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 ===
=== Hvitserk Arrives ===
Hitversk arrives looking for his companions to start some carousing.
* [[Hvitserk]] 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 ==
Always end before the PC's expect it, give them something to look forward to next time.
If they are in town the raiders arrive. If they are on the road use the coastal random encounter.
|appearance=Halvor stands at 6'5" with broad shoulders and arms like tree trunks. His face is a map of scars, acquired during his years of service to the city guard. He sports a thick beard braided with iron wire and wears a suit of battered plate armor adorned with the symbol of the city guard.
{{:Halvor Ironfist}}
|voice/mannerisms=Halvor has a deep, rumbling voice that commands respect without needing to raise it. He speaks in a slow, measured tone, as if carefully considering each word before speaking.
|ideal=Halvor believes in upholding the law and protecting his city above all else. He sees himself as a guardian of justice and will not hesitate to lay down his life for the greater good.
|bond=Halvor's loyalty to the city guard is unwavering, stemming from a deep sense of duty and honor. He has known little else but service to the Guard and cannot imagine any other path in life.
|flaw=Halvor can be stubborn and rigid in his adherence to procedure, sometimes missing opportunities due to an excessive focus on following rules and regulations.
}}
=== Halvors Escorts ===
=== Halvors Escorts ===
'''Name''': Corporal Corrado
Name: Corporal Corrado
'''Race/Class:''' Human (Guard)
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.
Personality: Experienced and stoic. He's been with the town watch for over a decade now and has seen it all.
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.
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 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)
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 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.
**Second Wind (1/Day).** As a bonus action, Abe can regain 1d10 + 3 Hit Points. **Old Salt's Resilience.** Abe has advantage on saving throws against being poisoned or against diseases.
Actions
Multiattack.** Abe makes two melee attacks. **Unarmed Strike.** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. **Serving Tray Bash.** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. **Heavy Mugs.** Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 1) bludgeoning damage.
Roleplaying Notes
A retired sailor who values honesty and fair dealings above most things. He runs a tight ship, but his loyalty lies with the common folk and his old crewmates, often acting as a neutral source of information.
Additional Info
Appearance Abe stands tall and barrel-chested, with a weathered face etched by years of sun and sea. His salt-and-pepper beard, streaked with golden highlights, frames a twinkling blue eye and a perpetually lopsided grin. A faded tattoo of an anchor dances on his muscular forearm, a relic from his days at sea. Though now retired, callouses still cling to his broad hands, reminders of hauling nets and battling storms. His attire is a mishmash of practicality and comfort: sturdy boots, patched trousers, a well-worn fishing vest over a loose linen shirt, and a captain's hat perpetually perched at a rakish angle. Voice/Mannerisms Speaks with a gruff, loud tone, often dropping nautical terms and laughing heartily, with a hint of deep-sea accent. Bond The freedom of the sea; the success of his tavern. Ideal A fair meal for a fair day's pay. Flaw Quick to anger when he sees injustice or bullying in his tavern; overly trusting of old shipmates. Info Abe has a vast network of contacts from his time at sea—pirates, merchants, and naval officers alike—making him an excellent source of maritime information, but he rarely gives it away for free. Equipment Sturdy boots, captain's hat, a heavy wooden serving tray (used as a shield/weapon), and plenty of spare mugs.
Abe Falstaff, Owner of The Snapping Line
Anya, Mistress of the Empty Net
Medium Humanoid (any race), Chaotic Neutral
Armor Class 14 (studded leather) (natural armor) Hit Points33 (6d8 + 6) Speed 30 ft.
**Cunning Action.** On each of her turns, Anya can use a bonus action to take the Dash, Disengage, or Hide action. **Trinket (Pet Magpie).** Trinket often perches nearby, granting Anya advantage on Wisdom (Perception) checks relying on sight.
Actions
Multiattack.** Anya makes two attacks: one with her shortsword and one with her hidden dagger. **Shortsword.** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. **Hidden Dagger.** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the attack deals an extra 3 (1d6) damage if the target is surprised or Anya has advantage on the attack roll (Sneak Attack).
Roleplaying Notes
Anya is the proprietor of a hidden information network. She uses her establishment to gather and trade secrets. She is highly protective of her autonomy and her few soft spots (children and animals).
