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Session 108 Prep

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Previously...[edit | edit source]

The PC's investigated a shipwreck inhabited by a sea hag. Session 107 - The Sea Hags treasure

Interludes[edit | edit source]

  • Roll on the coastal encounter table if at sea, or the Coregilia encounter chart if in port.
  • Pickpockets (in town)
  • Exploring the town of Coregilia.

Planned Events[edit | edit source]

Continuing the voyage (by sea)[edit | edit source]

  • One aboard make a random encounter check using the Encounter Table: Solnor Coast and Weather Table. The journey takes less than 1/2 day assuming there are no negative weather or coastal encounter effects. They will arrive at Coregilia harbor late in the afternoon or at dusk and find the town bustling with activity as the fishing boats enter the small harbor. If the winds are fair...

Arrival in Coregilia[edit | edit source]

  • They will be met at the town gate and asked to pay the tax (3 SP) to enter. The town is generally welcoming.

Cliffhanger[edit | edit source]

If in town:

  • The barbarian raiders sails are sighted by the town watch and the alarm is raised. General chaos ensues as the citizens rush to their homes and the guard is mustered. The PC's are views with suspicion or possibly spies depending their interactions with the townsfolk thus far.

If on the road to the mansion:

  • They may spot smoke rising from the direction of the town and depending on their locale hear/see the town ringing the alarm.

Key NPC's[edit | edit source]


Abe Falstaff, Owner of The Snapping Line

Medium Humanoid (any race), Chaotic Neutral


Armor Class 12 (Natural Armor from thick hide and bulk) (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 10 (0) 14 (+2) 13 (+1)

Saving Throws Str +4, Con +5
Skills Athletics +4, Insight +4, Intimidation +3, Survival +4
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 12
Languages Common, Thieves' Cant
Challenge 1 (200 XP)



**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.

Creature Image
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 Points 33 (6d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (0) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 15 (+2)

Saving Throws Dex +5, Int +4
Skills Acrobatics +5, Deception +4, Insight +3, Investigation +4, Perception +3, Stealth +5 (expert in thievery)
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 13
Languages Common, Thieves' Cant, Pirate Slang, Elvish
Challenge 1 (200 XP)



**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.

Creature Image
Anya, Mistress of the Empty Net




Hvitserk, The Captain

Medium Humanoid (Human), Lawful Neutral


Armor Class 17 (Scale Mail) (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 10 (0) 14 (+2) 18 (+4)

Saving Throws Str +9, Con +8, Cha +8
Skills Athletics +9, Intimidation +8, Perception +6, Persuasion +8
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities Frightened
Senses Passive Perception 16
Languages Common, Giant, Dwarvish
Challenge 8 (3900 XP)



**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.

Creature Image
Hvitserk, The Captain




Helga, The First Mate

Medium Humanoid (Human), Lawful Neutral


Armor Class 15 (Leather Armor) (natural armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (0) 15 (+2) 12 (+1)

Saving Throws Dex +5, Wis +4
Skills Acrobatics +5, Perception +4, Insight +4, Stealth +5
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 14
Languages Common, Dwarvish (Sailor's Code)
Challenge 4 (1100 XP)



**Second in Command.** As long as Hvitserk is within 60 feet, Helga has advantage on saving throws against being frightened. **Vigilant Eye.** Helga cannot be surprised while she is conscious and is always aware of the movements of her crew. **Evasion.** If Helga 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.

Actions

    • Multiattack.** Helga makes two melee attacks.
  • **"Whisper of Shadows" Dagger (Magic).** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage.
  • **Handaxe.** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Reactions

    • Uncanny Dodge.** When an attacker that Helga can see hits her with an attack, she can use her reaction to halve the attack's damage against her.

Roleplaying Notes

Helga is stern and economical with her words, but her actions always show fierce loyalty. She assesses every situation and person quickly, trusting her gut instinct. She speaks to the crew with clipped, direct commands and never wastes a movement.


Additional Info

Appearance Helga is as sharp as the wind that whips her short braid around her face. Her eyes, like chips of obsidian, miss nothing, scanning the horizon and her crew with equal vigilance.
Voice/Mannerisms Stern, clipped, and direct. She speaks with a low growl and rarely smiles.
Bond Fierce loyalty to Hvitserk and the crew, forged in shared storms and hard-won victories.
Ideal Discipline. A well-ordered ship is a ship that survives.
Flaw Mistrustful of outsiders; assumes all non-crew are a threat to her captain.
Info Trusted partner and enforcer of Captain Hvitserk.
Equipment Leather Armor, "Whisper of Shadows" Dagger, two Handaxes, a spyglass, a logbook.

Creature Image
Helga, The First Mate