The Dung Run -DeleteMe

The city of Rhodes is one of the three major cities making up the Trimet, a hub of the post-Splintering world. While staying in Rhodes, the party is asked to restore a Reach that connects Rhodes to Golgorth, another city in the Trimet. This journey will take them through the Pael to Dretheric, city of the dead, and on to the airship-traversed realm of Saldragon to find a flower that only grows in the dung of dragons... A dangerous collection known as The Dung Run.  

Adventure Overview

Dung Run - Overview
 

Setup

Mayor Naomi Sand never needs anybody for anything. She achieved her current prominence with grit and will, and secured enough Reaches to ensure Rhodes would climb to prominence within Altanruhl. Unfortunately, one of her most important Reaches has failed and the only cure is essence from a living Loq'flore... a flower that can only be found growing in dragon dung during rare times of the year.

Mayor Sand will approach the PC's about securing this flower and bringing it back to her in Rhodes.  

Inciting Event

Either the party lives in the city of Rhodes or are at least passing through. While at their residence or inn, at least one of the members of the party will be called on by Her Clearness, Mayor Naomi Sand.
Naomi Sand
Character | Nov 7, 2020

Mayor of the city of Rhodes


Sand will not speak to any party member in public. She prefers an isolated room either within their home or a private room at the inn where they stay; she can secure something if necessary. The Reach to Golgorth has somehow been damaged, and she will need the PC's help in getting it restored.

Mayor Sand does not like showing weakness by asking for help and bluntly is unpracticed in it. It will take her a bit of time to get to the point. She should also be trying to root around in the dialog to see if she can figure out what motivates them before she asks for their help. She'll focus on the plight and see if the party offers to help before she even tells them what the issue is. Sand is going to naturally gravitate towards talking about the impact to Rhodes if the Reach is broken forever, but she's not above appealing to a larger cause (such as the sanctity and efficacy of the Trimet if it gets the parties hooked.

The party may have questions, and here are some details that Mayor Sand knows and might be persuaded to share:
  • The Reach to Golgorth has not been functioning for 3 days.
  • Weiran Ross determined that the Reach could be restored with essence of a live Loq'flore
  • Ross also determined that if the Reach was not restored in 7 (total) days, it would cease functioning forever.

The party may request some form of compensation for this task, and Sand is willing to provide assuming she didn't successfully appeal to their better natures. She possesses a few Cyphers she's willing to part with that may help them.
Flameshield
Iceguard
(Or select two from the following list)
 
Mayor Sand is also willing to provide an artifact upon successful repair of the Reaches, presumably by bringing back the Loq'flore.
Pael-Touched Staff
 

Finding the Flower

PC's familiar with Geography may be able to connect that dragons are only found in a few places, most notably within the Saldragon Princedom. But where within said region you might find the flower is not going to be nearly as easy. The PC's will need to investigate rumors and draw upon their own lore to find the Loq'flore. Treat this as a challenge.

Loq'flore Search

5

Goal
Discover the location of the Loq'flore, and figure out how to reach it.
Description
The players may leverage several different paths to try and figure out what and where the Loq'flore can be found. Although Mayor Sand has no real additional information, there are many in town with details, and the players may even have a few tricks of their own up their sleeves.
Modifiers
The Loq'flore is extremely difficult to learn about from texts or tomes. Treat all bookish research as hindered by 2 steps.
Sinclair has been carrying on about the adventures he went on with Maxina the Antereach. One of these was The Dung Run. Research "on the street" may eventually point PC's towards him. He wants to tell his story, making this research a bit easier. This difficulty is eased by 2.
Regardless of the methods employed, if successful they should uncover the following:
  • The mission to collect the Loq'flore flower was known as "The Dung Run" and was frequently accomplished by Maxina the Antereach.
  • The requisite poo can be found in a mid-western portion of the Saldragon Princedom known as The Talon Stretch.
  • Most Reaches to Saldragon Princedom can be found in Golgorth, which isn't currently reachable.
  • Best way left to get there is via Airship, which requires a Reach to a Hive.
  • There is a Reach in Dretheric that takes you to Shiverreach Hive.
  • Dragons have become more active recently.
  What if the PC's can't find the information?
If the PC's aren't able to find the information based on bad rolls or just not having any idea where and how to look, you could employ any of the following ideas:
  • Have Sinclair show up wanting to tell a tale.
  • Let the party travel to Saldragon (They should know that's where dragons are), and then while there, let them overhear some airship captains complaining about the drakes in the Talon Stretch.
  • Simplify the stages. Let their Reach take them to Grutusk instead of Shiverreach, and play out the encounters there instead. The party should hear about dragons and head out there in absense of other ideas.

