18.0 - Change of Scenery
They arrive in Nord Vineyard. What were they looking for again?
Anyway, they meet Corvis.
What info does Corvis have?
Background of why he's here He had dreams, and the first one took place hear. Well, not here but on the south side of the swamp. Presumably it was in Sluttheyde, but it's hard to tell now since Sluttheyde is basically a ramshackle outpost only occaisonally visited by the Reulheyde nomads. Speaking of, he tried reaching out to them first, since they were the ones from his dream. But there were unwelcoming and uncooperative. Only a small amount of info was gleaned from these interactions. One was that they refer to the Reulheyde as Heydehav, which according to them translates to "Sea of Hills". And even that info was only acquired once he approached them with a disguise. They don't seem to care for anyone from Paritet; and are wary of other strangers. Based on talking to the nomads and some research at both the Paritet and the local libraries, his best guess for when the events in the dream took place is about 138 years ago—during Vira's Campaign, 5 years before she died. He's more speficically here in Nord Vineyard to resupply, a couple of Escorts with him to help. It's tough barganining since the local crops—yes, even the grapes—have been suffering more and more with each passing year. He'll be on his way back to Grewl Pass soon, if the group would like to join. Info on Stuurk Swamp's layout They'll want to keep to the east as they move south through the swamp. Scouting and hunting parties from Liv (Enforcers headquarters located there) keep the east side of the swamp a little safer from roaming undead and grung. As you move south, the swamp gets more and more...unusual. Plants and critters sit in a state of... undeath. Not just like the undead that wander around, but half-dead and half-alive. Creatures can't seem to move or function enough to be "undead". Plants continaully grow shed and grow limbs and leaves, over and over, often ending up with bulbous forms as parts of its growth don't get fully shed. Additionally, there are small rifts that start appearing the closer to the center of the swamp you are. Not quite big enough to squeeze through, but enough that strange gases, fluids, small creatures, weird magic and more leaks through. The rifts are what have Corvis worried. No telling what could happen, which is why it's been hard to get to the center. And the center has something to do with the events from the dream. He's certain of it. Info on Stuurk Swamp's denizens Typical swamp critters for sure: alligators, snakes, bobcats, and frogs. Oh, and speaking of frogs, there's also at least 1 society of grung that live here. You'll have to take care to not tread on their territory (their teritory markers are not that evident). Also, undead are very common. Grung are nasty. They're amphibious, hard to spot, posionious and immune to poison themselves. They also never show up alone or in pairs. Common undead are mainly skeletons, but zombies are around too. And sometimes even spirits. So far, nothing Corvis hasn't been able to handle.Plot points/Scenes
Nord Vineyard
They will see some vineyards before they reach the North Square proper. The square has a central well with many awnings with merchants surrounding it. They are some tall, bushy but narrow trees that provide sections of shade on the quarts and pale-grey cobblestone paths. There's a variety of goods—mostly types of wine—being sold here. But there's also other odds and ends: potions of questionable authenticity (hair growth, perfume of bewitching, a bottomless wine cup (acutally a tankard of sobriety), and so on.), trinkets from those who died near the swamp during Vira's campaign (many are not authentic), some general supplies. Also, can find Potion of Necrotic Resistance, Potion of Radiant Resistance, 10gp each. If Holg seeks out a skull, they will find an eccentric tent at the south edge of the Square. Klint, an old... halfling? something about him seems too stocky and a little too tall for a halfling (he's a dwarf). He has tuft of white hair on his chin and upper lip, and his round head is bald. He's missing a few teeth and looks real rough. He slips in "thurirl" (friend) into the end of his sentences. He sells authentic relics (Boots of Elvenkind (75gp), +1 Quarterstaff (100pg), Armor of Necrotic Resistance (250gp), Shield of Radiant Resistance (100gp)). Some of which are skulls of heroes from Vira's Campaign. 50g a piece. They make a great addition to coffee tables. Eh, that's right, that's a desert thing.Meeting Corvis
Day 23 At one of the potion sellers is a man, whom's voice Atani recognizes. He's currently complaining that the grung repellent the woman sold him didn't work.Grewl Pass
Day 24 No trouble on the way to the pass. Well it's more of a checkpoint as Corvis explains. A lone, squat tower on the thin strip of land that connects the swamp to the main continent. There are several Guards posted there at the guard house, but that's about it.Stuurk Swamp
Enter on Day 25. They'll want to keep to the east as they move south through the swamp. Scouting and hunting parties from Liv (Enforcers headquarters located there) keep the east side of the swamp a little safer from roaming undead and grung. As you move south, the swamp gets more and more...unusual. Plants and critters sit in a state of... undeath. Not just like the undead that wander around, but half-dead and half-alive. Creatures can't seem to move or function enough to be "undead". Plants continaully grow shed and grow limbs and leaves, over and over, often ending up with bulbous forms as parts of its growth don't get fully shed. Try and force the bonding level up on at least someone's heart during these encounters. We want a few small encounters, really drain and press them. Additionally, there are small rifts that start appearing the closer to the center of the swamp you are. Not quite big enough to squeeze through, but enough that strange gases, fluids, small creatures, weird magic and more leaks through.Riner Ånd in Sight
Evening of Day 25. As you near the center, the feeling of radiant and necrotic energy is tangible, nearly suffocating. In one moment you feel invigorated and the next you feel drained. It's exhausting to walk through. But the water gives way to more stable ground, and plant life gives way to only branchless, curved, white trees all spaced around a small raised mound. The center; which you'd think would have the sun pouring light into this area, but it remains dark and murkywith teh only substanstial light coming from pulsing motes of radiant energy hanging the air.Backdrops
Locations
Nord Vineyard
Stuurk Swamp
Threats
Unraveling Magic Effects
- When any charges are expended in a magic item.
- A spell slot of 1st level or higher is expended.
- A magic for of CR5 or higher dies.
Energy Myrmidon
Energy Elemental Myrmidon CR: 7
Medium elemental, neutral
Armor Class: 18
Hit Points: 117 (18d8+36)
Speed:
40 ft
STR
13 +1
DEX
18 +4
CON
15 +2
INT
9 -1
WIS
10 +0
CHA
10 +0
Damage Vulnerabilities: thunder
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: radiant, necrotic
Condition Immunities: paralyzed, petrified, poisoned, prone
Senses: darkvision 60 ft.
Languages: Auran, Script
Challenge Rating: 7
Magic Weapons. The myrmidon's weapon attacks are magical.
Actions
Multiattack. The myrmidon makes three scimitar attacks. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Siphoning Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) necrotic damage and they replenish that many hit points.
Encounters
Encounter 1
Crawling Claw x4 Zombie x4 Flying Dagger x2 Flying Sword x1Encounter 2
Grung x4 Grung Wildling x3 Grung Elite Warrior x2Encounter 3
Flying Sword x2 Flying Staff x1 Skeleton x4 Flameskull x1 All flying weapons are held by creatures until the creatures die.Fire Emblem: Path of Radiance -- Change of Scenery: https://www.youtube.com/watch?v=F08oX8HaZww
Plot type
Main Plot
Comments