Additional Info
Appearance Anya is a whirlwind of contradictions. Barely out of her twenties, she has eyes the color of storm clouds and a mischievous grin that could charm or intimidate in equal measure. Her raven hair, often tangled and windswept, frames a face etched with both youthful innocence and cunning lines around her eyes. Anya's build is slender but surprisingly strong, honed from years of navigating treacherous streets and eluding guards. She favors practical clothing - leather jerkins, worn breeches, and sturdy boots - but a flash of silk or a glint of silver jewelry always betrays her hidden wealth. Voice/Mannerisms Clear, confident tone, often uses colorful pirate or street slang. Bond Her reputation as the only honest information broker in the city; her magpie, Trinket. Ideal Freedom and self-reliance above all else. Flaw Can be reckless when her soft spots (children/animals) are threatened. Info Anya speaks several languages, including thieves' cant and a smattering of pirate slang. Despite her profession, she has a soft spot for children and animals, often providing them with food and shelter when she can. Rumors abound about Anya's past - some whisper of a noble upbringing gone wrong, others of a pirate captain as her father. She keeps her secrets close, adding to her mystique. Equipment Studded leather armor, two daggers (one hidden), a small bag of silver, and her pet magpie, Trinket.
Anya, Mistress of the Empty Net
Alyndra 'Iron Thighs' Strongarm, owns the Wicker Goat
Medium Humanoid (Human), Neutral Good
Armor Class 12 (Natural Armor) (natural armor) Hit Points22 (4d8 + 4) Speed 30 ft.
**Legendary Grip.** Alyndra has advantage on checks made to grapple a creature or to avoid being disarmed. **Iron Thighs.** Alyndra has proficiency in Strength saving throws and checks made to resist being shoved or knocked prone.
Actions
Multiattack.** Alyndra makes two attacks: one with her Fist and one with a thrown Bar Stool.
**Fist.** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
**Bar Stool (Improvised Weapon).** Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Reactions
—
Legendary Actions
—
Roleplaying Notes
Alyndra is the no-nonsense owner of the **Wicker Goat** and a repository of local knowledge and warrior history. She is direct, speaks with simple language, and uses frequent (but gentle) military exclamations. She is quick to judge a person's character based on their handshake and their drinking capacity.
Additional Info
Appearance Her once-bright red hair is now streaked with silver and pulled back in a practical braid. Scars peek out from under her worn leather jerkin. She has a broad set of shoulders and a sharp glint in her eyes. Voice/Mannerisms Her voice is a deep, booming contralto, often gravelly from years of shouting over tavern crowds. She rarely needs to raise her voice to command silence. Bond The Wicker Goat (her sanctuary and livelihood), the memory of her long-lost adventuring party. Ideal Honesty and Hard Work. A good drink and a good story solve most problems. Flaw Overly protective of her bar, which she views as sacred ground. Quick to judge a character. Info Alyndra 'Iron Thighs' Strongarm cuts a figure that still commands respect, even in her tavern days. She earned her moniker from her legendary endurance and grappling ability in her adventuring youth. Equipment Worn leather jerkin, a large apron, a hidden rusty dagger, and a well-used wooden serving mallet.
Alyndra 'Iron Thighs' Strongarm, owns the Wicker Goat
Guildmaster (Eira Shadowglow)
Medium Humanoid (Half-Elf), Neutral Evil
Armor Class 15 (Leather Armor) (natural armor) Hit Points110 (17d8 + 34) Speed 30 ft.
**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
Multiattack.** Eira makes two weapon attacks.
**Shortsword.** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 15 (3d6 + 5) piercing damage if the attack also uses Sneak Attack.
**Dagger.** Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
**Poisoned Dagger.** Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 4 (1d6 + 1) poison damage.
Reactions
Uncanny Dodge.** When an attacker that Eira can see hits her with an attack, she can use her reaction to halve the attack's damage against her.
