Session 109 Prep: Difference between revisions
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* 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. | ||
=== | === Hvitserk Arrives === | ||
* | * [[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 === | ||
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=== The tale of the Haunted House === | === 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. | * 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. | If they are in town the raiders arrive. If they are on the road use the coastal random encounter. | ||
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== Key NPC's == | == Key NPC's == | ||
{{:Abe Falstaff}} | |||
{{:Anya}} | |||
{{:Eira Shadowglow}} | |||
{{:Hvitserk}} | {{:Hvitserk}} | ||
{{:Halvor Ironfist}} | {{:Halvor Ironfist}} | ||
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* Defense Bonus: +5 | * Defense Bonus: +5 | ||
* Special Abilities: None | * Special Abilities: None | ||
Revision as of 16:34, 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.
Hvitserk Arrives
- 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
- 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
Anya, Mistress of the Empty NetMedium Humanoid (any race), Chaotic NeutralArmor Class 14 (studded leather) (natural armor)
Saving Throws Dex +5, Int +4 **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
Roleplaying NotesAnya 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 InfoAppearance 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. |
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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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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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Constable Halvor IronfistMedium humanoid (human), Lawful NeutralArmor Class 18 (natural armor)
Saving Throws Str +7, Con +6
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):
ActionsMultiattack. 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. ReactionsParry (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 NotesEnjoys walking the village late at night and takes pleasure in roughing up thieves if he can catch them. Additional InfoAppearance 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. |
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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




