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Welcome to Orn – a complex Dungeons and Dragons campaign which offers a whole series of adventures in a strange and remarkable setting

A Further Series of Unlikely Incidents

 As before (see A Series of Unlikely Incidents), at any point the adventurers may be travelling across Orn, when there may be a game or narrative need for an incident which is rather more interesting than a standardised random encounter.

These may be particularly useful during Phase II of Orn, for example if the player characters decide to explore the potential routes of the Great Race before deciding whether to enter the competition. They will want to explore the three large Forests and the Dry Lands, to consider how best to reach the three Great Trees, and in what order.  They may discover the wide swamp between The Rainforest and Arden, and consider how to traverse it (or instead they might decide to avoid it).

Incidents described in this section are potential encounters which might occur when travelling the grasslands and hills between the Great Forests.  Encounters within the Forests - and in the Swamp - will be described elsewhere.  

These encounters can be woven into travels between the Taiga, Arden, the Rainforest, or indeed the Dry Lands. 

They are broadly aimed at a group of characters between levels 6 and 10.  Some may also be useful during Phase III of the Orn campaign, which follows The Great Race..

Some events act as simple ‘experiences,’ with little combat or other gain for the party.  Others require more interaction.

If desired, referees may add these as options to the Random Encounter Tables, as indicated in those sections. (To follow).  The referee may select the incident(s) which will add most to the adventure. Or they may roll a die to determine which occurs.   

It is recommended that only one or two of these notions be deployed as part of any one journey or playing session.

 

The Drowned Giant

The players chance upon a dead Hill Giant, face down in a pond in a small stand of trees.  No obvious marks are on it; it is unclear how it died.  

The creature has a very large (giant-sized) Ironwood sword, and a sack containing a brass chalice (religious symbol, +2 to prayers vs undead when held aloft by a good priest), and 20 gold pieces.  

If the characters stay for more than an hour with the Giant's body, it may attract a Carrion Crawler or three (see MM ).

 

Yuan-Ti Out of Time and Space

Ripping through time and space a Yuan-Ti Pitmaster and 3-5 Broodguard arrive on Orn within 50yards of the adventurers.  They are confused and angry and will assume the party are an enemy.  The adventurers will see a glowing portal for a few seconds behind the snake-creatures.

Yuan-Ti Pitmaster (Medium monstrosity (warlock) neutral evil, see MPMM, also in VGM).  

Yuan-Ti BroodGuard  (Medium humanoid (yuan-ti), neutral evil see MPMM, also in VGM).

The adventurers will be attacked by the Yan-Ti, who will assume they summoned them.


The Return of Bolsano’s

Bolsano’s burnt-out store appears on Orn.  Blackened and Ruined, with most of its contents damaged.  Underground, however, the adventurers may explore and discover Bolsano’s crystal ball, blackened but intact, as well as his spellbook and instructions for building the portal – although the latter are both damaged beyond use.

The crystal ball is magical.  See ....

Ideally, if it can be arranged, the store will be encountered at the point of the portal in The Goblin Heist.  However, it may be helpful for the characters to recover the Crystal Ball, if they are going to complete the campaign, so in the last instance, the store could arrive elsewhere in the Ornian wilderness.


Baxter’s Start Advertising

A large stegosaurus is encountered, feasting on some shrubs.  Painted in large letters on the side of the beast is the message “Visit Baxter’s". In smaller writing below is found:"Fine Dining - Opening soon".


More Ludenberries

The Party encounter a small ludenberry bush by a stream, with half a dozen ripe berries.

These berries, if consumed, will have a random effect.  See the table below.


Roll

Effect

1

Weight increase 50% for 2 days

2

Skin colour changed for 1 hour - DM chooses the most unhelpful colour

3

Camouflage - the consumer becomes hidden for one hour

4

Oxygen supply 2 hrs - will allow underwater swimming.

5

Mental Powers – telepathy 1hr

6

Sticky fingers and toes 3hrs

7

Lycanthropy for one hour 

8

Turn into a laurel bush for a day

9

Heightened sense of smell and hearing for 1 day

10

Longsight for 1 day

11

Fly 3 hours.

12

Astral walk 1hr

 Identify can be used to determine the properties of each berry.

 

The Large Blue Dragon

A Young Blue Dragon (see MM) is spotted flying just below cloud level a few hundred yards away.

If the adventurers don't hide, remaining still, it will attack.  

It isn't hungry, this will be just for its fun. It will land, and slowly stalk the characters, just like a cat.

By this stage they adventurers may have acquired enough magic to enable them to combat the creature, but it is unlikely.

If the player characters begin to lose badly, the dragon will decide it has had enough fun, and leave the mouse adventurers brutally damaged, but alive.  

It will fly off into the clouds....


 

 

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