ft., one target Hit: 4 (1d4+2) piercing damage Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage

Orc
Aggressive As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Greataxe Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 9 1d12+3 slashing damage. Javelin Melee or Ranged Weapon Attack: +5 to hit, reach 5ft or range 30/120ft, one target. Hit: 6 1d6+3 piercing damage.

A
This one is very well made from the pre-gens to the actual story. A equally well made map added to that! You have really taken the advice I heard from Janet well with a timetable and concentrating the players to the task. One question, is the dungeon maps also made with Wonderdraft? I want to make one suggestion to make the names of locations and characters stand out a bit from the text for the GM to easily find them if needed. Great work with it all!
You are welcome to explore Nimenra, a world in conflict between Humans and Demons.
My summer camp articles and half-finished pledge document: Summer Camp 2022
rugrat0ne
The dungeon maps are made with Wonderdraft's sister program, Dungeondraft.