Session 1, the Goblin problem, and Myconids?
Currently our heroes will be arriving at 865 PC 6 years after the treaty made between the empires of Bekend, a plague has taken the Keclan forest and is threatening to overtake all three empires through disease, but something feral about this forest is raising tensions between empires. The village of Hogan, Hogan is a pretty large village. Most of which are men and elves. The noble family that owns this village is called the "Barnes Family". The village consist of several farming families, A family ran Store, a blacksmith, a small tinkerers shop, and 2 taverns. The village is built around a large well in the center of it. Most of the people that reside in the village of Hogan are middle class/lower class, very very few exceptions exist. Even if those do exist, the people of a noble class in Hogan don't like to live there very often, they think of it as more of a summer home as they travel the lands. Most people who don't belong to the farmer or merchant class work in the coal mine not too far from the village. This provides a job for the entire village if they so demand it. Finally we begin with Seth's character approaching the doors of the tavern Cup O' Joe to partake in a free ale with a meal that was advertised when they entered the village. As they walk into the tavern, through the double doors and into the warm lamp lit interior, they see a sizable room with several tables. To the far right is a staircase leading to a second floor, just left of this staircase is a podium with a single clay urn on the top of it. Most of the right side of the tavern is taken up by a large counter with mugs running along shelves. There a large, tall man stands, he is very rotund and is currently facing away talking into a door behind the counter about some orders that need to be made. A mug in his hand is being cleaned. After everyone is introduced. A small child will come running down the stairs with what looks like a wooden horse in his hand, as he keeps running down the stairs, he bumps into the podium at the bottom and the urn falls to the ground, shattering. You see the bar tender turn around and address the child. After this altercation, Shanes character will get the calling from the billboard, specifically from a letter posted on it, the letter says the following
To all that this may concern. A small goblin village has popped up 2 hours southwest of our quant village. Any traveller that successfully berids or convinces these creatures to leave will earn a reward of 50 gold pieces
Signed, Sirira Barnes.
After the group does whatever they need to do, the will eventually head over to this goblin village, the village is barely outside of the forest, no wall is seen on the side facing towards the roads, but spiked wooden walls face the woods, and curve around the sides. The front is open and what looks like about 6 goblins are making some sort of perimeter. It looks to be about 5 tents, and a much larger tent in the back. These goblins are not firstly aggressive, but will defend themselves if need be. If attacked the village has a total of
11 goblins:
Goblin
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.
2 goblin bosses:
Goblin Boss
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. HIt: 5 1d6+2 slashing damage.
Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 1d6 piercing damage.
Reactions
Redirect Attack./ When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.
If deciding to enter peacefully, they can enter the village, but specifically Joe will get some side eyes from the goblins here, as they are led to the main tent, they see small tables and stools with candles inside. And in the center of this tent is what looks like 2 largish chairs, but they have been fashioned with twigs and leaves to make thrones. On each of these thrones is a goblin that has a couple of piercings on their face each. They generally don't want a confrontation, but after seeing Joe enter, one will leave the back tent and come back with another goblin who can confirm that he was the one that killed the other goblin. The goblin king will then explain the situation, and will address Joe saying that the goblin people had been starving and they didn't have any means to gain food, they were torn out of their lands by a bunch of plant creatures, and are trying to make ends meets. A very high persuasion check will be had to be made to convince them that they were in the wrong, if one is succeeded, it is possible to then convince them to move their village. If one is failed they will have you tell the leader of Hogan that they mean no harm, and just would like to trade and gain some sort of living if they could. If this is reported back to Sirira she will sigh and say that she will make some sort of trade route for meats and pelts in exchange for veg gies and other essentials, she will pay each person 20 gold for going above and beyond.
As they exit the manor, they will hear terrifying screams coming from behind it, as they head to the manor they see a group of 5 Myconid Adults:
Myconid Adult
Distress Spores. When the myconid takes damage, all other myconids within 240 feet can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Actions
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 2d4 bludgeoning damage plus 5 2d4 poison damage.
Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned 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.
Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The affect lasts for 1 hour.
6 Myconid Sprout:
Myconid Sprout
Distress Spores. When the myconid takes damage, all other myconids within 240 feet can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Actions
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 1d4-1 bludgeoning damage plus 2 1d4 poison damage.
Rapport Spores (3/Day). A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The affect lasts for 1 hour.
1 newly made Quaggoth Spore Servant:
MYCONID SOVEREIGN CR: 2 (450XP)
STR
12 +1
DEX
10 +0
CON
14 +2
INT
13 +1
WIS
15 +2
CHA
10 +0
DISTRESS SPORES:
WHEN THE MYCONID TAKES DAMAGE, ALL OTHER MYCONIDS WITHIN 240 FEET OF IT CAN SENSE ITS PAIN.SUN SICKNESS:
WHILE IN SUNLIGHT, THE MYCONID HAS DISADVANTAGE ON ABILITY CHECKS, ATTACK ROLLS, AND SAVING THROWS. THE MYCONID DIES IF IT SPENDS MORE THAN 1 HOUR IN DIRECT SUNLIGHT.Actions
MULTIATTACK:
THE MYCONID USES EITHER ITS HALLUCINATION SPORES OR ITS PACIFYING SPORES, THEN MAKES A FIST ATTACK. FIST: MELEE WEAPON ATTACK: +3 TO HIT, REACH 5FT, ONE TARGET. HIT: 8 (3D4+1) BLUDGEONING DAMAGE PLUS 7 (3D4) POISON DAMAGE.ANIMATING SPORES (3/DAY):
THE MYCONID TARGETS ONE CORPSE OF A HUMANOID OR A LARGE OR SMALLER BEAST WITHIN 5 FEET OF IT AND RELEASES SPORES AT THE CORPSE. IN 24 HOURS, THE CORPSE RISES AS A SPORE SERVANT. THE CORPSE STAYS ANIMATED FOR 1D4+1 WEEKS OR UNTIL DESTROYED, AND IT CAN’T BE ANIMATED AGAIN IN THIS WAY.HALLUCINATION SPORES:
THE MYCONID EJECTS SPORES AT ONE CREATURE IT CAN SEE WITHIN 5 FEET OF IT. THE TARGET MUST SUCCEED ON A DC 12 CONSTITUTION SAVING THROW OR BE POISONED FOR 1 MINUTE. THE POISONED TARGET IS INCAPACITATED WHILE IT HALLUCINATES. THE TARGET CAN REPEAT THE SAVING THROW AT THE END OF EACH OF ITS TURNS, ENDING THE EFFECT ON ITSELF ON A SUCCESS.PACIFYING SPORES:
THE MYCONID EJECTS SPORES AT ONE CREATURE IT CAN SEE WITHIN 5 FEET OF IT. THE TARGET MUST SUCCEED ON A DC 12 CONSTITUTION SAVING THROW OR BE STUNNED 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.RAPPORT SPORES:
A 30-FOOT RADIUS OF SPORES EXTENDS FROM THE MYCONID. THESE SPORES CAN GO AROUND CORNERS AND AFFECT ONLY CREATURES WITH AN INTELLIGENCE OF 2 OR HIGHER THAT AREN’T UNDEAD, CONSTRUCTS, OR ELEMENTALS. AFFECTED CREATURES CAN COMMUNICATE TELEPATHICALLY WITH ONE ANOTHER WHILE THEY ARE WITHIN 30 FEET OF EACH OTHER. THE EFFECT LASTS FOR 1 HOUR.These are all being controlled by a Myconid Sovereign.
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