19 - Trigseer "The Dancing Bear"
- The group will bamf back into Trigseer at the beginning of initiative order
- The group will reroll initiative
- The attack will commence (again) as though no time has passed on Corsithia
- Cut Scouts x 3 (3 will engage with the party, 3 will veer off toward the city; their effects will still be visible to the party)
- Group Initiative: 10
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Cut Scouts
Small monstrosity, chaotic neutralArmor Class: 17 (Natural Armor)Hit Points: 155 (13d10+25)Speed: 30 ft , burrow: 45 ft , swim: 30 ft , climb: 15 ftSTR
15 +2
DEX
16 +3
CON
17 +3
INT
12 +1
WIS
11 +0
CHA
8 -1
Damage Vulnerabilities: ColdDamage Resistances: Bludgeoning, Piercing, and Slashing From Nonmagical AttacksDamage Immunities: Fire, Poison, PsychicCondition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, PoisonedSenses: Darkvision: 120 ft. Passive Perception: 10Languages: Undercommon, Goblin, Primordial
Immutable Form:
- The scout is immune to any spell or effect that would alter its form.
- The scout has advantage on saving throws against spells and other magical effects.
- The scout's weapon attacks are magical.
- If more than one creature is engaged with the same target, the creature deals an additional 1d6 fire damage on a successful hit per ally.
Actions
Multiattack:
- The scout makes two slash attacks
- Melee Weapon Attack: +10 to hit, reach 5 ft., one target
- Hit: 18 (3d8 + 6) slashing damage + 3 (1d6) fire damage
- Swarm: Additional 1d6 fire damage per additional creature
- As a bonus action, the scout may combine this attack with any successful attack roll.
- After a successful attack, the creature's hand begins to glow fiery red and smolder. The target of the attack must make a DC 15 CON saving throw. On a failed save, the target takes 12 (4d6) fire damage in addition to any damage dealt by the attack. A successful save takes half damage.
- If the target of the attack is wearing non-magical metal armor, the effects of the spell Heat Metal are mimicked, and an additional 9 (3d6) fire damage is dealt each round for 1 minute or until either the metal armor is doffed, or the heat is dissipated or dispelled.
Cut Scouts vaguely resemble their once humanoid shape. Large heads rest atop smaller, more-fragile bodies making these creatures look unstable at best. Despite their odd look, these scouts are covered in large areas of hardened magma, giving these creatures an almost impenetrable shell when they are curled up. These creatures usually travel in groups, rolling into their target location in a flurry, committing smash-and-grab type raids. - 3rd Army Guards
- Group Initiative: 11
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Veteran CR: 3
Medium humanoid, anyArmor Class: 17Hit Points: 58Speed: 30 ftSTR
16 +3
DEX
13 +1
CON
14 +2
INT
10 +0
WIS
11 +0
CHA
10 +0
Skills: Athletics +5, Perception +2Senses: passive Perception 12Challenge Rating: 3Actions
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 (ld8 + 3) slashing damage, or 8 (ldlO + 3) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (ldlO + l) piercing damage.
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Swarm of Guards CR: 7
Huge swarm,Armor Class: 16Hit Points: 110Speed: 30 ftSTR
20 +5
DEX
12 +1
CON
12 +1
INT
6 -2
WIS
11 +0
CHA
7 -2
Damage Resistances: Bludgeoning, Piercing, SlashingCondition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, StunnedSenses: Passive Perception: 10Challenge Rating: 7
Power in numbers: Any spell, effect, or attack that can target a number of creatures equal to or greater than the swarm's current hit points, divided by 11(rounded down), overcomes the swarm's resistances and immunities. Example: A spell that can target 5 or more creatures, overcomes the swarm's immunities if the swarm has 55 or fewer hit points. In addition, any spell, effect, or attack that targets an area larger than the swarm's space, overcomes the swarm's resistances and immunities, but the entire swarm must remain contained within that area or else the effect ends or doesn't affect the swarm. Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain hit points or gain temporary hit points. Extracting a *guard* from the swarm reduces the swarm's hit point total by 2d8 + 2, down to a minimum of 11 hit points, at which point none more can be extracted. Wall of Death (1x/Turn): If the swarm moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed a DC 15 Strength saving throw or either be knocked *prone*, or pushed 5 feet away from the swarm(DM's choice). If the target is *prone*, the swarm can make one of its spears attacks against it as a bonus action.
Actions
Multiattack: The swarm makes two melee attacks or two ranged attacks. The swarm loses this feature if the swarm has half of its hit points or fewer (55). Spear - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. *Hit:* 22 (5d6 + 5) piercing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (27). Volley of Spears (recharge 5-6) - Ranged Weapon Attack: +4 to hit, range 20 ft./60 ft., one target. *Hit:* 22 (5d6 + 5) piercing damage. The damage is halved if the swarm has a quarter of its hit points or fewer (27).
Guards are swarms by design, disciplined and trained to attack in formation, usually seen waring matching tunics and bucket-like helmets. Swarms of guards dominate battlefields by linking shields and knocking their opponents back with unrelenting force. Swarms of guards can combine with other swarms to create larger battalions. ___ Guards are sworn to protect something, someone, or someplace, and are often a caliber of hero that would be eager to devote themselves to a higher calling. Under the direction of a charismatic leader, guards can be driven to make the ultimate sacrifice. Guards usually comprise the fittest and bravest members of of a community, but ranks of mercenaries will also travel away from their homes to offer their services to wealthy lords or vulnerable settlements. ___ \columnbreak The rhythmic cadence of heavy boots marching on the warpath can send a message of solace, or severity, to all within earshot of a swarm of guards. A swarm of guards not currently in anyone's employ can be hired for protection or for a worthy crusade. Any qualified guard will accept modest pay, but also probably expects room and board, and possibly a stipend for their families back home. Guards that are well taken care of are loyal to the end. Swarms of guards are brave, but fear the wrath of gods, and could back down if faced with a particularly abominable threat.
- The journey will take the group into the northern forest (spore-infested)
- The group will have a random encounter in the forest
- The local population is plagued by near-constant attacks from strange, sporelike creatures from the north (once the site of the great battle of Trigseer).
- The town is currently being run like a military occupational camp, governed by military law and under strict curfews.
- The local garrison scouts have been reporting on strange, other-worldly sounds that have been coming from the location of The Cut
- A small, scouting party of magma-like creatures coming out of The Cut will attack the same day/night that the party gets to Trigseer.
- The smell of burning flesh, wood, and the toxic smoke from The Cut are pungent in the air.
- Frequent "sandstorm-like" storms occur; those outside take 5d6 poison damage every "round" until they can get inside; face coverings will reduce the damage to 3d6 poison damage.
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