7.0 - Hanging Secrets
Plot points/Scenes
Night Flora Cycle Day 8
Jailed
If they cooperate and get captured peacefully, they will spend most of the night in jail, following a trapdoor down and being lead NW in a tunnel under the city. Wet, slimy, cold, and dark. They will emerge into a larger room with several cells. They will be split, 2/2/1 with Sil'Ferrous the solo one. After a couple 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." Shortly 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." At this point, Ild's heart begins to warm, pulsate slightly. "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 A thin spike of earth impales him in the back of the neck and lifts him off the ground. The other "guard" gets impaled through the chest, also lifted. Ild's heart feels more like a subtle heartbeat now. Omdanne steps in. "Friends of Valgyr, I assume?" Earth rises around the bars and breaks them open. She breaks them out, leads them further down the tunnels not the direction they came. She makes a turn and the stone parts before her. As they follow, the tunnel closes seamlessly behind them. They emerge in the back room of the safe house. But the attack has already happened. There's a spike of earth where the demon was killed, and Valgyr lies dead on the ground. In the main room are 2 of the "guards" (assassins) impaled on earth spikes. Outside the building are the other 2, also impaled.They enter the safe house. Valgyr leads them to the backroom and starts a small fire in the hearth. Hearty is there staring into the fire. Bring up the traitor conversation, from either Valgyr or Hearty, but Hearty will get intense and need to leave to cool down. 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. Player health
Sil'Ferrous- 31
Kilith- 36
Holg- 26
Atani- 23 Devil kills Valgyr. Then the earth 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.
Relations
Allies
Neutrals/Bystanders
Adversaries
Backdrops
Locations
Encounters
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
- Morne Tonash
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