 
 

Sinclair

Sinclair has washed up after watching everything fall apart. He's noble and descended of the Citadel royal line (he's the last heir, in fact). He knew Maxina and can speak to various details, but he spends more time regaling people with other stories of bravery and interest, and tells many stories of the Sorcerer. His stories are extremely "epic" and can seem far-fetched to most hearing them.

He is also a man filled with regret, and this will be plain within minutes of speaking with him.
  • "I could have stopped all of this. I only had to kill one good man."
  • "I had the chance and it is lost to me."
  • "How long must the world pay for my failures?
  • "Father warned me mercy towards Magens would have consqeuences. Just didn't know how big.

He won't expand much on any of these items. Any attempts to pry will result in Sinclair shutting off on the topic. He'll initially try to change the subject, but failing that he'll try to leave or get violent if unable.
Sinclair
Character | Nov 10, 2020

Reaching Dretheric

The journey to Dretheric is not a pleasant one, although it is more-or-less safe. The Reach to Dretheric involves drinking a nasty brew which tastes strongly of chalk (with perhaps a sprig of minty freshness). The Guardian of this Reach is a woman named Cintia Aranka, and she has been told in advance to allow the party through without payment (although future trips certainly would have a price).
The journey through the Pael should take the party about 15 minutes in game and an equivalent amount of time will pass on the outside. Feel free to see the side-bar for advice on the Pael. To add to the effect when traveling to a City of the Dead, you can flavor each step of the journey with creepy elements.
Passing through the Pael always grants one subtle Cypher to a random party member. In this case:
Mending Thought - Regain 5 Might - Roll to determine who
Optional Challenge
For parties moving very quickly, you can introduce the following challenge in the Pael.

Pael Challenge

2

Goal
Get to the other side of the geyser without getting burned by the gunk or stepping off of the path.

This encounter is designed to just be a reminder to the party that staying on the path is essential, and not always easy (even if the creatures of the Pael aren't actively engaging you). Any practical idea the party might have about defeating this should be successful, especially if it burns any pool to accomplish. The goal isn't really to stop the party or put them at serious risk, but to remind them of the stakes.

This encounter could be introduced as a GM Intrusion.
Description
A geyser erupts in the middle of the path. It blocks the path completely, erupting a strange greenish tinted liquid. When that liquid lands outside of the path, it fades to a dull color, but before it does, the party can see it burn something of value (such as a party member's boot. The geyser deals 3 points of damage to anybody that steps into it, and 6 for any who push through without somehow diverting it.
Modifiers
If the party putz around with it for a bit and seem paralyzed, you can lessen the flow from the geyser, reducing its damage to 3 for a complete passthrough, and ease the encounter by 2.

 

The Land of the Dead

The party is not intended to linger in Dretheric, but it is certainly a place of some interest and worth calling attention to a few things. Until 20 years ago, Dretheric was a city known only to the dead and would-be followers of the Lich Drethe. They were engaged in all-out war against the Saldragon Princedom and it is only since the Splintering that the city has seen occupants that aren't dead or trying to destroy it.

There are a couple of tell-tale features that make Dretheric distinct that players might notice:
  • It is extremely difficult to tell the dead from the living. The dead have a slight bloody smear trailing out of the corner of each's left eye.
  • Most buildings do not seem to have doors. All have been torn off or otherwise destroyed.

All Reaches are controlled by a single constable known as a Ghoul. The Ghoul requires expensive payment for passage through. If the player does not have current to spare, the Ghoul will instead accept payment in the form of the party taking a bag with them when they go. The Bag

Drethe Dust

  • While in possession, this bag will cause plants in the immediate area to wither and die over a 4+ hour period. This will likely not be noticeable unless the party takes a long rest somewhere with plants in full view.
  • The bag cannot be discarded or dropped, and takes a Cypher slot from the wielder until it is used.
  • Using the bag has no noticeable effect. In truth, it is simply paving the way for the Disciples of Drethe to begin traveling to new realms. That said, it is good to build up the cosmetic effect and leave the players craving to know what "mechanical effect" came about as result of using the dust.

 
  For more information on Dretheric, check it out below:
Dretheric
Geographic Location | Nov 10, 2020
And remember, passing through the Pael always grants one subtle Cypher to a random party member. In this case:
Strength of Will - Gain 2 Int Armor for the next 24 hours.

