S1: World's Apart Fall Into Dunwell Report

General Summary

Ash and Lavinia arrived in Dunwell on a trade mission, meeting with her fathers contact in the area Falvus Verus. They were met with skepticism and asked to solve a problem for him before entering negiotations. A special local deer called an Aureliantail has been dying in the woods from mysterious causes. Falvus believes it is the Eifer (local tribesmen). They are asked to investigate and solve the problem.   They went to Sato's smithy, the last person in town to see an Eifer, where they met and gained Marcus - his apprentice - who recommended they also grab his firend Vass from where he works (a small Surgeon Ailean Corthwick clinic)   They then gathered Allesandra Morelli from the Bloodeagle Barracks and made thier way out of town to the Wisperwood. They discoveerd the area where many of the Blood Eagles had died a few days ago and clues to thier death.   Eventually they found and saved the Killed the Cockatrices, saw the Quasital and saved the Aureliantail  

Aureliantail

Medium special deer,
Armor Class: 13
Hit Points: 4
Speed: 50 ft , fly: 0 ft , burrow: 0 ft , swim: 35 ft , climb: 0 ft

STR

11 +0

DEX

16 +3

CON

11 +0

INT

2 -4

WIS

14 +2

CHA

5 -3

Skills: Proficiency Bonus +2
Senses: Passive Perception 12
Languages: None
Challenge Rating: 0

Homebrew-ish

Quasitalian CR: 5

Medium demon, chaotic evil
Armor Class: 15
Hit Points: 110
Speed:

STR

16 +3

DEX

17 +3

CON

18 +4

INT

12 +1

WIS

14 +2

CHA

14 +2

Saving Throws: STR +6, CON +7, WIS +5, CHA +5
Skills: Stealth +5
Damage Vulnerabilities: Radiant
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 120 ft., Passive Perception 10
Languages: Infernal, Aetern
Challenge Rating: 5
Proficiency Bonus: 3

At will: Shapechanger. The Quasital can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

1/day: Dominate Animal You attempt to beguile an animal with a challenge rating under 3 that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.   While the animal is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.   You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.   Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.


Magic Resistance The quasit has advantage on saving throws against spells and other magical effects.

Actions

Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Scare (1/Day). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.   Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.   Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Reactions

Frieghten (Recharge 2-3 on D6). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw, if failed, the creature's attack or damage is reduced by 1d6

Motivation/Compulsion

To Open the Gates to Hell so his master may send more servants.

Usual Tactics

Hit and Run

The once rabbit-sized Quasit has undergone a grotesque metamorphosis. It now stands at a menacing four feet, its stature more imposing than before. Its skin, previously a muted shade, has deepened to a fiery red, stretched taut over its sinewy frame like worn leather. Most disturbingly, its mouth has morphed into a semblance of a human's, but twisted in a cruel mockery, with thin lips pulling back to reveal sharp, predatory teeth.   Yet, amidst these changes, one feature remains eerily familiar: its eyes. Those unsettling, unblinking orbs that seem to pierce the very soul, confirming without a doubt that this is the same creature you've encountered before. The atmosphere in the room grows even more tense, as both you and the transformed Quasit take a moment, sizing each other up, each party taken aback by the other's unexpected presence.

Homebrew

Mutated Cockatrice CR: 2

Large monstrosity, unaligned
Armor Class: 11
Hit Points: 27 6d6+6
Speed: 20 ft , fly: 40 ft

STR

6 -2

DEX

12 +1

CON

12 +1

INT

2 -4

WIS

13 +1

CHA

5 -3

Senses: Darkvision 60 ft., Passive Perception 11
Languages: --
Challenge Rating: 2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 ( 1d6+3 ) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores usually have a diet that consists of berries, nuts, flowers, and small animals such as insects, mice, and frogs — things they can swallow whole. But these strange creatures that arrived in the Wisperwood are something else entirely.

Suggested Environments

Grassland

Created Content

Created two kinds of wine,   1. Eldonian White: Light, sour,   2. Imperial Red. Heavy, full bodied,

Notes

Ash and Lavinia Got rooms at the Oak and Sheild   House Keeper for Verus is Bernnet
Campaign
Of Virtue and Vice
Protagonists
Vassalis
Neutral Good Human (using most Elf-Drow stats) (Noble)
Sorcerer 5
23 / 23 HP
STR
10
DEX
13
CON
15
INT
10
WIS
10
CHA
16
Ash
Chaotic Neutral Human (Pirate)
Rogue 5
42 / 42 HP
STR
12
DEX
18
CON
16
INT
8
WIS
10
CHA
14
Marcellus Valerius
Human (Aetern)
Barbarian 1
Fighter 4
60 / 60 HP
STR
16
DEX
16
CON
18
INT
8
WIS
8
CHA
8
Lavinia Pontius
Human (Aetern)
Bard 5
47 / 47 HP
STR
8
DEX
10
CON
14
INT
12
WIS
13
CHA
20
Player Journals
Reflection on Tragedy by Marcellus Valerius
Report Date
02 Jul 2023
Primary Location
Secondary Location

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