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A Needle in The Haystack - A Prefab Encounter (D&D 5e) (7805937)
A Needle in The Haystack - A Prefab Encounter (D&D 5e) (7805937)
A Needle in The Haystack - A Prefab Encounter (D&D 5e) (7805937)
FRAMING
The Merrell Farmstead is a relatively large sized farm located on the subtle
boarder between colonised wilderness and the wild environments. Its
isolation has allowed the farming family to expand their paddocks, crops
and cattle seemingly unopposed for generations and have become known
for the quality and volume of their produce.
Despite the long trip into town, the family always make their weekly
rounds to sell their produce and have amassed such a wealth so as to
construct not only high walls around their property but also expand their
actual farmhouse into a decadent homestead which has expanded as the
numbers of Merrells have increased.
Flow of Action
1. The PCs walk up a well dirt track towards the Merrells farmstead.
Path is surprisingly well kept and has small depressions of cart wheels and
animal hooves leading back towards town. As they look around, the PCs
can see lush green paddocks, populated with sheep and cattle.
The Merrells farm begins to appear in the distance as the PCs draw
closer. The two floored farmhouse, constructed of local wood and stone,
stands proud within the main farm area - equidistant away from high
stone walls. Also within this compound lie several wooden structures
which are obviously barns. PCs Can make a Perception [2] check on the
farm at any Distance.
2. As the PCs enter the farm through the main gate, the scent of decay
hangs heavy in the air. Several shambling creatures appear to be moving
around the farm and one of them, holding a walking stick begins to walk
towards the PCs. From a distance, his skin appears to sallow and
blistering, stretched too tight over an emaciated frame. As PCs get closer
they should be be able to check [3] to see if this is Old Man Merrell
[Hi].
Environment : Merells Farm
The Merrell Farm should be presented to the PCs as having a central compound,
hidden behind high stone walls, with a heavy wrought iron gate at the main entrance
and a heavy wooden door at the opposite end. This compound should be a roughly
100ft Sq, in which there is a 30ft Sq, two floored house - which has the usual
trappings one would expect in a farmhouse. Space for chicken coops and a small
vegetable garden.
This location can be used as a random settlement in the wilderness for your
PCs to rest at.
There should also be a 20 ft Sq grain silo and a 30ft X 40ft rectangular, two story
barn which is clear in the centre, with bales of hay strewn about the inside perimeter.
ALTERNATIVE
3. Old man Merrell, should greet the PCs with glee (although obviously
hindered by the ailment), asking them if they are here To cleanse this
family of this most unholy of plagues as he invites the PCs into the
main farmhouse to meet the rest of the family.
Weather the PCs decide to go in or not is up to them and they may begin
questioning old man Merrell as to the nature of his affliction. He will be
convinced that the family had been cursed by a rival farmer who has been
jealous that the Merrell family had won all kinds of farming awards for
the past 10 years. When asked, Old man Merrell will also describe the
Goblin attack which took place over a week ago.
It was those Bloody OTooles I tell you! I hear they all worship
Nerull! I reckon they made a pact between their God and those
bloody Goblins to Give us.GOBLIN ROT!
Those Goblins jumped the wall and were causing all kinds of
havoc, breaking into the barn and stuff. One of them in a strange
hood grabbed my cane and muttered something before I kicked him
off! Then they suddenly retreated back towards the wilderness
before we had time to counter attack. It was the day afterwards
when the adults of the family came down with their disease.
curiously, The Kids, appear unaffected.
By this point, the PCs should be presented with one of three options:
- Attempt to heal the family / cursed cane (4.1)
- Remove Spell focus item from the barn (4.2)
- Attack the goblins to stop the spell (5)
Ot Heus (order #7805937)
Those afflicted are have been suffering for quite a while and are near
death. The Diseases can be cured by most common means PCs Can make
Checks [4]. Each inflicted person must be cured individually. A fail on
any cure attempt forces the NPC to make a DC15 Fortitude save. Failure
results in 1d6 damage to those infected.
A Detect Magic check would indicate strong evil magic coming from Old
Man Merrells cane and faint evil magic coming from the barn as well as
coming from all of the infected adults. . They can decide what to do with
the cane of Animate dead but it is not a threat so long as no one is
actually holding it when they die
4.1
4.2 As the PCs walk up to the barn, they see a a very well kept wooden
structure which has one main door, which is bolted shut and a small open
window into the hay track which is on the upper floor of the barn. it is
possible to climb into the hay track from the ground. There does not
appear to be anything out of the ordinary with the barn, However PCs
may be able to detect the Bull hidden within if they have the ability to.
If the PCs enter the barn loudly, they will alert the Bull[Ai] who was
sleeping, hidden a corner, obscured by the low light of the barn. The Bull is
presented regular bull, however has a strange sigil of rage painted in
blood on its hide. PCs can make a Investigation check [5] to identify
the sigil. The Bull should attack at the earliest opportunity and can only be
calmed as soon as the sigil is removed.
The PCs can look for the Item which is being used as a focus point of
magic either during or after the encounter. The spell focus item is a 6
inch black crystal nail bathed in Hag blood and buried in a
haystack. The Nail itself emanates the contagion spell, 200ft from its
location. PCs can check [6] to find the needle. Spells and Abilities
which can aid finding of the item provide the PC with an Advantage.
Anyone who touches the Nail must make a Fortitude save (DC 11) to
resist the Contagion Spell themselves.
Once the crystal nail has been found, PCs can attempt to remove the
magic if they have the ability to. If players wish to destroying the Crystal
nail using physical means Use the following stats: AC21 HP10.
If the Magic can not be stopped, the Merrells family will be safe and begin
to recover if the nail is 200ft away from them.