Shiverreach Hive

Shiverreach Hive is the northernmost Hive in the Saldragon Princedom. In years past it was used as the staging point for most of the aggression in the war against Oblivixe and the Disciples of Drethe. Although they still maintain military readiness, the actual combat strength of the Hive has lessened tremendously. That said, they are still quite strict in their oversight, with their head of security being a former soldier.

The PC's should arrive and immediately find themselves with a small battalion of spears and crossbows aimed at them. If the party doesn't do anything rash, it should be made clear that Shiverreach is going to do an extensive clearing process to ensure they are not more (or worse). This process can take up to 5 minutes per person. They are mostly checking for the Smear, but are also looking for ways that the Smear might be hidden.   GM Intrusion
Want to complicate the PC's lives? Have the security check fail for one of the PC's. Murien himself will come do some investigation, and more rigorous requirements will likely be rolled out for the
 
Murien Thrud
Murien is the stern, but polite head of security within Shiverreach Hive. He believes strongly in order and does not like to see it threatened. When visitors arrive from Dretheric, he considers it his personal duty and mission to supervise the inspection personally and ensure that no undesirables are entering the city. Quick Stat Block

Murien Thrud

4

Taciturn and overly polite leader of the security and watch services within Shiverreach Hive.

 
HealthDamage
154

Murien fights with a pair of hand axes and wears a light chain mail granting 2 armor. He is quick to call in support from his soldiers.

Mistaken Identity

Shortly after arrival, Cifs should saunter over and greet anybody he meets, welcoming them to Shiverreach. He should be free with his hands, slapping PC's on the back or having perhaps too intimate of a hand-shake. He is not, however, stealing or planting anything on them. Instead, he is trying to draw attention from security. Almost immediately after Cifs departs, the authorities led by Murien Thrud himself will spring upon the newly collected group, stating that they seemed to be cavorting with this known bandit. They want to interrogate the party and know more about the nature of their relationship with Cifs Skyrazor.  Those not taken will be given the ability to move on, but those suspected of criminal activity will have to be detained.
Depending on time, this section can be skipped completely and the players can instead go directly to seeking a pilot to the Talon Stretch.
Cifs Skyrazor
Cifs is a pirate that is seeking to collect special crystals that are the primary driver behind magic in other parts of Altan'ruhl. He cares for his ship, to be sure, but clearly nothing else. He is aware he is under watch by the security in Shiverreach, and contrives a meeting with some of their number to create an inconvenience that may lead them to seeking his aid. He's willing to help provided he can leverage their services on his own ventures at some point down the road.
Details about Cifs
Cifs Skyrazor
Character | Nov 15, 2020
Quick Stat Block

Cifs Skyrazor

6

Cifs is a pirate in every sense of the word. He'll lie, steal, cheat, cajole, and if necessary, bloody his hands to get what he wants. He dresses the part and will begin most interactions with friendliness and joviality.

 
HealthDamage
316

Cifs can spin falsehoods as though he were level 7.   He does not prefer to fight and is not above appealing to the authorities if he gets into trouble.   He wears numerous crystals on his person. These crystals are artifacts capable of many wondrous feats. One of them is a Reach that will allow him to escape from any situation fairly easily if he feels threatened.
Shiverreach Hive Prison
Just a small snapshot of the Shiverreach Hive Prison

Escape Shiverreach Prison

6

Goal
Some of the party members have been imprisoned and are locked in Shiverreach Prison. They are stuck there for days while the Auguror is secured and brought to the Hive.
Description
This will likely take teamwork on the part of the characters. Identify who the primary instigator and have that person roll against this difficulty. Let the actions of others be treated as assets on the check to escape prison.   This could be solved in multiple ways, such as covert missions, daring rescues, or sly verbal manipulation.
The party will need to come up with a clever way to get their friends out of the holding cell, but this should not be easy or automatic.  There are also downstream consequences of getting their friends freed.  IE:  Will they be on the run?  Do they now look more guilty?
 

The Talon Stretch

The Talon Stretch
Part of the difficulty in getting to the Talon Stretch is finding a captain.  There are 4 captains that can be persuaded to depart within the day.
Cifs Skyrazor - He actually is quite keen on the party coming to ask.  He will not consider the trouble he landed them in as a debt.  He'll consider just an intrusion of life.  
Gerd Armbender - Wants to prove she's better than any man. Got something to prove.
The Torg - Elf with his ears removed, preferred airships over the sea. Greed is his first and most potent motivator. Doesn't like discussing his elven heritage.
Alfhildertrygg - Government man, through and through. Would need to be convinced it's for the greater good.   It takes the better part of a day to travel from Shiverreach to the Talon Stretch.  

