```metadata title: 'ADVENTURE: The Blighted Orchard' description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` ![Map](https://i.imgur.com/52Gyp5l.jpeg){position:absolute;top:0px;right:0px;width:816px;height:1057px} \page {{wide # The Blighted Orchard Something is wrong at the Durand Orchards. The trees and plants of the area are withering with no easily discernible cause. At first most believed it to be a natural blight, but as the withering progressed unnatural creatures began to appear, as if drawn in by whatever dark magic or curse now lay upon the land. The Durands are a rich and powerful family, thus resolving this issue would undoubtedly earn their favor. }} {{toc, - ## TABLE OF CONTENTS - #### [{{ SETUP INFORMATION}}{{ 2}}](#p3) - #### [{{ ACT 1: Trouble is Brewing}}{{ 3}}](#p4) - #### [{{ ACT 2: The Blighted Orchard}}{{ 4}}](#p5) - #### [{{ ACT 3: Groves}}{{ 5}}](#p6) - #### [{{ ACT 4: Burried Secrets}}{{ 6}}](#p7) - #### [{{ CLOSING}}{{ 7}}](#p8) - #### [{{ LORE AND MAPS}}{{ 9}}](#p10) }} : ### ADVENTURE MECHANICS - **Target Party and Level:** 4 Level 3 Players - **Expected Playtime:** 3+ Hours - **Difficulty:** Medium - **Tone:** Resolve the Magical Conundrum : ### STYLE “Quick Shot” A Quick Shot is designed to give the GM an outline of what is going on inside of the adventure. It is mostly just ideas. The Story is fleshed out, and likely includes basic Location and NPC descriptions, but is far more conceptual regarding things like encounters, rewards, and hazards. The Quick Shot gives all the basics most GMs require to lead a fantastic game. : ### PLAYING A.O.G. ADVENTURES AOG adventures are written and designed to be system neutral to avoid Copyright and IP conflicts or issues. They will lean toward a d20 system, particularly D&D, but language referencing specific creature types, treasures, and environments may be more generic or cast in my Homebrew World. All of which should be easily imported into any system of your choosing. I also write and do a lot of things in my own style. There is a simple breakdown of these things at the end, and this link leads to an [Appendices](https://homebrewery.naturalcrit.com/share/mycj8rDJGKXG) of notes and my thoughts on mechanics to help GMs and Players understand what I may mean by certain phrases and ideas, as well as helpful links to our own source materials. \column ## What is The AOG? It started 40ish years ago. I still remember the day my cousin brought out this thin blue book with a white sketched dragon on its cover and a pile of strange dice. He told eight year old me that we were going to play a game where I could be anything I wanted (as long as it was an elf, dwarf, human, or halfling). I immediately developed that love of bringing people along on journey after journey, and through all the moments and four decades of playing, the trip has never lost its wonder.
Now, my son and I run Amplus Ordo Games as armchair content creators who donate our work to the hobby at large. We host a Patreon which runs like a D&D Magazine, posting mostly Maps and Full Adventures. We do dabble into other areas like stories, and thoughts on the game. My son helps write our “Year One” series which are adventures designed for entry level DMs and players, and we use that content to run the after school Jr High Group.
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[FACEBOOK](https://www.facebook.com/Amplusordogames) Yeah we know... Facebook... {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page ## SETUP INFORMATION ### Story Flow Something is wrong at the Durand Orchards. The trees and plants of the area are withering with no easily discernible cause. At first most believed it to be a natural blight, but as the withering progressed unnatural creatures began to appear, as if drawn in by whatever dark magic or curse now lay upon the land. The Durands are a rich and powerful family, thus resolving this issue would undoubtedly earn their favor… and a reward.
The players will hear tell of trouble at the nearby Durand Orchards. The Durrands produce some of the world’s most sought after alcoholic beverages, particularly wines and ciders, so for there to be an uncontrolled blight is a major problem for the Family. It won’t be long before the players get wind of the situation and find themselves caught up in it.
