Professional Documents
Culture Documents
Executioners Run:
Tomb of
Annihillation 5e
Written by Brandon Fernandes
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such
material is used with permission under the Community Content Agreement for Dungeon
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All other original material in this work is copyright 2017 by Brandon Fernandes published
under the Community Content Agreement for Dungeon Masters Guild.
1
Rules and Options for Minor crimes
Executioners Run Minor crimes are defined as crimes
that have only a small affect on the
This supplement has been created to citizens of Port Nyanzarou; the
allow for DMs to add specific options affects of the crime should be able to
to executioners run if they so choose. easily be reversed.
This supplement will contain the
following: Examples of minor crimes include
soliciting, pickpocketing, Theft of
- Tables for the severity of goods totaling < 300GP, Lying to a
crimes and the appropriate merchant prince, impeding an
difficulty of the run for said investigation, drunken disorderly,
crime trespassing and fraud.
- Rules to see if “court” (Or the
Chultan equivalent) The executioners run for these kind
proceedings end with a fair, of crimes will usually be fairly easy,
easy or difficult punishment a challenge that could pose a threat
for the offender but not if the character is smart and
- Different arena set up options strong.
in order to spice up
consecutive runs
Standard Crimes
- Scaled encounters for
runners at any level between
1-5 Standard crimes are crimes that can
- A table for random events have a mid – longterm affect on the
that could happen in the people of Port Nyanzarou; the affects
middle of someone’s run of said crime should be able to be
- Rewards that characters may reversed but not necessarily easily.
obtain for surviving
particularly harsh runs or Examples of Standard crimes include
consecutive runs assault, Theft of goods between 300-
2000 GP, burglary, selling of stolen
goods, blackmail and breaking and
Crime Severity entering.
2
Major Crimes It could also be considered less due
to certain circumstances. For
Major crimes are crimes that have a example maybe the crime is against
lasting affect on Port Nyanzarou; an individual that the merchant
This can be economic affects as well princes hate. Maybe the crime
as physical. Some crimes against the committed prevented another more
merchant princes that normally serious crime. Maybe the prince is
considered in the minor or standard drunk when making his decision.
category may fall under major Maybe a prince is indebted to a
aswell. character.
Drunken
Determining Severity as DM Disorderly
Lying to a
Merchant Prince
3
Soliciting Major Crime Table
Assault Piracy
Blackmail Rape
Embezzlement
Extortion
Forgery
Kidnapping
Selling of Stolen
Goods
Stalking
Theft of goods
valued between
300-2000Gp
4
Court Proceedings Judgement in Court
(Judgement Roll)
Port Nyanzarou is owned and run by
the merchant princes. Each of these In order to determine the
merchant princes is the judge, jury punishment that will be dished out
and executioner for criminal court or if the party is guilty, a D20 roll
proceedings. Merchant princes will will be made with modifiers
trial the criminal with a set of determined by the merchant princes
advisors. It’s a very private affair, as general disposition on the day.
these proceedings don’t involve the
public. The trial will happen To determine the DC you start with
generally happen a day or so after the severity of the crime:
the criminal is caught.
- For a minor crime the DC
How these proceedings are run starts out at 10
5
4 Average mood, they +1 Initial Statement
are more happy than
mad To begin with the defendant will be
given a chance to give a statement
5 Good mood, they are +3 pleading their case. They will
happier and feeling attempt to convince the merchant
more generous prince that they are not guilty of the
crime. After the plea they will make
6 Excellent mood, they +5 a persuasion roll.
are either happily
drunk or have just The DC will be determined by the
recently made a lot severity of the crime:
of money
- Minor = DC 10
- Standard = DC 15
Outcome of the roll - Major = DC 20
If the roll does not beat the DC the - If the crime was committed in
person is found guilty and the guilty a busy a busy place the
party must undertake the modifier is +10
punishment that matches the crime.
If the roll fails by 5 or more, the - If the crime was committed in
punishment gets upgraded a a place with a moderate
category (Except for major crimes amount of people modifier is
where there is no change). +5
6
If the roll is successful sufficient defendant does cast a spell the
evidence is presented to incriminate Princes will be alerted.
the defendant. This raises the
judgement DC by 3 Once the princes are alerted court
proceedings finish abruptly and the
Presenting evidence without a roll defendant is handed a guilty verdict.
Depending on the severity of the
If through the defendants actions spell being cast it could upgrade the
you deem that there definitely is punishment aswell.
evidence you can choose to
disregard the roll and just decide to It is important to note that they are
raise the judgement DC. For example only looking out for magic coming
maybe they assaulted someone and from the defendant. Not necessarily
they’re still alive and able to testify a party member of the defendant.
or they dropped an item that can be
linked back to them at the scene of
the crime.
Questions
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Different Arena Set Ups into the lava suffering 10d10 fire
damage.
The arena for executioners run can
Area 4: Lava Maze
be set up in a variety of ways. Each
offering different types of challenges
An area surrounded by lava that
for runners. This will cover three
competitors must navigate through.
options you can use on your players.
It’s easy to avoid the lava as
competitors must simply follow the
Fire Arena path presented.
8
Obstacled Arena Area 4: Unstable Bridge
9
Water Arena
Area 1: Pool
10
5
3 4
1 SQUARE = 10FT
11
Executioners Run beetles. In this example there would
be 24 x giant fire beetles, so 6 per
Challenges by Level for person.
