M1E4&5 - Meet the Risi
During the evening the party will take a long rest. When this occurs the players will kick off the scene at the camp. This will be an opertunity to provide some lore and player roleplay if Joasis Flintforge or Gertrude have joined the party or if players decide to take some down time activity. In the evening hours playes will hear loud scrapping and scratching sounds along with the sound of boulder being thrown into a pond. If players decide not to investigate they will not be attacked at their camp sight. If players do decide to investigate they can find any of the following encounters in any order.
Encounter 1
Players will encounter a band of Risi traveling through the forest. The Risi band is realitively small and consists of yeti and imps. Players will notice that the Risi have broken the ice in a small pound by throwing a bolder in the water and have begun to fish from the pound. If players investigate they will notice that the boulder is to large for the imps and yeti to have thrown. Attacking them will result in an ambush where the party encounters a Goliath who threw the boulder for the smaller members of the tribe. If the party does not engage the Risi they will proceed to meet the cultist in Encounter 2.
Encounter 2
The party will find a group of cultists conducting a ceremony try to summon the 'Old Great Ones'. The cermony is strange and in a abbysal. The cultist will chant, "Come forth now. Save us. Bring back the old ways and crush those who are long dead." If the party does not interfere the cultist and Risi will gather together and the group will march away into the forest. If the party kills the cultist they will find a few mostly useless items. The party will need to search the near by cave to find better loot. If the party holds Cultist hostage he/she will be terrified and will chant in a mantra in abbysal, "The old ones come. The old ones come." The cultist will not reveal their plans or intention even if it means their death.
If the party does not attack the Risi they will meet with the Cultist. The Cultist and the Risi will speak to one another in Infernal. The Cult leader will say, "The 'Old Great Ones' have come. They have heard our voice and hear our call. Come, we must awaken the ones who rest but do not slumber." Then the group will march off into the woods.
Inside the Cultist Lair
Main Hall
The main hall is a dank cave that appears to be a multipurpose room used by the cultist. There are several cots against the corner, a wolf skin rug adorns the enterence, and there is food an supplies strewed about. The room is very dirty with debris from the cieling laying about. There is a chest in the room that contains 6 clean cultist robes of various sizes.
In the corner there are several books and cultist actriments on a table. On the desk there is a scroll (likely used for a dark ritual) that reads, "There is no rest for the Draugr. (Draugr translates to "Troublesome Corse.")
Alchemist's Desk
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North Tomb
There is a large sarcophagus. The plaque reads. "Here lies Thoringer." If the players remove the Tomb lid they will find it is empty.
Lead Cultist's Quarters
There is a well lit room with a table multiple cultic manuscribes all written in Infernal. One the writing desk there is a letter listed below. There be roll and a tomb. The plaque on the sarcophagus read in common, "Here lies the Chieftan, Arnkek."
Letter on the Writing Desk
Chest
Blood Stained Letter
Poisner's Handbook
Powdered Mushrooms.
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Sarcophagus
The cost contains 57 gp and 34 sp and two minor healing potions.
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Encounter 3
If the party searchs the near by caves they will find a vicious cave bear. Skinning the bear will give the party 2 trade goods.There is a skeleton with a a common long sword and shield. Around the kneck is a gold chain (worth 25 gp). The pomel of the long sword is a red ruby. The ruby can be removed and is a Ruby of the War Mage.
Parent Plot
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