But what is happening? It would seem that a long buried Necromancer’s corpse is leaking foul magic, corrupting the soil as well as the creatures that live in it. The Players will have to find the source of the problem and seal it, without uncovering the body, as that could possibly release even more Necromantic Magic. Thankfully they’ll get some help from a local Dryad, but not quite in the way they might expect. They’ll be shrunk down to insect size and dropped into a network of earthworm tunnels. From there they’ll have to seek out and seal the magical leak all while trying not to be devoured by the corrupted creatures living there. ### Game Opening and Hooks - **Intended Hook: Rumor Mill** - The players overhear some locals talking about the Blight and other trouble at the Orchards. They’ll even talk about undead wandering out of the woods and attacking the workers. They’ve heard that a substantial reward is being talked about if Adventurers need to be hired to solve the problem. - **Back Up Hook: A Messenger** - A Durrand messenger comes to town and posts on the job board or directly begins seeking out adventurers. - **Alternate Hook: The Necromancer** - The Party is approached by a Necromancer who has taken interest in the Blight and suspects that an artifact is buried in the Orchard. He would like them to find and if possible recover it discreetly. ### Tier of Play The adventure is designed for level three adventurers, in the first tier of Adventuring. It is designed to be an adventure that continually stacks problems on problems and forces twists and course changes to their plans. It deals with undead creatures as well as corrupted insects, grubs, and worms, and maybe an angry raven. ### NPCs **A Few Locals:** You’ll want a couple of locals who are “In the know” about the goings on at the Orchard. Some Farmhands or other landowners would do nicely. Maybe even a nosey Innkeeper or Barmaid.
**The Orchard Foreman:** Once they arrive at the Orchards they’ll meet the Foreman. They can let the players know some more details about the situation. This person should be well informed about the recent happenings. They should also not particularly like the idea of “ ‘Venturers gettin involved in Durrand business”, but they’re smart enough to know the problem is outta hand as far as local abilities go.
**A Couple of Farmhands:** It is likely they’ll ask around the orchards for more info. Prep a couple of additional farmhands to give them redundant information, and maybe one additional clue.
**The Dryad Epimelide:** Epimelide has lived in the area for centuries. She protects the local fauna and flora as best she can, and has long held back this particular corruption. However, something has changed and now the Blight is beyond her abilities. She will aid the players with information, healing, and eventually shrink them so they can access the tunnels. ### LOCATIONS **Nearby Village:** Any generic farmland village will do for the starting place of this adventure. In my world I actually have a local village named Durrand as it is the local hub and residence for the folks that work the Orchards.
**The Orchards:** The Durrand orchards cover a huge area of land, and are flanked by a river to the South and a major trade route to the North. The area is/was for the most part hilly and forested. The terrain gets rocky at the higher points and boggy at a few of the lowest places, which allows them to grow a wide variety of fruit and berries. Otherwise it is about what would be expected. There are several farmsteads scattered through the area and one major estate where the Durrand’s stay when they come to visit.
**The Dryad’s Grove:** Near the heart of the Orchards is a grassy hill with a lone tree atop. The ground here is soft, covered in thick growth, and smells of rich earth. The surrounding trees are similar to North American Birches, growing tall and thin. The hill at the center of this patch of woods is the Dryad’s Grove. It is a naturally hallowed place and currently free from the Blight and any of its creatures. {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page ## OPENING CUT-SCENE {{monster,frame ### Infection ##### The soldier ants pile onto the grub ripping into its milky white flesh with their powerful mandibles. It is a scene as mundane in nature as wind and water… until it isn’t. Normally the grub would be carved up, its parts taken back to the hill to sustain the colony. But as it dies the ants scurry away. Soon afterward the grub twitches and then rolls back onto its feet. It was certainly dead… ##### Until it wasn’t. }} ## ACT 1
### Trouble is Brewing As so many adventures begin, the best setting for this start is probably a tavern. Although a local market or other public place would do well. The Players overhear the locals gossiping about the problems at the Orchard, and more importantly, that the Durrand’s are extremely wealthy and will surely reward anyone who can solve the problem. This should be enough to put the players onto the adventure, but they may need another nudge. If so, have an actual reward and job offer brought to their attention. Depending on their gear and supplies you may want to encourage them to prepare and do a little shopping before heading out. Otherwise, this Act is pretty straightforward and closes when they head for the Orchard. :: {{note ### EVENT: Adventure Hook
This is the pretty basic intro to the intended adventure hook.