Dung Beetle Battle

Once they arrive in Talon Stretch, the captain will set them down somewhat near the edge, claiming that going any deeper will result in danger to his craft. He'll wait though. Probably 4 hours of tracking dragons to get deep inside. They reach the pod, but they are immediately set upon by dung beetles... beetles who aren't terribly choosy about who they eat.

Dragondung Beetles

2

Difficult to qualify as an insect, this flesh-eating monster bears a passing resemblence to a scarab, if scarabs grew four feet long. It is frequently found within the feces of dragons, often buliding colonies beneath the earth where dragons are frequently found. The consume anything they can find that wasn't fully digested by the dragon and have evolved to pry open any armors they may find. They are also quite capable diggers.
Motive: Hungers for flesh and soft tissues
Environment: Mountains, places where dragons are found.
HealthDamageArmor
11 3 1
Movement
The beetle can move immediate distances, but it can progress alarmingly fast by leveraging tunnels created beneath the mounds of poo they burrow through, allowing them to traverse short distances and still attack.
Modifications
These critters typically defend as level 3 from attacks, but in the safety of dung piles, they are actually treated as level 4.
Combat
These beetles attack in groups, often with no fewer than 4-5, and often in the accompaniment of an elder dungbeetle. They will initially avoid conflict, preferring to stay focused on whatever they are consuming, but a character digging into the dung will likely incite these beetles rather quickly (and sharply!)
Use
Scatter a few beetles into any mountains when players are a-dragon hunting to add color and build the perception of an ecosystem. For more fun, hide some in piles of dung that the players know they might find treasure!
Loot
They carry no loot, although the brave may be able to dig through the dung and find any treasures the dragon may have eaten and not noticed!
GM Intrusion
Slipped in poo.
  The player has slipped in the dragon dung. That smell may never come off and the all social interactions are hindered for 24 hours.

Elder Dragondung Beetle

4

Difficult to qualify as an insect, this flesh-eating monster bears a passing resemblence to a scarab, if scarabs grew four feet long. It is frequently found within the feces of dragons, often buliding colonies beneath the earth where dragons are frequently found. The consume anything they can find that wasn't fully digested by the dragon and have evolved to pry open any armors they may find. They are also quite capable diggers.

Because the only thing more terrifying than a 4-foot scarab that eats dragon poo is an 8 foot scarab that eats dragon poo.

Motive: Hungers for flesh and soft tissues, and strives to grow its colony
Environment: Mountains, places where dragons are found.
HealthDamageArmor
19 4 2
Movement
The beetle can move immediate distances, but it can progress alarmingly fast by leveraging tunnels created beneath the mounds of poo they burrow through, allowing them to traverse short distances and still attack.
Modifications
Due to their size, they do not gain the typical Dragondung Beetle benefit for hiding within piles of poo.
Combat
The Elder Beetle does have two methods of attack. The first is the mandible chomp found on its smaller breathen, but the Elder beetle also possesses an acid spitting attack from its ability to soften earth and stone for burrowing. This acid will do to characters and armor what it does to stone. This is a ranged-immediate attack that deals 7 damage (armor does not support). After a successful attack against a character, the character must then make a second defense roll for her equipment. Failure indicates damage to the equipment the character is wearing.
Use
Add an Elder Beetle to soften characters up before a bigger fight by damaging their possessions, or add it as a shock factor in the middle of a combat with the younger equivalents.
Loot
They carry no loot, although the brave may be able to dig through the dung and find any treasures the dragon may have eaten and not noticed!
 

The Loq'flore

The flower is a 6' tall walking plant-man that has plenty to say. He's curious and inquisitive, eager to learn about everything going on, but at the same time this makes him prone to wander. The party should be encouraged to name him. He has no words, but can be cinematically quite engaged with gasps and other light, airy noises.

He should be made ill or damaged by the bag that the party may have acquired from Dretheric, and the longer they carry it, the worse his health gets.  

Back to the Airship

The party will be on their way back to the airship, and will instead find a big pile of flaming remains. The initial suspicion should jump to this fire being caused by some kind of disaster or problem, but as the PC's get closer, this fact should be made more dubious. Instead, this is a very cleverly planned trap, one where bandits knew somebody would be returning carrying enough of value to pay for an airship to wait on standby. The fight should be intense.

Especially social players may be able to talk their way out of this fight, but Ziggy and his companions are outcasts from the larger group that took over the Grutusk Hive, and are trying to score enough loot to make their situation tenable. Ziggy in particular is afraid his band is going to fall together, and win or lose, the fight is going to help get his team into a manageable place.  

