02: Of Refugees & Revenge
needs:
NPC: leader of the Dao Fei
amount of people and description for the shrine
NPC: Iroh
guidelines for iroh's honesty
Skeleton and Air Mephit stat blocks
lair description and fake traps at the Fire Base
Structure
After Fu gets some proper rest he informs the party that on the other side of Mount Zian there is an ancient shrine dedicated to Avatar Yangchen. There have been rumors of a settlement installed in its ruins, although the entry is said to be cursed by Yangchen herself.
After locating the entry to the shrine, a whole in the middle of some cliffy rocks, a mysterious figure wearing Southern Water robes greets the newfound travelers and asks to tag along, as he is after some lost lore of the Ancient cultures.
The party finds themselves in front of a well. A circular stair-case made of marble (mármol) starts at the west, looking at Yangchen's home temple.
The well is roughly 60 feet (20 meters) in diameter and has an inscription on the entrance, written in Caelic:
Instinct is a lie, told by a fearful body, hoping to be wrong.
Let go your earthly tether. Enter the void. Empty and become wind.
— Guru Laghima
This is a puzzle! The staircase goes down forever. If a party member tries to advance or go back after the darkness of the well has taken them, they return to where they were, incapable of continuing or going back.
After the party walks down enough so the upper light is dim the same poem is revealed in the walls in dim, glowing white light, and a group of
Skeleton
Skeleton
Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 2d8+4
Speed
30ft
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60ft., passive Perception 9
Languages understands all languages it knew in life, but can't speak
Challenge 1/4 (50 XP)
Actions
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 1d6+2 piercing damage.
and an
Air Mephit
Air Mephit
Small elemental, neutral evil
Armor Class 12
Hit Points 17 ( 5d6 )
Speed
30ft
Fly: 30ft
Skills Perception +2, Stealth +4
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Caelic, Common
Challenge 1/2
Death Burst. When the mephit dies, it explodes in a burst of wind. Each creature within 5 feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 2 (1d4) bludgeoning damage and be forced prone.
Innate Spellcasting (1/Day). The mephit’s innate spellcasting ability is Charisma (spell save DC 12). The mephit can innately cast blur, requiring no material components.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 ([roll:1d4+2}) slashing damage.
Wind Breath (Recharge 6). The mephit exhales air in a 15-foot cone. Each creature in the area must succeed on a DC 11 Strength saving throw or be pushed up to 5 feet away and forced prone.
will attack them.
The amount of Skeletons and Air Mephits has been pre-calculated depending on the party size:
Party Size (counting pets) | Skeletons | Air Mephits |
6 | 3 | 2 |
7 | 3 | 3 |
8 | 4 | 3 |
The skeleton will fight to death while the mephit will attempt to keep the party members out of the central well.
In order to end the endless staircase, each party member must jump into the central, apparently bottomless pit. Their faith is rewarded with hitting the floor after a meter. They'll face a Dexterity Saving Throw 13 to land on their feet, or fall on their faces otherwise.
Inside the ruins, the settlers go welcome the newcommers. They identify themselves as a group of Dao Fei, usually mistaken for bandits.
In their case, they are a travelling troupe that takes care of those in need, at the expense of the Fire Nation.
After discussing the attack on the refugee camp the Dao Fei suggest visiting the nearby Malicia House of the Fire Nation to gather more cluess and find the ruthless murderers
Infiltrating the Fire Base is apparently trivial; there are only a few Fire Officials, none benders nor warriors, dealing with paperwork. They quickly surrender, except for their leader, who will attempty to use a letter opener as a dagger to fight off the party by himself, to his own luck.
The officials will reveal that the central room is the only one with a metalic floor, rather than wooden. A quick check reveals a pit door with metal stairs walking down towards a basement.
In the basement, the party falls into the trap; a metal cage traps them and 5 hooded figures reveal themselves. Their dark-red cloaks are held by Royal Fire Emblembs. Their leader steps forward and reveals himself to be Fire Prince Iroh, the second in the line for the throne.
He and his siblings have been sent out to quietly hunt down the remaining Air Benders. He was after some refugee child when the news of someone traveling with the party was coming.
He found the Dao Fei settlement as well and "made a deal of peace" if they sent the party to the setup location.