#### Description
*You overhear some locals. “Things are getting bad down in the Orchards.” says one. “I heard some undead, skeletons, were spotted wandering around the cranberry bogs.” adds another. “Nah, was Zombies, and they came right up outta the fields near the Birchwood. Got one of the hands they did.” The locals shake their heads. “Not good. Not good at all. If the Blight don't end soon we’re all outta work. Wish I had more gumption. The Durrands would probably pay a small fortune to who ever gets rid of the problem, but I got no mind to fight undead.” The others nod in agreement and order another round of drinks.*
#### Likely Player Actions
- **Question the Locals:** The locals can add some info to the story but a lot of it is speculation and rumor at this point. - **Head for the Orchard:** Most likely scenario. But they are players, so you never can be sure. }} \column ## ACT 2
### The Blighted Orchard This Act starts with them traveling to the Orchard and meeting with the Foreman. At first there will be some resistance to the Adventurer’s being there, but during that event the group will be attacked by mutated insects (Ankhegs). Once the players have dealt with that, the Foreman will be much more open to working with them, and point them in the right direction. : {{note ### EVENT: Meet the Forman
As they arrive at the orchard they’ll be met by the Foreman and some Hands who, depending on how they found out about the problem, will aggressively question them as to why they are there. While the players are making their case for being on site the group will be attacked by the Ankhegs.
#### Description
*Turning off the road you head into the Orchard, but before you get even a few minutes into the property you're approached by several workers. One steps forward identifying themselves as the foreman and demands to know what you think you're doing trespassing on private property.*
#### Likely Player Actions
- **Negotiate a Deal:** They’re going to want to offer their services to the Foreman who will prove a tough nut to crack. A Hard Persuasion Skill Check should be necessary. - **Get to Work:** I have definitely had Players that don’t deal with this kind of roadblock, so they may just attempt to bypass the Foreman entirely. }} : {{note ### ENCOUNTER: Ankheg Attack
The Creatures will burst from the ground during the Players’ conversation with the Foreman, likely granting the creatures a surprise round. One will snatch a Farmhand and disappear back underground with them the next round. The other(s) will attack the players directly.
#### Description
*The eruption happens so quickly that for the first few moments of the attack you’re not even aware you’re being attacked. The dust and debris quickly settle revealing large insectoid creatures that have burst up from the ground! One of them already has a Farmhand in its mandibles and another has turned its attention toward your group. It chitters ferociously as acid drips from its dangerous looking mandibles.*
#### Combat Encounter: Ankhegs The Ankhegs have ambushed the party. One of the creatures will grapple a farmhand and attempt to drag them underground. They will likely attempt to save him first. Otherwise the combat should be pretty straight forward.
- 2 Ankhegs here should suffice, particularly if they get a surprise round. }} {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page {{note ### EVENT: Re-Meet the Forman
After the attack they will get a chance to re-address the Foreman and perhaps earn and early reward and the chance to discuss things further.
#### Likely Player Actions
- **Re-Negotiate a Deal:** They’ve now proven themselves capable. They may want to renegotiate their deal. - **Question the Foreman:** They will at this point have the time to do this, and the Forman will be in a better frame of mind to do so. He will be genuinely helpful to them at this point. He can inform them that all the problems have been in the South, the Blight seems most concentrated in the Apple Groves, that Undead have been seen in the Orchards near the Cranberry Bogs, and that the Birchwood in that area seem unaffected. He also knows that a Dryad has been seen in the Birch Grove and the locals say that drinking from the well there summons her. }} ## ACT 3
### Dryad’s Grove They’ll now be off to explore the area. Where they head to next is up to them really, but they won’t be able to progress the Adventure until they meet with the Dryad in her grove. I will approach the Events here as if they go to the Blighted Grove’s first, then the Dryad’s Grove, after which they’ll head back to the Blight Zone and be sent into the Tunnels. {{note ### EVENT: The Blighted Areas
Once in the Blighted Areas the first thing they’ll notice is that it is worse than they expected. The trees are obviously sick and the ground is venting noxious fumes. These symptoms are not “centralized" but do get worse the deeper they go into the area.
