6.0 - Tracked
Plot points/Scenes
Morning Flora Cycle Day 7
When/if they leave in the morning, Asriya will be investigating the statue, pretty discreetly, but there nonetheless. The caravan will encourage them to leave, but they don't have to. They take off! The first thing to note is as they leave from the SE road, it's nicely paved. The Vestvei. The icy lake scenery and shrubs give way to greener grass and copses of evergreens with a few deciduous. They pass a small group of workers replacing stones in the road. Nothing eventful along the way.Flora Cycle Day 8
They get to the bridge on day 2. traffic will pick up a bit more by then; farmers and people who live out in the "country". So after crossing the bridge, guards pick up. Unless the party tried to conceal themselves, they will be caught at the gates. Group can flee (bribe), fight, or be jailed. Figure out the scenario for each. Have a map ready for a game of "avoidance" in the city streets.Flee (bribe)
They will need to attempt this before reaching the gatehouse.Flee -> they will be chased. They'd have to outrun (skill challenge?). There are the other gates, but it'd take like 2 hours to get around to the north gate. Same for the docks, but there are cliffs to scale or docks to try and get on without being noticed.
Bribe -> They can bribe the guard, but he will still report them after they leave, hoping to catch them with more support in the city. They will notice they are being tailed by several guards. They will need to look for or ask around for the slums, which are in the SE corner of town. They'll want to continue to avoid large crowds; they'll catch their wanted posters posted here and there. They are looking for a building that has a small etching of the symbol from their letters. Kallista would probably recognize how to spot that, having learned that sort thing from the Enforcers.
Fight
Pls no. But then this either branches to Flee or Jailed, with more dire consequences.Jailed
If they cooperate and get captured peacefully, they will spend most of the day in jail, following a trapdoor down and being lead SE in a tunnel under the city. Wet, slimy, cold, and dark. Escort seems larger than necessary. They will emerge into a larger room with several cells. They will be split, 2/2/1 with Sil'Ferrous the solo one. After several hours, Servitor Kulden will enter, alone. He will confront Sil'Ferrous. "Let's not stretch this out longer than it needs to be. Give me the stone." "Did she convince you to do it? She lies, whatever she told you." "You doom us all if you do not return the gem to me." "I will give you some time to think on it." Right after Zaru leaves, 2 "guards" come in. They are definitely not wearing typical guard uniforms. One sets out torture implements while the other (human) circles and heckles the players. "I think we can start with flaying the centaur's hide; it'd make a nice seat cover. And a woman's screams is music to my ears. But I was told my plaything is you, elf-boy. How about I fix your fingers? I can pull them apart, slowly so we don't break anything." He laughs, but then the tabaxi setting up the tools throws a knife into the back of his neck. Valgyr. He breaks them out, leads them further down the tunnels not the direction they came. They emerge in the middle of a storehouse in the docks. Valgyr leads them out and they need to avoid the occasional guard. There's more than normal since Servitor Kulden is in town. Valgyr leads them to the safe house.They enter the safe house. Valgyr leads them to the backroom and starts a small fire in the hearth. "Hearty should be here soon. He was pulling attention away from that sector of the city." He gives them a look. "But I should do this before he gets here. One of you is a traitor. Only those at the lighthouse knew about the meeting. Which one of you is responsible for Areon's death?" After a bit the devil from before and a couple assassins come in and attack. combat. Valgyr tries to hold the attention of the assassins while the devil leaves the party at 1 hp. Devil kills Valgyr. Then the group erupts through the floorboards, impaling any remaining assassins and the devil. The devil vanishes in a queasy puff of smoke. "I'm late, it seems." a woman's voice.
Merchants agreed 6 gold per person, but they can't afford that, and instead pays 6 gold total promising more later.
Random Names
Relations
Allies
Neutrals/Bystanders
Adversaries
Backdrops
Locations
Encounters
Guard
Guard
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 ( 1d6+1 ) piercing damage, or 5 ( 1d8+1 ) piercing damage if used with two hands to make a melee attack.
Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
Horned Devil
A winged humanoid, skin a sandy color, with tips in red. Long barbed tail, large horns that curl to the sides of its head. Eyes glow red, and when it opens its mouth to yell, flames and heat escape. Wields a 2-pronged fork.Horned Devil
Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 2d8+6 piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 1d8+6 piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 3d6 hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 3d6 . Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 4d6 fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Assassin
Assassin
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the assassin deals an extra 14 4d6 damage when it 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 the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions
Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 7d6 poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 1d8+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 7d6 poison damage on a failed save, or half as much damage on a successful one.
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
Valgyr
Valgyr
Medium Shifter (Wildhunt, Ranger, Chaotic Good
STR
10
( +0 )
DEX
18
( +4 )
CON
14
( +2 )
INT
10
( +0 )
WIS
16
( +3 )
CHA
9
( -1 )
Suggested Environments
Boreal forest, tundra
Save DC 14
Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated. Once you shift, you can't do so again until you finish a short or long rest.
Actions
Extra Attack. Throw Dagger. Ranged Weapon Attack: +7 to hit, reach 20/40 ft. one target. Hit: 1d4+4 slashing damage.
- Kilith
- Atani
- Sil'Ferrous
- Holg
- Kallista
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