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OCT 16, 2019
One-Shot D&D Adventure for New DMs
& Players: The Zeppelin Effect
KAREN KAY
Karen lives in Jackson, MS with her husband and son, and works as an accountant. She enjoys
writing, reading, and D&D role playing game.
A Starter Adventure for Newbies Trying out
Dungeons & Dragons for the First Time
| created this one-shot as a short adventure to play with family over Easter break. Most of my
family members had never played before, and | am new at DMing, so | had to keep it simple yet
entertaining. "The Zeppelin Effect" is a campaign about a strange threat near the small village of
Altimira,
The player characters (PCs) are a group of adventurers from nearby towns and villages who have
answered a plea for help from Lord Skipwyth. The village is mostly built around his estate,
Skipwyth Manor.
Non-player characters (NPCs) are introduced, and help to both explain the situation and to assist
the PCs in formulating a plan of action.
The entire adventure should take 2 to 3 hours, depending on the size of your group and whether or
not you play in some of the optional encounters | am including. (I have run this adventure twice,
and both times were quite different!)
Note: the basic rules for playing Dungeons & Dragons, Fifth Edition, are not included here, but if
needed can be downloaded free from Wizards of the Coast
The Zeppelin Effect
You travel with fellow adventurers to the small village of
Altimira...
... where you have been tasked with helping to save the town from an onslaught of deadly
creatures!
The circumstances are so dire that villagers are afraid to come out of their homes! The situation is
even more urgent because of a recent accident at the nearby school of wizardry a tenday past,
causing a strange effect on the creatures as well as other creatures.... If we cannot stop them now,
we may not be able to save the village!You meet Lord Skipwyth in the center of town...
Skipwyth explains
"We have been facing an onslaught of giant spiders for the past several months. It
began last spring and now it is mid summer and they are still coming! We have sent
our best people to find the source, or a colony, or just to find out why they seem to be
multiplying in our area and attacking our townsfolk. It has been a few weeks, but they
have not returned.”
People here have several theories...
+ We have checked the well water for any strange taste or smell, and it seems to be the same as
always. Though we have had a bit of a drought this Summer.
+ Watchman Adam Lacey's theory is that the spiders’ presence has something to do with a violent
spring storm we had. There were tornadoes and horrific winds. Several old trees were lost in
town. Could be something got stirred up in the woods,
+ Someone thought the church wine might be drawing them. We have a new priest who has really
been stocking up on tawny port!
Mr. Kilgore here at the leather shop helped make a hamess for you to restrain a spider. The wizard
needs you to send back a live specimen, if possible. We aren't taking any chances though. The
harness will be inside a larger wooden crate, Both are waiting for you at the Wizardry along with
the students who will be trailing behind to take the live captured spider back to Wizard Selwyn.
Those things can get to about 10 feet wide if you measure from the tip of one leg to the end of
another!
Past the schoolhouse here is the heartstone bakery. They call it that because they believe the
stone they bake their bread on can mend an unhappy marriage or bring a child to a childless
couple. This comes from an old folk tale about there being a true heart stone in the area that has
those effects. | think that story was started by the owner. He's as old as dirt! Anyway, | have asked
him to help you get stocked up before you head out
People are afraid to come out of their homes, especially after dark when it is more difficult to be
sure the road is clear of these varmints. There is an old citadel northeast of town, where a group of
men have been trying to lure the spiders, to keep them away from the town proper. They are
having litle success.
You hear the sound of spiders being attacked in the distance...
Lord Skipwyth
“Lhear them killing spiders now. We will provide you with supplies and 100 gold
pieces each if you agree to help us."Map of Altamira
Nicholas Selwyn, Ancient Wizard and
Headmaster of the Wizardry
“Lam Nicholas Selwyn, the headmaster here. The urgency is because of an accident in
my lab last week. | have been working on a spell to banish or kill these spiders. I think
| was getting pretty close - but a couple of my senior students got drunk and broke
into my laboratory and fumbled around with my work, casting the spell only halfway in
their inexperienced clumsiness, and before it was finished. The result is that it has
only a limited effect on the spiders, and, at the same time, the effect is not limited to
the spiders but also seems to affect smaller woodland creatures in the area.
The spell was cast in a mist, which, depending on the wind and weather that night,
might have not reached high enough in the trees to afflict all of the spiders. Since it
was cast without supervision, there is no way to know for sure exactly the
circumstances, but it was a mild night, so there is the very real possibility you could
come across unaffected spiders.
We have students and volunteers who are collecting the affected woodland creatures
as they can to keep them safe, but they are staying away from the areas known to be
more populated with the giant spiders.
(iflwhen they ask) The effect is a sort of half concious spider. They will still attack, but
they only do about half of their normal damage, and they do not seem to be searching
all that intently for food - rather they seem to be just eating whatever they come
across, which is mostly the also dumbstruck aforementioned woodland creatures.
There have been several who have made it to the town.
I do not know how long these effects will last, but we feel like this is our best chance
to save the town, while we have the advantage.
| am working on the spell again, though | had to start all over.”