#### Description
*As you approach the areas you’ve been told are blighted, it is immediately noticeable that the trees are drooping and withered, the leaves and grass in the area have a sickly gray tint, and there is a foul odor that seems to be leaking up from cracks in the soil. Whatever is happening here, it becomes obvious that the problem is much more serious than rumors led you to believe.*
#### Likely Player Actions
- **Explore the Area:** This will likely be their first goto. Have them make some Medium Difficulty checks and give them some feedback on what they may discover. Successful checks could alert them to the supernatural nature of the Blight, they could find animal tracks that look as if the creature was stumbling, insects will seem overly aggressive, they should also notice that the Blighted Areas do not seem centralized. - **Dig into the Ground:** They might do this with tools or use magic. If they do, have them make Hard Constitution Saving Throws to avoid being Poisoned by the noxious fumes that come up out of the ground. They should also easily see that there would be a highly abnormal amount of worms and grubs under the ground. }} : {{note ### ENCOUNTER: Optional
#### Undead Beasts While wandering the Blighted Groves the Players will encounter several undead animals that have been recently transformed. These creatures are generically “Zombies” but skin them however you want; cows, sheep, chickens, Blind Molerats, etc. Also I encourage you to consider using smaller creatures as a “swarm”. As a 20hp Chicken, while being funny, may feel a little off, but a swarm of Zombie Chickens would feel more real and be absolutely terrifying.
- 4 Zombies and/or Undead Creature Swarms }} : {{note ### EVENT: Epimelide’s Grove
Eventually they will end up heading into the Birchwood Forest and find the Epimelide’s Grove. Here they can find some peace and a reprieve from the Blight outside and any creatures harassed by it. She will approach them cautiously and then offer her help.
#### Description
*Among the birch trees the blight seems to have no hold. Following a field stone path through the trees you find a small hill upon which sits a lone tree. The air here feels clean and has thickness to it along with a sweet smell. The colors feel brighter and the birds sing more vibrantly. There is something special about this place. There is an old well at the end of the path by the base of the hill.*
#### Likely Player Actions
- **Interact with the Well:** They well is the key to summoning the Dryad. Hopefully they spoke with the Foreman about it. If not they’ll surely come up with something. - **Talk to Epimelide:** Dryad’s are Fey creatures so their worldview is off when compared to ours. In this case that view is one of all life being connected, and unlife being its antithesis. She will not consider the players more important than say the grass, but she does however understand usefulness and purpose. They are useful in this instance. She will tell them of the buried Necromancer and how something has gone wrong. She knows that magic is leaking out of the grave, and that uncovering it could cause catastrophic damage to the area. So she will offer to take them to the source of the problem, give them an Enchanted Branch, and teach them a ritual with the Branch that they can use to seal the leak. - **Ask for Extra Help:** They may ask for some boons. Things like Potions or Blessings. If they’ve behaved and she likes them, she could give them some “Fruit” from her tree that could act as potions that you as the DM feel works well. She could also cast a blessing on them. Maybe actual Bless or Protection from Evil. Something like that. #### Wrap Up: Tiny Tunnels Epimelide will take them to the source of the problem, show them the tunnels then promptly shrink them. Good luck! }} {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page ## ACT 4: Buried Secrets Once they’re small enough, the tiny earthen tunnels basically become a network of caverns leading down to the Necromancer’s Altar and Artifact. They’ll have to explore them and face any of the dangers within. Eventually they’ll find the body and face the Giant Skeletons. {{note ### EVENT: The Tunnels
There is a large network of earthy tunnels carved out of the ground by gigantic necrotic earthworms and other blighted creatures. They’ll have to work their way to the center of the map through the “Labyrinth” to advance the story.
