22.0 - Rites
Plot points/Scenes
Recap
Current day? Flora Cycle Day 26; night. Holg fixed the energy seal, releasing the energy guardian back in the Amalgamation and then Ånd's heart was restored. Holg agreed to the Ånd's champion. Holg will feel compelled to join and yank the life out of Paritet members. And remember, all "energy" related things will no longer work (except for Holg if he agreed). They can feel a very faint connection to something, but it doesn't feel the same as normal and it'll take a lot of concentration to call forth the same spell/ability, and even then, it's now got the characteristics of that distorted, greasy magic.- Who exactly will they make contact with? Lycoos, Oroos's great-grandchild.
- What are they doing there? 1. This site is holy. It is the burial ground and end destination of the journey of life. 2. They will be no safer in the hills with the creatures roaming.
- How will they react to the part emerging from the swamp? They will shoot at anyone still wearing their Paritet garb; Kallista? Kilith? Sil'Ferrous? Corvis?
- What info will they talk about with the group? Lycoos will be very contempt with them. Think that their arrival is some sort of joke to the start of this ending (the fall and rising of Ånd, though he admits he didn't know what what Ånd was, but what else could it be?), as his great-grandfather and father tell him, paritet was the cause of their peoples' woes, and what did Paritet do? Send a squad inclduing a pretentious elf, a centaur, and a shady human to "help". It will take some charisma checks to persuade the Heydehavens to reveal any of their culture or history. They will not prevent the group from continuing on, but they also won't be welcoming.
Morning Flora Cycle Day 27
priestess barges into tent in the early morning. Name of Ånd Priestess? Viridia Noster. Centaur wearing a black toga-like wrap with the symbol of Ånd in white on both front and back around her torso. One hand nails painted black and other hand nails painted white. Black braided hair. She demands to see Holg's chest. She pokes and prods before concentrating and then she blinks in surprise and purses her lips. It's true, and it wasn't her that got the honor of Ånd's mark, even though she dedicated her life, like her mother and grandfather before her. No, some foreigner gets it. In one of the Liminal Tents is the orc man Holg saw tinkering with the pocket watch. He's dying, waiting to see if he might live after all. He gives Holg a small cog for the watch. Then dies.Cat and Mouse
Squad of 16, 8 Paritet (1 Magister, 7 Altruists) 8 Enforcers (1 Taskmaster, 4 Slayers, 3 Mercenaries), arrive at Sluttheyde looking for fugitives by order of the Servitor. These fugitives are dangerous, responsible for the destruction of a Representative's manor, the kidnapping of a child under the Servitor's care, and the coercion of an Alturist to aid in their escape through the swamp. They have the right to search Sluttheyde for these fugitives and demand entry. They will spread out to canvass the area. The party will need to either engage them in combat or try and sneak away. I need some stat blocks that have "capture" spells or abilites, AoE spells, and some radiant/necrotic spells (to demonstrate those spells are no longer working). Arrow cart 1 action to load, bonus to aim, 1 action to fire. Arrows. Ranged Weapon Attack: +6 to hit, range 120/480 ft., 3 targets. Hit: 1d10 piercing each. Ballista one action to load, bonus to aim it, one action to fire. Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.The Road to Seur Vinyard
Rift, for Kallista. But what? and why? Large wind rift that starts sucking everyone and everything in. She can close it with a DC 20 Sanity check. Advatage or half DC if they allow Korinth to help? If she succeeds, then Korinth will have an "in" with her. A way to suggest more training and uses of the rift and travel. When he helps, Kallista will glimpse his larger true form. He'll coyly say "I can't hide from you, and you can't hide from me. You have so much potential. Don't waste it. Use it. Use it for your sibling's sake." On a fail, roll 1d8- Riner Is
- Amalgamation - 1d8 Inner plane
- Rueluk Ranch
- Vindoars
- Mist Glen
- Riner Vand
- Vira's Rest
- Amalgamation - 1d20 out planes + astral, ethereal, feywild, and shadowfell
Relations
Neutrals/Bystanders
Backdrops
Locations
Encounters
Giant Scorpion
Actions
Multiattack. The scorpion makes three attacks: two with its calws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 4d10 poison damage on a failed save, or half as much damage on a successful one.
Archer
Archer's Eye (3/Day). As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.
Actions
Multiattack. The archer makes two attacks with its longbow. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 1d6+4 piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 1d8+4 piercing damage.
Veteran
Actions
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) slashing damage, or 8 ( 1d10+3 ) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 ( 1d10+1 ) piercing damage.
Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.
Priest
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ( 3d6 ) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 ( 1d6 ) bludgeoning damage.
Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.
A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
Centaur
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 3d6 piercing damage.
Actions
Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 1d10+4 piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 2d6+4 bludgeoning damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 1d8+2 piercing damage.
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