Each Arena
Run Encounters
How These Encounters were
Determined Fire Arena
12
Fire Arena Encounters for Level 3 Fire Arena Encounters for Level 5
Level Severity Appropriate Level Severity Appropriate
of Crime Encounter of Crime Encounter
per Runner per Runner
1 Major 1 x Baboon
1x
Velociraptor
13
Normal Arena Encounters for Level
2 Normal Arena Encounters for Level
Level Severity Appropriate 4
of Crime Encounter Level Severity Appropriate
per Runner of Crime Encounter
per Runner
2 Minor 4 x Baboon
4 Minor 1x
2 Standard 1x Dinonychus
Velociraptor
1 x Baboon 4 Standard 3x
Velociraptor
2 Major 1x
Hadrosaurus 4 Major 4x
1x Velociraptor
Velociraptor
14
Obstacle Arena
Obstacle Arena Encounters for Level
Obstacle Arena Encounters for Level 4
1 Level Severity Appropriate
Level Severity Appropriate of Crime Encounter
of Crime Encounter per Runner
per Runner
4 Minor 1 x Su-
1 Minor 3 x Baboons Monster
3 Minor 6 x Flying
Monkeys
3 Standard 2 x Jaculi
3 Major 1 x Ape
1 x Jaculi
1 x Flying
Monkey
15
Water Arena
16
Water Arena Encounters Level 5
Level Severity Appropriate
of Crime Encounter
per Runner
5 Minor 1 x Giant
Octopus
1 x Crocodile
5 Standard 2 x Giant
Octopus
5 Major 1 x Giant
Crab
1 x Giant
Frog
1x
Plesiosaurus
17
Random Events 15 Terror in the
Crowd
During a Run
16 Too Many
Creatures
A run can be volatile and a lot can go
wrong, either from the creatures
17 Tripped Up
used, the runners themselves or
those in the crowd who want to
18 Tropical Storm
cheat the run. If you opt to have
random events during a run roll a
19 T-Rex Terror
d20 every 50 ft along the course. On
a roll of 17 and up a random event
20 Undead Panic
occurs. A d20 roll on the following
table determines this event:
Billowing Winds
D20 Event
During the run a heavy set of winds
1 Billowing Winds
blow throughout the arena. Roll a
D20 if odd the winds are blowing
2 Bored Creatures
from behind the runners, if even the
winds are blowing against the
3 Creature vs
runners. The winds can cause
Creature
changes within the distance the
runners and creatures can move. If
4 Death
they are running against the wind
they take a 5ft penalty to movement.
5 Desperate
If they are running with the wind
Gambler
they get a 5ft bonus to movement.
6 Enraged
Bored Creatures
7 Gift
The creatures along the arena simply
8 Inspiring Crowd become bored with the hunt, having
hunted earlier in the day. Half the
9 Outside Aid creatures in the arena rounded
down (Minimum of 1) will become
10 Rioting Crowd bored and lethargic. This means that
all their attacks will be done with
11 Runners Unite disadvantage. This boredom will end
if the creature gets attacked.
12 Runner vs
Runner
13 Streaker
14 Sleepy Creatures
18
Creature vs Creature Inspiring Crowd
Two of the creatures in the arena The crowd begins to chant the name
become angry at each other. This one of the PC runners, cheering for
anger causes them to lash out at them. This chanting raises the
each other, ignoring any of the adrenaline and confidence of the
runners. The DM randomly runner. This grants the runner
determines the two creatures that inspiration.
end up fighting.
Outside Aid
Death
Someone from the crowd begins to
The creatures they are running from help one of the runners. Sneakily
slaughter one of the other runners. shooting a crossbow at some of the
This causes the rest of the creatures creatures. Every round this
chasing them to target one of the individual will fire at one of the
remaining runners. creatures chasing the runners. The
DM will determine the targeted
Desperate Gambler creature.
19
Runner vs Runner Tripped Up
One of the runners is desperate to The runner’s will all experience the
survive and as a result lashes out ground begin to shake. This causes
against the PC runner. The PC will all of them to fall forward. They must
get attacked by a dagger and then make a DC 12 Dex save or become
will have to make a DC 12 Strength prone.
check or be knocked prone by the
other runner. Tropical Storm
Streaker A storm hits the arena causing
torrential rain to soak the arena.
Someone in the crowd who is super This causes different affects on each
drunk jumps into the arena. Whilst arena.
in the arena they begin to run
towards the finish line, stripping in - In the fire arena the lava
the process. The streaker draws solidifies, causing it to be
some creatures from each runner solid ground
towards them. - In the water arena the water
pools flood 10ft outwards in
Sleepy Creatures all directions
- In the obstacle arena it causes
Some creatures become tired during all checks involving obstacles
the chase. As a result 1d6 creatures to be done with disadvantage
from the arena stop chasing and curl - There is no change on the
up into a ball and begin to sleep. normal arena
They stay asleep until they are
disturbed. T-Rex Terror
20
Rewards Money
Initially for a singular run the After consecutive runs and the
reward is being able to live and be runner becomes more popular they
welcomed back into Port Nyanzarou. may enter an executioners run
However if a character survives without being arrested. When they
multiple runs there is a chance for are given this option they get paid
other rewards to be granted to them. for every successful run they
complete. They will receive gold
Titles/Nicknames based on the difficulty of the run.
The payouts are shown in the
After running consecutive runs the following table:
fans will begin to remember the
runner. They may grant him a Crime/Run Payout
nickname or a title befitting of his
skills or a particular event that Minor 1 – 50 GP
happened during one of their runs.
Standard 50 – 150 GP
Examples of Nicknames:
Major 150 – 250 GP
- Lucky
- The Kid
- Foreigner Runners who have attained this
- Gorilla privilege may undergo a paid run
- Speedster once every 48 hours.
- Savage
Examples of Titles:
Benefit of a nickname/title
21