Zoomed in Map of Altamira
If your party lacks a wizard, he can be persuaded to accompany you: however, he is feeble and
could slow you down. If you decide to let him join you, give him the powers of a level 3 wizard, but
a decreased constitution score (8) and dex of 9.
Alternatively, or in addition to, depending on your party makeup: if you have no cleric or healer, the
wizard gives the party 1d4 healing potions per 4 party members.
The Wizard Gives the Group 6 Magic ItemsMagic Item
Dagger of
Venom: 144
piercing
damage.
Melee
Weapon
range 20/60
Elvin Chain:
Medium
Armor
Giant Slayer:
Magic
Weapon
Insignia of
Claws
Advantage
+1 bonus to Attack &
Damage Rolls
Gain +1 bonus to AC
while wearing. You are
considered proficient
even if you lack
proficiency with medium
armor.
Gain a +1 bonus to
Attack and Damage
Rolls made with this
weapon. When you hit a
giant (any creature with
the giant type, including
giant spiders), the giant
takes extra 2d6 damage
of the weapon's type
and must succeed on
DC 15 strength saving
throw of fall prone.
While wearing the
insignia, you gain a +1
bonus to the attack rolls
and the damage rolls
you make with unarmed
strikes and natural
weapons.
Action
Use action to
cause thick
black poison
to coat the
blade. lasts 1
minute or until
it hits
Wear armor
to gain bonus
toAC
Melee Attack
The jewels in
this insignia
of the Cult of
the Dragon
Flare with
purple light
when you
enter combat
empowering
your natural
fists or natural
weapons
Effects/ other Info
Creature must
succeed on DC 15
Constitution saving
throw or take 2410
poison damange &
become poisoned
for 1 minute
Higher Armor Class
higher rolls for
attack and damage;
more damage to
giants
bonus to attack and
damage rolls
(unarmed strike &
natural weapons)Magic Item Advantage Action Effects/ other Info
Mace of You gain a +1 bonus to When you roll | Ifa construct has
Smiting: 1d6 Attack and Damage a20onan —-25 hit points or
bludgeoning. Rolls. The bonus Attack roll fewer after taking
increases to +3 when made with this damage, it is
you use the mace to this weapon, destroyed.
Attack a construct. the target
takes an extra
246
bludgeoning
damage, or
an extra 4d6
bludgeoning
damage if it's
a construct.
Shield of While holding this youmakea __ It deals 146 plus
Hurling shield, youhavea+1 ranged your Strength
bonus to your AC. This weapon modifier
bonus is in addition to —_ attack with bludgeoning
the shield's normal the shield as damage on a hit
bonus to AC. ifitwere a and returns to your
simple hand at the start of
weapon with your next turn,
the thrown regardless of
property with whether it hits or
anormal misses. If you don't
range of 20 have a hand free,
feet anda the shield lands at
long range of your feet.
60 feet
add to or replace as needed for size of party and type of characters you have. Not
all magic items will work for every character type. These are the ones | used, but
we did have to substitute two of them during the second run.
First Encounter: In the Forest
An observant group spots one of two or two of two afflicted spiders crawling around a bushy tree,
toward the group's path. If they do not state they are actively searching, the spiders gain a surprise
round
You Come Upon a Greater Version of This
Spotted Owl...Optional Encounter and Storyline: Help
From the Owl and the Werebear
The adventure runs fine without this part of the story, but | added it in to break it up, so it was not all
about spiders.
After killing the first two stupefied spiders, they come across a giant owl.
Giant Owl - Large beast, neutral
+ Armor Class 12
+ Hit Points 19 (3d10+3)
+ Speed 5 ft, fly 60 ft
STR 13 (#1)
DEX 15 (#2)
CON 12 (#1)
INT 8 (-1)
WIS 13 (+1)
CHA 10 (+0)
* Skills Perception +5, Stealth +4
+ Senses Darkvision 120 Ft., passive Perception 15,
+ Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak
+ Challenge 1/4 (0 XP)
Actions
* Talons 1420 + 3 2d6+1
The owl is eating a giant spider and looks at each party member, one at a time, with his big owl
eyes, sheltering his kill with his wings... he is defensive, but does not strike unless attacked. Then...
The Giant Owl Speaks!“spider..... dumb
..many more
sul eat every day more spider
..-Protect
.uLittle ones stupid too
(nods toward hidden werebear) Friend”
If they ask him to show them where there are more spiders, he takes a spider leg in his beak, then
flies off to the northwest
Later, As you travel through the forest, you occasionally spot him high and far off.... Sort of like he
might be leading you, or watching over you
Where Is the Werebear?
It's up to you whether to make them search for him, or whether he just plops in front of them.
They see him first as a man, bedraggled and very injured, having just fought off a couple of Worgs
At the discretion of DM; you could add this Worg battle into the story - perhaps the PC's come
across the Werebear and Ow! fighting them, or the man version of the werebear is speaking with
you and then they attack, and you get to see the kind of fighting he can do as the bear and as the
man, and how the ow! is helpful. if you need more time, working this in can add another 10 minutes
or so minimum. Above link is to their stat block.
