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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

    Exposition

    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.

    Conflict

    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

    STR
    10 0
    DEX
    14 +2
    CON
    15 +2
    INT
    6 -2
    WIS
    8 -1
    CHA
    5 -3

    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

    STR
    5 -3
    DEX
    14 +2
    CON
    10 0
    INT
    9 -1
    WIS
    11 0
    CHA
    10 0

    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)SkeletonsAir Mephits
    632
    733
    843
    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.

    Rising Action

    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

    Climax

    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.

    Falling Action

    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.

    Resolution

    Iroh answers the questions and the game ends in a cliff-hanger, since we are here to experiment!

    Components

    Goals

  • Find a place of rest for the refugees and liberated slaves
  • Strike back the Fire Squad that blased off the refugee camp
  • Relations

    Allies

    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

    STR

    11 +0

    DEX

    10 +0

    CON

    10 +0

    INT

    10 +0

    WIS

    12 +1

    CHA

    14 +2

    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

    STR

    11 +0

    DEX

    10 +0

    CON

    10 +0

    INT

    10 +0

    WIS

    12 +1

    CHA

    14 +2

    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.


     

    Adversaries

    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

    STR

    10 +0

    DEX

    11 +0

    CON

    10 +0

    INT

    10 +0

    WIS

    12 +1

    CHA

    14 +2

    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

    STR

    10
    ( +0 )

    DEX

    10
    ( +0 )

    CON

    10
    ( +0 )

    INT

    10
    ( +0 )

    WIS

    10
    ( +0 )

    CHA

    10
    ( +0 )

    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

    STR

    14 +2

    DEX

    9 -1

    CON

    11 +0

    INT

    11 +0

    WIS

    12 +1

    CHA

    17 +3

    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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