#### Description: Smell of Fouled Earth
*Pebbles have become boulders and the grains of earthy dirt of the fields are now large clumps of moist textured ground. The tunnel slopes downward quickly dropping away into darkness from which a waft of air that smells powerfully of a newly plowed furrow rises up. But there is something else in there. Rot. Deacy. Death. The background odor here is foul and communicates one thing to you, Danger.*
#### Hazard: The Damp Ground The ground should be damp and sticky. This not only could cause terrain difficulty, but it could also be hazardous. Large clumps of the walls or ceilings could let go and drop/slide onto the party. They could ever sink into the ground in a quicksand like manner. #### Encounter+: Blighted Critters This is only a possible random encounter, but we don’t want them wandering the tunnels without any actual tension or events. So I recommend taking monster concepts like Carrion Crawlers, or even Purple Worms, works as a place to start from. Obviously we want to make sure we’re not overpowering the players, but using them as a base to build off is a great idea.
- 4 Blighted Worms or Insects #### Likely Player Actions
- **Enter the Tunnels:** They have but one choice here. Explore the tunnels until they discover the source. }} : {{note ### EVENT: The Open Grave
This is the “Boss Lair” for the adventure. There is a partially uncovered coffin containing the body of the Necromancer. It is wearing a dual Skull Amulet that is leaking dark magic into the ground. They’ll have to approach the Amulet and use the item that the Dryad gave them to seal the damage. Unfortunately, the Necromancer’s body has begun to reanimate and will attack them.
#### Description: The Coffin
*You enter into a large chamber and are immediately aware that you’ve found the source of the problem and the smell. Laying half uncovered is an open coffin, and in it lay a rotting corpse. The magic and the reek waft up off the corpse much like summer heat on the roadways. There is the unmistakable feeling of evil creeping through the room. It seems to emanate from a skull necklace the corpse is wearing.*
#### Likely Player Actions
- **Examine the Chamber:** They may notice small holes and tunnels in the walls and cieling. Other creatures will come from these once the Skeleton awakens. - **Examine the Corpse:** They will see that it has been mummified and that magic is eminating from the skull amulet. Once they approach the corpse it will awaken and attack them. - **Begin Sealing the Amulet:** One of them will have to approach the skeleton and begin the ritual of sealing the Amulet. The Necromance will attempt to stop them. }} : {{note ### ENCOUNTER: Necromancer
The Necromancer fight is basically with a “Giant Skeleton” whose arms have animated. One of the players will have to conduct the ritual while the others will have to fight the arms. The arms will attempt to stop the ritual and throw the players around. It should be very difficult to actually kill the Skeleton. The point instead is to complete the ritual, which ends the combat, but they may blunt force their way through.
- "Giant" Skeleton, use the attack and damage model of a Skeleton but with a lot more HP. - Lair Action: Summon Swarm - every round a swarm or two will enter the fight. }} {{wide ### }} ## Basic Closing Returning to the surface shouldn’t be nearly as dangerous as it was to travel downward. They may encounter creatures, but now that the corrupting magic has been dealt with they’ll for the most part simply go about doing their thing. They’ll need to go see the Dryad, who is likely waiting nearby for them. She will transform them back and tell them that the odyb is now “safe” to expose and properly deal with. They can do that if they want, or they can just go get paid and go home. The Foreman will be thrilled to hear that they’ve dealt with the Blight, and not so thrilled that there is a Necromancer’s body under the fields. And now your Players are due for a good rest and their next adventure! ## Alternate Closings **1** **The Raven** If you’re looking for anything extra or maybe a twist “That wasn’t the Boss” moment. I have had them snatched by a large Mama Raven as they exited the hole. She takes them back to her nest to feed the babies. It makes for an interesting juxtaposition between earth and sky encounters.
**2** **Excavation** They may want to go dig up the body and take care of the problem once and for all. THey may also want to loot it. I mean lets be real, they really just want to loot it. {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page ## Rewards I think a few interesting rewards are due here. I'm going to Bullet point the options.