The Goblins will attack the farm again at night regardless of whether
or not the PCs had removed the spell or not. the Goblins would swarm
from one direction and their primary goal should be to try and kidnap the
children (if they are still alive if not they would be there to loot). Unless
the PCs take any precautions they are caught by surprise.
5.
If the spell is removed, one of the Merrells will approach the PCs saying
how much better they feel, but will also likely complain that their prize
bull has been attacked or killed. The Merrell should offer a reward of food
and drink, however they should also offer a further reward of 500gp
to clear out the goblin horde.
If the PCs set out to find the goblins in the wilderness they can make a
survival check [7] to see how well they can follow the goblin tracks left
from the previous raid. Once the PCs happen upon the Goblin camp they
may have a stealth advantage depending on the survival check.
During the engagement The Goblin Spellcaster should confront the PCs,
by saying I am Mux Bedram, Servant of the Corrupt Trio. Me and
my men will Destroy you then collect the children to feed our
wicked mistresses. Die, you meddlesome fools! he should make
gestures towards a Hag eye attached to a chain around his neck. - If the
PCs kill him before the plan is revealed, then the PCs find a scroll
detailing the plan where a Coven of Hag es brought a wandering band of
goblins into their employ be promising them access to dark magics and
power. In return, the goblins would help them steal children by using a
corrupting ritual on an area to kill off all of the adults, the goblins would
then swoop in after and steal the children.
The Goblin camp should be presented as a 50ft sq clearing, with one of the edges a
concave curve (either a cliff or thick trees ) to offer the goblins natural protection from
being attacked from the rear. The overall environment should be either wild hills,
offering numerous bolders or wild forrest with numerous trees for PCs / NPCs to hide
behind or climb upon.
The camp should be ramshackle, with 5 small tents and a series of debris strewn about.
The 5 Goblins themselves should be sitting around a central campfire, arguing and
bickering with each other. They should be dressed in typical goblin fashion except for
one who is robed in an old dirty cloak and donned in trinkets to make him appear
more magical. No matter the time of day, there should be good light from the fire.
If a PCs touches the Hag Eye They must make a Will Save (DC) Failure
to do so results in 1d4 Psychic damage as the Hags of the Corrupt Trio
talks to the PC and Details the plan (Above) they should not reveal their
names and have three distinct personalities, threatening the group saying
We will be watching, and waiting until next time!
6. After the encounter, the PCs should return to the Farmhouse to wrap
up and collect rewards (if they brought proof of the goblins demise)
[Ai]
[Zi]
INT
WIS CHA
10
10
10
10
10
10
(+0) (+0) (+0) (+0) (+0) (+0)
Passive Perception 10 | Languages
- Common) | Challenge 0 (10 XP)
ACTIONS: Club. Melee Weapon
Attack: +2 to hit, reach 5 ft., one
target.
Hit: 2 (1d4) bludgeoning damage.
ITEMS: Staff Of Raise Dead
[Hii]
Merrell Family | Medium human,
LG
Armor Class 10 | Hit Points 4 (1d8)
| Speed 30ft.
CO
STR DEX N
INT
WIS CHA
STR
DEX
CON
INT
WIS
19
(+4)
10
(+0)
16
(+3)
13
2 (- 4) (+1)
CHA
DEX
13 (+1) 6 (-2)
7 (-2)
10
10
10
10
10
10
(+0) (+0) (+0) (+0) (+0) (+0)
Passive Perception 10 | Languages
- Common) | Challenge 0 (10 XP)
STR
CON
INT
16 (+3) 3 (-4)
WIS
CHA
6 (-2) 5 (-2)
[Gii]
STR
DEX
CON
INT
WIS
CHA
STR DEX
CON
INT
WIS
CHA
Skill Checks
Skill Check [ 1 ]
DC 10 - the Merrells are a well
known faming family who are rather
wealthy and never miss market day.
History
Medicine
Arcana
Skill Check [ 3 ]
Skill Check [ 2 ]
Perception
DC 20 - This appears to be a
magical sickness
Skill Check [ 5 ]
Skill Check [ 7 ]
Skill Check [ 6 ]
Spells
Items
Items
Your touch inflicts disease. Make a melee spell atlack against a creature within your
reach. On a hit, you aftlict the creature with a disease of your choice from any of the
ones described below. At the end of each of the target's turns, it must make a
Constitution saving throw. After failing three of these saving throws, the disease's
effects last for the duration, and the creature stops making these saves. After
succeeding on three of these saving throws, the creature recovers from the disease, and
the spell ends. Since this spell induces a natural disease in its target, any effect that
removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The
creature has disadvantage on Wisdom checks and Wisdom saving throws and is
blinded,
Name
Description
Staff of Animate
Dead
Selling
Price
50gp
5gp
Scroll of Contagion
1100gp
FiJth Fever. A raging fever sweeps through the creature's body. The creature has
disadvantage on Strength checks, Strength saving throws. and attack rolls that use
Strength.
Hag Eye
Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma
checks and vulnerability to ali damage.
Mindfire. The creature's mind becomes feverish. The creature has disadvantage on
Intelligcnce checks and Intelligence saving throws, and the creature behaves as if
under the effects of the confusion spell during combat.
10 gp
Seizure. The creature is ovcrcomc with shaking. The creature has disadvantage on
Dexterity checks, Dcxterity saving throws, and attack rolls that
use Dexterity.
Farm Loot
330 gp
Slimy Doom. The creaturc begins to bleed uncontrollably. The creature has
disadvantagc on Constitution checks and Constitution saving throws. In addition,
whenever the creature takcs damage, it is stunned until the end of its next turn.
Spells
ANIMATE DEAD 3rd./evel necromancy