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19 - Trigseer "The Dancing Bear"

When last we left our heroes... The morning of the first day at sea passed without incident after quiet contemplation about the death of the Panther; an uneventful night also passed. The following day, a pair of very heavily-armed warships briefly detained the Mucky Duck and those onboard before escorting them to the port. As Somi returns home, the memories of what used to flood her memory. The city of her home now lies in ruins and rubble. The feelings of sadness quickly follow with a searing pain in her hand, seemingly as her deal in Serenity Point takes her pain and memories as partial payment. Once in port, the group was led to see the General, who gave the grim news that the city has been essentially cut off from the rest of the world. Groups of scouts have traveled north and south looking for a passage over the Cut, but have yet been unsuccessful; among those scouts was Somi's old master, Master Gurak, the Fierce, who has been missing for nearly two weeks. The General continued to give the group the lay of the land as she described ancient tales of a powerful mushroom-like warrior who helped liberate the keep during the First Battle of Trigseer; as the group enters the field hospital, scenes of death, decay, and an apparent spore-like disease appears to have ravaged the townsfolk and some warriors. Those not infected by the decay appear to be burned and charred with some even showing signs of petrification. The group split, and those with healing magics attempted to help the dying; the remainder of the group went to devise a plan to get out of this area, as travel by sea has been determined to be too dangerous. That evening, Hollis took advantage of the the only open inn in town, Rawry's Rest, and is joined by Somi and Ailonora for a very pleasant meal. The next morning, Jordan said his goodbyes to Red as the Mucky Duck made way back to Serenity Point. As the group gathered back at the Garrison HQ, the plan was set in place to head north in an attempt to find Somi's Master. Ailonora, Ty, and Jordan suddenly hear a shout from outside. It is here we resume... "They're back! Quickly; man your stations! Here they come again!"   Session Plot Points
  • 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
  Initiative:
  • 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
  • Cut Scouts

    Small monstrosity, chaotic neutral
    Armor Class: 17 (Natural Armor)
    Hit Points: 155 (13d10+25)
    Speed: 30 ft , burrow: 45 ft , swim: 30 ft , climb: 15 ft

    STR

    15 +2

    DEX

    16 +3

    CON

    17 +3

    INT

    12 +1

    WIS

    11 +0

    CHA

    8 -1

    Damage Vulnerabilities: Cold
    Damage Resistances: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
    Damage Immunities: Fire, Poison, Psychic
    Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
    Senses: Darkvision: 120 ft. Passive Perception: 10
    Languages: Undercommon, Goblin, Primordial

    Immutable Form:

    • The scout is immune to any spell or effect that would alter its form.
    Magic Resistance:
    • The scout has advantage on saving throws against spells and other magical effects.
    Magic Weapons:
    • The scout's weapon attacks are magical.
    Swarm Tactics:
    • 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
    Slash:
    • 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
    Fiery Grasp (Recharge 5-6):
    • 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
  • Veteran CR: 3

    Medium humanoid, any
    Armor Class: 17
    Hit Points: 58
    Speed: 30 ft

    STR

    16 +3

    DEX

    13 +1

    CON

    14 +2

    INT

    10 +0

    WIS

    11 +0

    CHA

    10 +0

    Skills: Athletics +5, Perception +2
    Senses: passive Perception 12
    Challenge Rating: 3

    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 (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. 

  • Swarm of Guards CR: 7

    Huge swarm,
    Armor Class: 16
    Hit Points: 110
    Speed: 30 ft

    STR

    20 +5

    DEX

    12 +1

    CON

    12 +1

    INT

    6 -2

    WIS

    11 +0

    CHA

    7 -2

    Damage Resistances: Bludgeoning, Piercing, Slashing
    Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
    Senses: Passive Perception: 10
    Challenge 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.
Trigseer
  The Search for Master Gurak
  • The journey will take the group into the northern forest (spore-infested)
  • The group will have a random encounter in the forest
  Local Items of Interest
  • 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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