Roleplaying Notes
Eira'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 Info
Appearance 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. Voice/Mannerisms Speaks in a low, smooth, and highly persuasive voice. She rarely raises her tone, preferring subtle manipulation to outright threats. Bond She is fiercely loyal to those who can provide her with the most benefit in achieving her ideals. Ideal Revenue and power for herself alone. Flaw A tendency towards recklessness when it comes to dealing with enemies, often leading to overconfidence and underestimation of their abilities. Info As Guildmaster, Eira maintains a tight grip on criminal operations within the region, using a mix of charm, intimidation, and brutal efficiency. Equipment Short sword, daggers (2d4+2), leather armor, cloak of elven kind, potion of healing (x2), vial of poison (1d6+1 damage).
Guildmaster (Eira Shadowglow)
Hvitserk, The Captain
Medium Humanoid (Human), Lawful Neutral
Armor Class 17 (Scale Mail) (natural armor) Hit Points153 (18d8 + 72) Speed 30 ft.
**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
Multiattack.** Hvitserk makes three attacks with his Greataxe, "Thunder's Roar."
**"Thunder's Roar" Greataxe (Magic).** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 6) slashing damage plus 7 (2d6) thunder damage.
Reactions
Parry.** Hvitserk adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
Roleplaying Notes
Hvitserk 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 Info
Appearance 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. Voice/Mannerisms Booming and authoritative. He rarely shouts, as his normal speaking voice is loud enough. Bond His crew, his ship, and his First Mate, Helga. His mighty axe, "Thunder's Roar," is as much a part of him as his own arm. Ideal Honor and Loyalty. The chain of command must be respected, and one's word is one's life. Flaw Pride in his own skill and experience often leads him to dismiss threats from inexperienced opponents. Info The legendary captain of his ship, he is the trusted leader of the crew. Equipment Scale Mail, "Thunder's Roar" Greataxe, a spyglass, and a sea chart of the North Kingdom.
Hvitserk, The Captain
Constable Halvor Ironfist
Medium humanoid (human), Lawful Neutral
Armor Class 18 (natural armor) Hit Points51 (6d10 + 18) Speed 30 ft.
Senses passive Perception 13 Languages Common Challenge 4 (1100 XP)
Second Wind (Recharges after a Short or Long Rest). Halvor can use a bonus action to regain 1d10 + 6 hit points.
Action Surge (Recharges after a Short or Long Rest). Halvor can take one additional action on his turn.
Battle Master Maneuvers (4 Superiority Dice, d8). Halvor has the following maneuvers (Save DC 15):
Menacing Attack. When Halvor hits a creature with a weapon attack, he can expend one superiority die to attempt to frighten the target. Halvor adds the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw or be frightened until the end of Halvor's next turn.
Goading Attack. When Halvor hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Halvor adds the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw or have disadvantage on attack rolls against targets other than Halvor until the end of Halvor's next turn.
Disarming Attack. When Halvor hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it's holding. Halvor adds the superiority die to the attack’s damage roll, and the target must make a Strength saving throw or drop the item.
Actions
Multiattack. Halvor makes two attacks.
Longsword.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Reactions
Parry (1 Superiority Die). Halvor adds 1d8 to his AC against one melee attack that would hit him. To do so, Halvor must see the attacker and be wielding a melee weapon.
Roleplaying Notes
Enjoys walking the village late at night and takes pleasure in roughing up thieves if he can catch them.
Additional Info
Appearance Halvor stands at 6'5" with broad shoulders and arms like tree trunks. His face is a map of scars, acquired during his years of service to the city guard. He sports a thick beard braided with iron wire and wears a suit of battered plate armor adorned with the symbol of the city guard. Voice/Mannerisms Cold and professional. He speaks in a monotone and only when necessary, often giving curt commands. Bond Halvor's loyalty to the city guard is unwavering, stemming from a deep sense of duty and honor. He has known little else but service to the Guard and cannot imagine any other path in life. Ideal Halvor believes in upholding the law and protecting his city above all else. He sees himself as a guardian of justice and will not hesitate to lay down his life for the greater good. Flaw Halvor can be stubborn and rigid in his adherence to procedure, sometimes missing opportunities due to an excessive focus on following rules and regulations. Info The Enforcer of the village, Halvor ensures all official tax collections and warrants are carried out smoothly and forcefully if necessary. Equipment Plate Armor (AC 18), Shield, Longsword, Heavy Crossbow