The Fight

This battle should be one that encourages creativity on the part of the players. The fiery remains of the mercenaries' trap should factor in, and the mercenaries will fight with far more planning and tactics than the dung beetles. These are skilled combatants and they will not hesitate to use whatever mediums at their disposal. They will not, however, fight to the death, although it is likely that Ziggy will spur them on longer than would be typical in situations like this.  

The Trek to Grutusk

Grutusk Hive is a fortress designed to protect its airships from dragons, and as a result, is heavily armored. The pirates who have taken over know that this situation can't last (the King will eventually be coming to put a stop to it), but they hope to secure as much money as they can before that happens. Fortunately for them (and perhaps unfortunately for the party), the mercenaries are going to be able to see the party coming from a long way off.

If the players spared or otherwise were able to speak with Ziggy, they should have some advance notice of what they are walking into. If not, the Brothers of the Battlesong will attempt to pass themselves off as legitimate and enfranchised owners of the Hive. They will have extremely steep tariffs and will charge for every step of the way. They will not recognize nor know what the Loq'flore is.

Within Grutusk

This should look even more like an armed mercenary camp than Shiverreach, but rather than one well past its war, this looks like the camp of a group still at war. There can (and should) be a number of unfortunate interactions between the Loq'flore and the mercenaries of Grutusk Hive.
  • The Loq'flore should begin rifling through a bag of possessions belonging to a mercenary, casually tossing them about as it reviews.
  • Perhaps a mercenary is wearing something appealing, and the Loq'flore will try a little too hard to get close to that individual
  • The mercenary band has labeled some areas as being off-limits, areas that may point towards the players realizing that these men don't work for the King... The Loq'flore doesn't necessarily honor those restrictions.
 

Liberating Grutusk

Some goups may start feeling their inner John McClane and want to liberate the structure from the terrorist organization that has taken over. This is certainly a direction they can go (and one the King of Saldragon Princedom would certainly be glad they did), but it will not be easy... Or quick. There are over 30 mercenaries spread through the tower, and they control most (if not all) of the traffic in and out. A complete default map of a standard Hive is available to help with any such encounter. For Grutusk, this map should be well-armed with harpoons and other weaponry designed to repel winged invaders.  

Getting out of there

There is currently only one airship in residence, that belonging to the pirate Cifs Skyrazor, and at this point, the party should be desperate to work with him if they want to have any hope of getting their mission completed in time. Cifs will be enjoying his time socializing with the mercenaries, and in truth, is waiting for the party to ask him.   He is going to be greedy in his demands. He'll require favors, promises, and treasures. He'll basically be lining them up for their next mission as he needs a party of heroes to help him out with a task. And in exchange he'll provide them passage back to Shiverreach (getting back to Rhodes is their problem).

If Cifs is the one who brought them here, he shouldn't feel any regret or embarassment about leaving the party, nor does he feel in any way beholden to them for that. He should simply note that dragons don't wait for scheduled pickups and it's their fault for expecting him to remain if his ship was in danger while inside dragon country.  

The Flight Home

They board his ship and begin their journey home. Cifs will be prepared to secure their help for his gem quests. Unfortunately, the ship is going to be attacked by a small clutch of drakes. The party will have to defend. During the fight, the rotors for the craft should be damaged, and they will need to be repaired or the craft will crash.
Whichever player attempts to repair his ship should realize that it is a Reach as well as a ship.

The Dung Run is an adventure for First Tier Cypher characters within the Splinter-Reach setting.

REMINDERS

The Pael: This is a place of bizarre rules and unusual sights. A module (or even a GM) can't predict all trips through the Pael, so they aren't explicitly detailed in the module. Just make up 2-5 unusual locales with strange or weird things happening. If you need help, check out our article and roll some random scenarios.
Glimpses of the Pael
Generic article | Nov 9, 2020


Cyphers: The Cypher System Ruleset is designed around frequently awarding (and therefore cycling through) Cyphers. Several are noted specifically in the adventure, but feel free to reference the below table to quickly generate Cyphers if you need them.
Cypher List
Generic article | Oct 29, 2020

  • 0 PP


    The Adventure Begins
    Diplomatic action

    Mayor Sand approaches the party about assisting her in getting the Reach operational again. To do so, she'll need essence from a living Loq'flore.

    Location
    Rhodes
  • 0 PP

    4

    Travel to Dretheric
    Population Migration / Travel

    After the party discovers where the Loq'flore can be found, they travel to Dretheric, which will have a means of getting them to the Saldragon Princedom.

  • 0 PP

    5

    Travel to Shiverreach (Saldragon)
    Population Migration / Travel

    The party will reach Shiverreach and have some mixups.

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