- They’ve earned their agreed upon reward from the Foreman. - They may also have earned a meeting with and a favor from the Durrand Family if that fits into your narrative. - I would also consider tossing them a few bottles of fine wine. Something that would sell well, or perhaps give Temp HP when used. Things like this are always nice. - They could probably also get a reward from the Dryad as well! - And lastly, if they did decide to dig up the Necrmancer’s Altar let’s be sure to give them some interesting things from there. There is the Amulet which I personally use as a key to a communal lair where Necromancers gather to do evil things! As far as practical loot, perhaps something along the lines of a Scroll of Summon Skeleton or Vampiric touch. Maybe a potion of Necrotic Resistance. Maybe even a Chapter of a Tome that grants a boon now, but when completed allows a Spell Caster to learn the secrets of Vampirism or Lichdom. ::::::::::::::::::::::::::::: {{wide
:::: ## THE END... ::::::::::: # THANKS FOR PLAYING : **I do want to take one last moment to sincerely thank you for playing an AOG Adventure. It means a lot to me as a creator. If you enjoyed it please leave me some comments on wherever you found this adventure. You can support more content like this by subscribing to our Patreon. [AMPLUS ORDO GAMES](https://www.patreon.com/amplusordogames)** ::::: ### ACKNOWLEDGEMENTS To the Long History of Open Gaming that allows our adventures to be written system neutral.
The folks at WotC, Paizo, Kobold Press, and others publishing with Creative Commons and Open Licenses.
Original story written by Amplus Ordo Games
All Maps and Handouts were done by Designers at AOG using Inkarnate
PDF Formatting done using The Homebrewery
}} {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page {{wide
: # MAPS,LORE, AND MORE ## Notes, Lore, Stories, Handouts, Maps, & Statblocks : D&D is a complicated dance of information and imagination. I've often found a lot of trouble seeing someone else's vision in what they have written. Having put out dozens of adventures now, we at the AOG have figured out that what we see isn't always what you see. And while that is absolutely wonderful when it spawns creativity... it is absolutely tragic when it breeds confusion. We understand that we have a specific and sometimes unique way of presenting infgormation, and so we've included the following items to help clear up some of that confusion. You probably won't find sections like these in our "Year One" or "Quick Shot" Adventures, as those are designed to flow without a lot of extra information. But when it comes to our Bigger Releases we'll typically include quite a bit of extra information to bring some clarity to our thinking, to further expand on our vision, and hopefully add fuel to your own. I think that's about all you need to know about this section. And as always Thank You for playing with us! }}
![Background Map](https://cdn.discordapp.com/attachments/826264445461856256/934115071037177866/Background_Map.jpg) {position:absolute;top:-200px;right:-603px;width:2350px;height:1800px} {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page {{wide ## PLAYING AN AOG ADVENTURE: THE BASICS
#### Homebrewed World
First off, almost all my adventures are set in my Homebrew World of Taalist, particularly the Continent of Krenshad. Which the majority of has a very Gothic Art and Renaissance Period cultural feel to it. With some Greek and Middle Eastern Cultre from various time periods thrown in there for flavor. That said… Almost all of my Adventures can be easily ported into your location of choice. If you would like to play in Taalist my Campaign Guide (All 150+ Pages of it) can be accessed on our Discord.
#### The Lay Out
I divide my adventures into “Acts”. An Act doesn’t necessarily reflect an amount of time, but more of an important series of events or locations. Some Acts may take 5 minutes, some 5 hours. Why? I dunno, ask the players who over complicate simple matters and simplify the overly complex.
#### Skill Check DCs
I don’t spend a lot of time defining DCs as I play with a bit wider scale of success and failures. What does that mean? For reference the DC scale in 5E looks like this.... Very Easy DC 5, Easy DC 10, Medium DC 15, Hard DC 20, Very Hard DC 25, Nearly Impossible DC 30. When I list a DC, I will tell you it is Hard. But Hard for one party may be easy for another so I leave the actual number value up to you. I also play with a “Success but with Consequences” mentality. That means if they get close they still accomplish their goal, but there is a “but” to that success. An Example? Hard Stealth DC is 20, they roll an 18, I tell them “You sneak past the guard you see, but the guard you didn’t see heard something and is headed your way.” I think it adds more to the story that way.
#### Search Checks
I often reference Search Checks. What is a Search Check? When the players want to “search” something or for something I let them use either Investigation or Perception. I know that isn’t RAW but it just makes things so much easier. I got real tired of explaining to players who have been playing with me for years the difference between the two… just let them look for stuff!