He is a generous prince, so he prepares tea and offers to answer with all his honesty to one question by every party member, given that they will be executed afterwards.
Iroh answers the questions and the game ends in a cliff-hanger, since we are here to experiment!
Components
Find a place of rest for the refugees and liberated slaves
Strike back the Fire Squad that blased off the refugee camp
Relations
Dao Fei Leader Lenniffer
Dao Fei Leader Lenniffer
Gold Dragonborn · 23 · She/her
Deceiver, impulsive
Incarnate: The Last of the Lacers
Novice Earth Bender CR: 1/4
Medium humanoid, any, any
Armor Class: 10
Hit Points: 2d8
Speed:
30 ft
Skills: Perception +3
Senses: Passive Perception 13
Languages: Common, Terran
Challenge Rating: 1/4
Lacing
The novice is a 1st-level earth bender, and has 2 ki points. Its ki ability is Charisma (ki save DC 12, +4 to hit with ki attacks). The novice can initiate basic earthlacing
1st level (2 ki points)
burst ring, dust cloud, grasping earth
Actions
Elemental Strike.
Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Dao Fei Member Rolanda
Dao Fei Member Rolanda
Kobold · 15 (Adult at 6) · She/her
Honest, naive
Incarnate: The Last of the Lacers
Novice Earth Bender CR: 1/4
Medium humanoid, any, any
Armor Class: 10
Hit Points: 2d8
Speed:
30 ft
Skills: Perception +3
Senses: Passive Perception 13
Languages: Common, Terran
Challenge Rating: 1/4
Lacing
The novice is a 1st-level earth bender, and has 2 ki points. Its ki ability is Charisma (ki save DC 12, +4 to hit with ki attacks). The novice can initiate basic earthlacing
1st level (2 ki points)
burst ring, dust cloud, grasping earth
Actions
Elemental Strike.
Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Fire Stormer
Incarnate: The Last of the Lacers
Novice Fire Stormer CR: 1/4
Medium humanoid, any, any
Armor Class: 10
Hit Points: 2d8
Speed:
30 ft
Skills: Persuasion +4
Senses: Passive Perception 11
Languages: Common, Ignan
Challenge Rating: 1/4
Lacing.
The novice is a 1st-level fire bender, and has 2 ki points. Its ki ability is Charisma (ki save DC 12, +4 to hit with ki attacks). The novice can initiate basic fire bending, and knows the following forms:
1st level (2 ki points)
backfire, blinding spray, searing ray
Actions
Elemental Strike.
Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Dagger (6).
Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Fire Official Felvin
Fire Official Felvin
Half-elf · 57 · He/him
Cowardly, loyal
Commoner
Medium Any Humanoid Race, Any Profession, Any
Armor Class 10
Hit Points 4 (1d8) 1d8
Speed:
30 ft
Swim: 10 ft
Climb: 15 ft
Languages Usually Common (depends on Race chosen)
Actions
Club
Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
1d20+2
Hit: 2 (1d4) bludgeoning damage.
1d4
Fire Prince Iroh
Fire Prince Iroh
Human · 25 · He/him
Respectful, friendly, generous
Incarnate: The Last of the Lacers
Journeyman Fire Bender CR: 6
Medium medium humanoid (fire folk), any
Armor Class: 12 (14 with flametongue shield)
Hit Points: 40 (9d8)
Speed:
30 ft
Saving Throws: Wis +4, Cha +6
Skills: Arcana +3, Insight +4
Senses: passive Perception 11
Languages: Common, Ignan
Challenge Rating: 6
Elemental Bending. The journeyman is an 11th-level firelacer, and has 10 ki points. Its ki ability is Charisma (ki save DC 14, +6 to hit with ki attacks). The journeyman can initiate basic firelacing, and knows the following forms:
1st level (2 ki points)
backfire, blazing missile, shield of flame, smoke cloud
2nd level (3 ki points)
burn metal, flame falchion, mirage
3rd level (4 ki points)
dragonshield, pyreball
Actions
Elemental Bolt.Ranged Ki Attack: +6 to hit, range 60 ft., one or two targets within 5 ft. of each other. Hit: 10 (3d6) bludgeoning damage.
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