Session 109 Prep: Difference between revisions
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== Interludes == | == Interludes == | ||
=== A night in jail === | === A night in jail === | ||
The PC's are taken into custody to await the traveling magistrate. Their magical brands are discovered and the magistrate takes them aside to tell them of their quest. | * The PC's are taken into custody to await the traveling magistrate. Their magical brands are discovered and the magistrate takes them aside to tell them of their quest. | ||
=== Hitversk Arrives === | === Hitversk Arrives === | ||
Hitversk arrives looking for his companions to start some carousing. | * Hitversk arrives looking for his companions to start some carousing. His preference is to head to the The Empty Net tavern and blow off steam. | ||
=== Raider sails are sighted === | === Raider sails are sighted === | ||
The sails of raiders from the Sea Princes are sighted on the horizon. The town panics and sounds the alarms. Do the PC's head out to sea or help fortify the town? | * The sails of raiders from the Sea Princes are sighted on the horizon. The town panics and sounds the alarms. Do the PC's head out to sea or help fortify the town? The PC's may discover some of the odd artifacts in use (linked to the Empire of Lynn arms dealers) | ||
== Planned Events == | == Planned Events == | ||
=== The Constable Arrives === | === The Constable Arrives === | ||
* The constable and a heavily armed escort arrives to put a stop to the bar fight to find the PC's sitting at the bar drinking quietly. The remaining patrons still in the bar are in shock but no property damage is apparent. | * The constable Halvor and a heavily armed escort arrives to put a stop to the bar fight to find the PC's sitting at the bar drinking quietly. The remaining patrons still in the bar are in shock but no property damage is apparent. | ||
* Depending on their actions Halvor may have them taken in for questioning at which point their brands are discovered. (Ref ' A night in jail' ) | |||
=== The tale of the Haunted House === | |||
* The PC's meet with [[Julia]] who tells them of the old alchemists mansion on the hill outside of town. Its reportedly haunted and strange lights have been seen there on moonless nights. | |||
== Cliffhanger == | == Cliffhanger == | ||
If they are in town the raiders arrive. If they are on the road use the coastal random encounter. | |||
=== Random Encounters === | === Random Encounters === | ||
[[Coastal Encounters|Coastal Encounter]] | |||
== Key NPC's == | == Key NPC's == | ||
Revision as of 14:51, 9 February 2024
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Previously...
The party arrived at Coregilia and promptly got involved in a bar fight that resulted in a "virtual" massacre that though killed many, ultimately resulted in no deaths due to the quick work of Balmaris the cleric.
Session 108 Killed by a flumph
Interludes
A night in jail
- The PC's are taken into custody to await the traveling magistrate. Their magical brands are discovered and the magistrate takes them aside to tell them of their quest.
Hitversk Arrives
- Hitversk arrives looking for his companions to start some carousing. His preference is to head to the The Empty Net tavern and blow off steam.
Raider sails are sighted
- The sails of raiders from the Sea Princes are sighted on the horizon. The town panics and sounds the alarms. Do the PC's head out to sea or help fortify the town? The PC's may discover some of the odd artifacts in use (linked to the Empire of Lynn arms dealers)
Planned Events
The Constable Arrives
- The constable Halvor and a heavily armed escort arrives to put a stop to the bar fight to find the PC's sitting at the bar drinking quietly. The remaining patrons still in the bar are in shock but no property damage is apparent.
- Depending on their actions Halvor may have them taken in for questioning at which point their brands are discovered. (Ref ' A night in jail' )
The tale of the Haunted House
- The PC's meet with Julia who tells them of the old alchemists mansion on the hill outside of town. Its reportedly haunted and strange lights have been seen there on moonless nights.
Cliffhanger
If they are in town the raiders arrive. If they are on the road use the coastal random encounter.
Random Encounters
Key NPC's
Hvitserk, The CaptainMedium Humanoid (Human), Lawful NeutralArmor Class 17 (Scale Mail) (natural armor)
Saving Throws Str +9, Con +8, Cha +8 **Legendary Navigator.** Hvitserk knows the coastal waterways around the North Kingdom like the back of his hand. When navigating, he has advantage on Wisdom (Survival) checks, and his ship gains 5 ft. of movement in bad weather. **Leadership.** As a bonus action, Hvitserk can utter a command or warning. Up to three allied creatures within 30 feet who can hear him gain advantage on their next attack roll or saving throw. **Battle-Forged.** Hvitserk has advantage on saving throws against effects that would knock him prone. Actions
Reactions
Roleplaying NotesHvitserk commands respect with every booming command. He speaks with a tone that suggests he has already won the argument. While cunning, he operates under a code of loyalty and professionalism expected of a respected captain. Additional InfoAppearance Standing tall and broad-shouldered, Hvitserk's eyes, the color of a stormy sea, hold both cunning and a hint of wildness. A thick braid, interwoven with beads and feathers, frames his weathered face, which is etched with the lines of countless battles and harsh winters. |
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Halvors Escorts
Name: Corporal Corrado
Race/Class: Human (Guard)
Personality: Experienced and stoic. He's been with the town watch for over a decade now and has seen it all.
Motivations: Protect
Name: Sergeant Raffaele
Race/Class: Human (Guard)
Personality: Confident and commanding.
Motivations: Protect
Name: Luca
Race/Class: Human (Guard)
Personality: Friendly and approachable.
Motivations: Protect
Town Guard Stats
- Alignment generally LN but a few may be LE.
- Armor Class: 12 (leather)
- Hit Points: 18
- Speed: 30 ft.
- Attack Bonus: +4 (broadsword or spear)
- Defense Bonus: +5
- Special Abilities: None
Guildmaster (Eira Shadowglow)Medium Humanoid (Half-Elf), Neutral EvilArmor Class 15 (Leather Armor) (natural armor)
Saving Throws Dex +9, Int +6 **Evasion.** If Eira is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. **Sneak Attack (1/Turn).** Eira deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Eira that isn’t incapacitated and Eira doesn’t have disadvantage on the attack roll. **Cloak of Elvenkind.** Eira has advantage on Dexterity (Stealth) checks made to hide. **Cunning Action.** Eira can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Actions
Reactions
Roleplaying NotesEira's movements are graceful and fluid, often masking her underlying ambition. She speaks with a measured, persuasive tone, always seeking to sway others to her benefit. Her piercing emerald eyes are constantly assessing a person's worth and potential use. Additional InfoAppearance Eira Shadowglow is an elegant half elf woman with piercing emerald eyes that seem to glow in the dark. Her long, raven-black hair cascades down her back like a waterfall of night, and she often adorns it with intricate braids and clips that glint in the light. Her slender frame is clad in a flowing black cloak embroidered with silver thread, which billows behind her as she moves with graceful, fluid motions. Wears a black leather outfit with an intricate pattern of interlocking crescent moons on the chest. |
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