#### Treasure Sizes
Every game is different. So I do not *usually* list out treasures. Instead I use the follwing terms to assign value not size to the treasure Petty, Small, Medium, Large, Huge. Often I will use a combination of them. You can decide how best to fulfill that for your party.
#### Identify Rules
I use a different style of Identify. Items in my world have a Knowledge DC on them (Arcana, Religion, History, and Nature). I allow the player to use an appropriate Check on an item to identify it. The Identify Spell adds a +10 to this. It can be upcast for additional +5 bonuses. Depending on the score of the Check I give them different information. Some information is extremely hard to obtain, for example Curses are well hidden behind DCs that are at least DC 30, often much higher.
#### Opening Cutscene
I like to start my games with an Opening Cutscene which is read before anything else happens. These are usually really vague bits of information that give a glimpse into something that will maybe happen later, happened before the adventure, or is story adjacent to it. I have found these to be great tools to set the mood and create a little mystery.
#### Setting, Background Info, and Hooks
These portions can be used as you see fit. Each one is a little different, so it is hard for me to say how best to use them. Some will play better if you can get them into the hands of the players before the game. Others may have better influence when read just after the Cutscene. Some are really only relevant to moments in the story. But as in all things you do what is best for your game! That is always the way to go.
#### Skill Challenges
I use the idea of Skill Challenges a lot. What is that? It is an event in the game that isn’t quite an encounter and it isn’t a simple skill check. It is a problem they solve with their whole skill set. Typically they must get three successes before three failures in order to succeed in a skill check. The thing about a Skill challenge is they’re are vague on purpose to allow players to be creative in solving a problem. An example may help here.
> - DM says “Your Boat is taking on water. What would you like to do?” > - Player 1 responds with “I use my carpentry tools to fix the hole” and they make a Tool Check. But they roll a 2 so they fail. Too much water. > - Player 2 says “ wants to row harder with the crew to get us toward shore faster” They make an Athletics Check and roll an 18. So that is a success. > - Player 3 “I use Destroy Water to get water out” OK, well it only destroys 10 gallons so it isn’t super helpful, but the momentary reprieve allows a little drywork to happen and allow player 1 to reroll. }} {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://i.imgur.com/8mTb6gd.jpeg) {position:absolute;top:20px;right:30px;width:750px} {{wide # Farmhouse
### ##### NOTES I've included a map of a Farmhouse area. It should be useful for the Ankheg attack, or other NPC interactions.
}} {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://i.imgur.com/dGYCPiH.jpeg) {position:absolute;top:20px;right:30px;width:750px} {{wide # Blighted Orchard
### ##### NOTES Just a general orchard map
}} {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://i.imgur.com/8bcPwFY.jpeg) {position:absolute;top:20px;right:30px;width:750px} {{wide # Blighted Orchard and Cranberry Bog
### ##### NOTES
Again nothing real specific, but this one has a cramberry bod attached. }} {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://i.imgur.com/H3OYkrM.jpeg) {position:absolute;top:20px;right:30px;width:750px} {{wide # The Dryad's Grove
### ##### NOTES
A calming and peaceful place. The tree on the hilltop has magical fruit, but it can only be picked by the Dryad. The well is a well, but an offering to nature should be dropped in here to summon the Dryad. }} {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://i.imgur.com/6LKd40O.jpeg) {position:absolute;top:20px;right:30px;width:750px} {{wide # Blighted Tunnels, Upper
### ##### NOTES
This map enters from the center and spirals out to one of four passages that head down into the lower tunnels. The ground is wet and sticky, bordering on quicksand like mud. Travel should be difficult here. }} {{pageNumber,auto}} {{footnote The Blighted Orchard, March 2024}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ![Map](https://i.imgur.com/oP6pmzx.jpeg) {position:absolute;top:20px;right:30px;width:750px} {{wide # Blighted Tunnels, Lower
### ##### NOTES
Not quite as much of a maze as the floor above but this area sould be no less troublesome. As they approach the center make them aware of the growing necrotic energy. A Medium DIfficulty Constitution Saving Trow should make the point clearly. }}