1 DGC13 Tales of Deceit By Dan Hass Contents Adventure Summary .................................................................................................................. 2 Preparing the Adventure ............................................................................................................ 2 Running the Adventure .............................................................................................................. 2 Adventure Background .............................................................................................................. 3 Adventure Outline ...................................................................................................................... 3 Appendix 1: DM Maps ................................................................................................................ 4 Dimgaard ................................................................................................................................ 4 Credits Jeremy Esch Brandon Twyford Fernando Olmedo (his work) The War Store Sa m ple file Editing Contributor Cover Art Sponsor Copyright 2016 Dan Hass Endeavors ® Referenced Trademark of Wizards of the Coast Sa m ple file 2 DGC13 Tales of Deceit By Dan Hass the episode that the DM should be familiar Adventure Summary with. These include Feats, Magic Items, DGC13 Tales of Deceit is a Dungeons and Rules within the PHB and DMG, MM Dragons® 5th Edition adventure designed entries, and Spells that are not a part of a for 1-8 characters. It requires a Player’s creature statblock in the MM. If the DM is Handbook® (PHB), a Monster Manual® already comfortable with each of the items (MM), and a Dungeon Master's Guide® listed, the only other preparation needed is (DMG). The adventure is presented in four the episode-specific plot items – contained th episodes/modules designed for 14 level in the Adventure Background for the PCs, however using the Party Strength episode and the rose-colored sidebars calculation (described in the Adjusting within encounters, and to review the Encounters sidebar below) the DM could encounters for a few minutes beforehand. present the adventure to PCs of different Adjusting Encounters levels. It is set in the Dimgaard Campaign Setting The encounters are scaled for 14th level (the Dimgaard Campaign Guide is a free pdf PCs. The DM may use Party Strength to available at drivethrurpg.com), but could be adjust for parties that aren’t 14th level. To set in other campaigns. The Digital copies calculate Party Strength, add the total of the encounter maps are available here. class levels of the PCs together and divide by 14 rounding the results down. Dimgaard Philosophy For example, a party of two 11th level Dimgaard’s primary principle is that D&D PCs, a 12th level PC and a 14th level PC should be an entertaining experience. In has 48 total levels, so its party strength is particular, it should be fun and interesting. 3 (48/14 = 3.4). When scaling the The “best” D&D is a collaborative encounter, a good estimate will be storytelling event where the DM provides treating it as if the party is composed of 3 the framework and supporting details, 14th level characters (rather than 4) as 3 while the players contribute by roleplaying is the Party Strength. the heroes (their characters) that results in epic tales. Running the Adventure “Epic” implies that the heroes be Each episode of DGC13 Tales of Deceit is challenged and that success is a question made up of about six encounters. An to be decided by the heroes’ deeds and encounter is “something significant that choices. The Lord of the Rings is only an happens” (on average an encounter should epic because the reader doesn’t know take 20 to 40 minutes of game time). until the final pages if Frodo, Aragorn and Generally, these will fall into two categories: the rest will achieve their objectives or roleplaying or combat. Often the decision as die, fruitless, in their efforts. to what type of encounter it will be is based A great Dimgaard session (and really on the PCs’ actions. Sometimes a combat any D&D session) is where there is the encounter may evolve into a roleplaying finest line between success and failure encounter when mistaken identities, and the heroes just manage to win misunderstandings, or action based on false (occasionally, just surviving is “winning”). assumptions are corrected, thus ending the But for those narrowest of victories to violence. Other times conversations, have true meaning, they cannot be interrogations, or negotiations can become foregone conclusions, and likely there will heated and erupt in violence changing a be times when the PCs fail – Boromir roleplaying encounter into a combat comes to mind or Gandalf’s expedition to encounter. Isengard where he was captured. Dimgaard gives the DM opportunities to reward good roleplaying. Good roleplaying Preparing the Adventure can generally garner players an easier path This presents a summary of the to achieving the desired outcomes. adventure. It gives the DM the big picture. However, it takes stellar roleplaying to The episodes can be prepared individually. completely avoid combat. Dimgaard is a Each should take only a few minutes dark and violent place where opponents preparation to be able to run. with short tempers often find violence the Each episode presents an Items for most direct route to achieving their goals. Review sidebar that lists specific items in Copyright 2016 Dan Hass Endeavors ® Referenced Trademark of Wizards of the Coast Sa m ple file 3 DGC13 Tales of Deceit By Dan Hass The encounters in DGC13 Tales of Deceit dwarves, etc. – often required great effort to challenge PCs in different ways. The bend towards cruelty, humans seemed to combat encounters are expected to meet have a natural inclination towards it – often the definition of hard (DMG p.81), but even turning their cruelty against each additionally there are encounters to test the other. PCs ability to deal with diplomatic situations A hag culture arose that grew with the and pose difficult questions about their expansion of humanity throughout character’s morals. Dimgaard. It is likely that hags aided the humans in their efforts to subordinate other Modification “Exploits” races, as the cruelty involved in these Technically each encounter uses a efforts – wars, pogroms, campaigns to medium XP budget per the encounter deprive other races of resources – are the building guidelines. And for many parties sort of activities hags take delight in. a medium encounter may turn out to Less clear is exactly what role hags played meet the definition of hard as PCs may in the development of the One True Faith. be built for roleplaying and the party may Finally, the hag culture is being revealed. not have optimized their tactics. Modifications have been made to the Adventure Outline creatures which do not increase the Here is a summary of the episodes. calculated CR of the creature but do DG60 Family Secrets. The daughter of a increase the challenge of the creature. minor noble who rules the town of 1 These are denoted with a . These are Dawndenn begins to transform into a green not intended to be used with all parties, hag as she nears her thirteenth birthday. nor does a DM need to use every DG61 Lesser Children. The existence of suggested modification. The DM should hagspawn, the male progeny from the gauge the effectiveness of the party and sexual mating of a hag and a mortal male, is decide which of these to use (keeping in revealed. mind the definition of hard encounters). DG62 The Davenport Sisters. The PCs have the opportunity to confront the most Adventure Background senior of the hags who claim the city of Humans first migrated to Dimgaard over Davenport as their territory. As the most two thousand years ago. By coincidence, influential of the hags, they can negotiate an hags from the Feywild were also exploring agreement on behalf of the hags. Dimgaard at this time, having moved DG63 Orphan-ish. Faced with the loss of through a natural, permanent Fey Crossing their mothers, the remaining hagspawn near the current city of Davenport. assemble into a rampaging mob. (This is Hags found human culture to be almost exacerbated and aided by agents of the uniquely suited to their inclinations and Tofarian Empire.) abilities. While other cultures – elves, Copyright 2016 Dan Hass Endeavors ® Referenced Trademark of Wizards of the Coast 4 Appendix 1: DM Maps DGC13 Tales of Deceit By Dan Hass Sa m ple file Dimgaard Copyright 2016 Dan Hass Endeavors ® Referenced Trademark of Wizards of the Coast
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