Regardless of how you decide to first meet the werebear, he should be as a human, and the first,
thing he does is warn you to stay away from him, immediately warning you of his condition. It will
be up to the players whether to trust the owl and the werebear and to use them. | left them out of
the first round due to time constraints. The second group had them join, but basically used the
werebear as spider fodder, putting him out front to fight the big battle. - and did not utilize or
engage the ow! at all.
The Werebear's Backstory
In case you want to work it in, this is his story:My name is Jonathan. | have obviously not always been like this. | was a soldier once,
then a husband. | think | am a father as well. After | injured my leg in battle, and could
no longer fight, I went to work as an apprentice for a silversmith. This was... a faraway
place. The owl has brought me many miles from home. | fell in love and married my
boss's daughter and we were were to have a child, My boss/father-in-law and | were on
a hunting expedition when we were attacked by the thing - the bear that was more than
a bear. My father in law was killed. | was only scratched, but that was enough to make
me turn. I never went home, for fear | would hurt my wife and unborn child, and from
the guilt of not saving my wife's father. | stayed nearby for a few months, hoping to get
a glimpse of my child from the woods, but was attacked by other hunters while in a
rage. | took me a while to learn to control it. | don't think | killed any of them but cannot
be certain. Anyway, the owl found me and basically saved me. We have been together
ever since - for many seasons now.
Werebear
Medium humanoid (human, shapechanger), neutral good
+ Armor Class 10 (In Humanoid Form,11 In Bear And Hybrid Forms )
+ Hit Points 135 (18d8+54)
+ Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
STR 19 (+4) DEX 10 CON 17 (+3) INT 11 WIS 12 (#1) CHA 12 (+1)
* Skills Perception +7
+ Damage Immunities Bludgeoning, Piercing, And Slashing Damage From Non-
magical Weapons That Aren't Silvered
+ Senses passive Perception 17
+ Languages Common (Can't Speak In Bear Form)
+ Challenge 5 (1,800 XP)
Actions
* Bite 2d10+4
© Claw 2d8+4
© Greataxe 1d12+4The Spider Web and Unafflicted Giant
Spider
As the party continues to search through the forest, you come across a clearing (see cover photo)
where a large spider web covers the entire path between two large trees. The web can be spotted
with a DC 15 perception check. Otherwise, at least one PC (or two, if they are traveling side by
side) is restrained by the web—Stat block here.
In addition, a spider (unaffected by the spell because he was high enough in the trees) hops down
from the tree above and attacks the restrained PC(s). If none are restrained, he is threatening to
attack the group. Either way, roll initiative here. This gives new players an idea of what a real
monster can do.
If Jonathan and/or the giant ow! are with you, they know how to find the spider colony from here
and lead you directly to it, after any healing needed, etc. If not, you navigate by seeing the ow!
flying in the distance and leading you toward it
The Heartstone Lair
The Big Battle Ensues
At last you come upon the lair. This large stone is the “heartstone" mentioned in the beginning -
that the baker claims is real. This is why the spiders are being drawn to the stone and are
multiplying. It was apparently unearthed during the big storms earlier in the year. It would look
something like the picture above, except for the fact that it is Covered in afflicted spiders. How
many you use is up to you, but | would say a minimum of 20, to make it interesting.
In addition, the PC’s must destroy the stone, or more spiders will continue to come. The stone itself
has 150 hit points, which you can adjust up or down, but make sure it is tough to destroy. (J made
the mistake of not assigning hit points initially, and it was really difficult to gauge damage to the
stone without the hp). In addition, note that stone has an AC of 17, which | did not realize at the
time. That would have helped too!
Once your PC's have killed all the spiders and destroyed the stone, the adventure is completed -
you could have them return to Lord Skypwith or just narrate that part, where they are rewarded
their 100 gp each and the thanks of the relieved villagers.
Where to next? If you've engaged Jonathan and the owl, you can use them to bring the PCs to
another adventure.... itis up to you
Questions & Answers
Question: Any chance you have a word doc or PDF of this one-shot D&D adventure "The Zeppelin
Effect"?Answer: | might have most of it in word. | wrote it in sections so the doc I have is probably not.
exactly the same. | also did several edits once | published it.
| was able to print to pdf which didn't turn out too bad.
Question: What are the stat blocks for afflicted spiders in D&D?
Answer: see the section called "Stupefied spider" - this is the stat block for spiders afflicted by the
spell.
Question: How many first level characters can you play before | would need to increase the
toughness of the encounters?
Answer: If they are beginners, up to around 6. If they are experienced players, | wouldn't go over 4
without increasing the toughness a little bit at least. You could also not give out the magic items if
they are experienced players.
Question: What level should the PCs be?
Answer: It was created for level one, but has been played up to level 3 I believe.
© 2018 Karen Kay