[h3 Disclaimer] [b Though I use DnD races the world and it's politics are homebrew and will not match dnd mythos]
This is the land of "Fyuria"
In the land of Fyuria many races have fought for the right to build and control a nation. Spending much of the past trying to sabotage one another. "The Great War" many called this divide of the races. Some races even worked with others for a spot in their new nation. One could make a country but the lands that were fought over were "Blessed" long ago. Fertile land and prosperity to help a nation grow. The "blessed lands."
Kingdom Name: Luminous
Protected Races: Half Elves, Tieflings,
Council Seat: 2nd
Nation Aesthetic: Western Europeon with sections of steampunk and magic.
[h3 Dragon Born]
Nation's Name: Wing's Beat
Protected Races: Kobold,Owlin
Council Seat: 4th
Nation Aesthetic: Mountain tops all through the caves with "nest towns" spread out. The capital on the highest peak. "Wingtip Everest."
Countries Name: Brimstone
Protected Races: Orcs,Halflings
Nation Aesthetic: Underground City's with hot forges and strong stone homes. The capital is deep within Fyuria. "Fyuria's Heart" With more advanced technology in the capital.
Council Seat: 3rd
Pride Name: The Great Plains
Nation Aesthetic: Much of it is fertile while letting the blessing roam free and pure. With many stopgap towns and villages. The capital is a massive town. "White Mane" full of hunters and mercenaries.
Council Seat: 6th
Protected Races Tabaxi, Satyrs
Flock Name: Caelum
Council Seat: 5th
Protected Races: Genasi,Assamir
Flock Aesthetic: Floating Cities powered by magic lost long ago. One must gain entry through the required legal means or by flying. The cities our bustling with traders and other sort merchants. These are ruins the Aarakora found and made their own.
Industry Name: Azure Industry
Homeland Aesthetic: Being the first race to become civilized and to mobilize. Using magic and Runes they've far advanced from the other races. Infact many races have stolen from the elves to advance their own realms. The elves were once a woodland and peaceful people but now the head of technological marvel. Flying carriages made of metal and no use of horses or nature really. So a very futuristic setting. Though in this nation are some woodlands left Elves who believe in the old ways. Fighting against the Elven Empires trying to retain the purity of the old homes while fighting "Progression."
Protected Races: Fairies,Changelings
[h3 Intro/The Great Plains]
Here our story begins in the Great Plains.
[h3 Toothy Maw] In the town of "Toothy Maw" or Maw for short. It's a village run by a Leonin with a Tabaxi and a Satyr.
The Leonin is Arori Sunslayer. The chief and head of the hunting party. weretiger stat sheet except no damage immunity from physical. Gaining an extra point in initiative. Satyr has monster satyr stats. Hopper is his name. The Tabaxi name is Proud Lock with the Archer statblock.
Many mercenaries pass through here to get to the capital. As the Great Plains is a great place for a warrior to get some action with the fewest amount of political hang ups.
The Town has a weapon shop. Grey Weapons.
Armor Shop Grey Armor.
Item Shop Grey.
The town has a total of 6 guards and 1 knight. (The Knight is a Leonin and son of the chief. Firemane SunSlayer)
The town has 5 mercs all with basic bandit stats
Two named merc's.
A human named Roger Everglade a swashbuckler stat block. Here for money and woman
And the other is Nathaniel Chevalier He has the bandit captain statblock but uses a katana instead of a scimitar (Same stats.) A renounced noble here to hone his blade.
Barkeep: Sleight of Hand 8 (Gain 5GP) Villager: Sleigh of hand 6 (Gain 1-3GP)
Anyone with a stat block roll against perception. Roger will have 30GP.
Nathaniel will have 20GP.
The chief must roll against his Satyr and Tabaxi as well but gain 50GP.
If caught by a merc can dissolve into a duel. If you try persuasion or intimidation must roll against own intimidate or persuade. Succeed they will take the money back and go.
If the duel is lost you will go to jail and must pay a fine of 20% of you're GP but it must be 3GP at least. If you cannot pay you go into a debt when they release you owing 5GP now.
[h3 Quest Board] Here even the guards and knight take quest and the chief. Lots of competition.
By the time you enter the town the board only has a few quest left.
1: Suspicious person found skulking at night. The one who put the quest up is Firemane Sunslayer and he has been stalking this person for some time. Though he can never quite catch him. Tonight he's received a tip where he might hit tonight. It's a long shot but maybe... He can't go because tonight he goes to a traditional hunt of his people.
Spy: Documents and 40GP gear to be sold for 20GP Documents are in Dwarfish. The documents are gathering information of many villages of the Great Plains. Number of guards and the like but nothing else can be found.
Can lay in wait and fight the spy. Must roll against his stealth with you're own perception. Or else he gets a back attack. But if you succeed and see him first. You can try and reverse the tables and stealth on him against his perception. If the party somehow fails the merc Roger will come in and finish the spy. The party will gain only half the EXP of the encounter.
2: Cockatrice spotted (1)
Head to find proud lock at the town's square in the central hut. Stopped by guards must show them the flier. The Tabaxi will be called for. (No entering the hut unless stealth etc etc.) Proud Lock will take you somewhere private. He'll explain that a cockatrice was spotted attacking the outskirts of the town. He gives 2 petrify potions to help It's a bit of ways from the town attacking farmland and the such. He hands you a map of the crime scene. Explaining the guards have too much too handle for this right now. A corpse can be found along with feathers and other clues. If investigation is rolled 10 or higher. You'll find traces of the scene being tampered with. Possible evidence being destroyed and the such. As well as a fake trail of footprints that couldn't be the real cockatrice footprints.
Roll a 10 in perception and you'll see two sets of trails. One seems much more prominent than the other.
Follow the footprints to come across the bird. Can attempt a stealth.
Hopper will that their caravans have been getting hit by groups of Tribal Warriors. That they finally found the hide out but they are great in number. They are collecting guards and mercs as well as the chief to strike them down. You will serve as grunts and end up fighting 4 tribal fighters. If you are still willing you can fight another 4 before the fighting ends or simply rest.
Rival Tribe: Has 5GP and gear to be sold in 15GP.
4: Two mercenaries are taking money for quest and are refusing to pay. They hold diplomatic papers. A "magical" contract that they are messengers of the elves and attacking them will breach said contract. But they are draining the town out. (2 Thug statblocks.)
Mobs: Give 35GP and 20GP in gear on them.
Quest Holder: The Chief Himself
With an Arcana check of 10 you can sense something is wrong with the "Containment Scroll" but an 11 or higher and you can see it's a fake.
With a insight of 10 you feel something... Off but 11 or higher and you are sure they are lying/bluffing.
Can roll against their intimidate/persuade with own persuade or intimidate if you wish too. When they die Roger will come over (Swashbuckler) and burn the paper. Containment Contracts can't be destroyed so when it burns it will prove that it was indeed fake though well made.
[h3 Chance Encounter]
Roll for Perception 10 or higher and notice someone trying to steal from you. Can chase them through the town! The guards attempt to help but these thieves seem to nimble to catch! While chasing them must out roll them in Acrobatics to catch up through the town. If you fail three acrobatics against them they will get away. Only have to succeed twice.
So the chart is by points really.
+1 +2 Victory
Say you get +1 but lose a roll? Back to 0 and some distance behind. Say you lost one and won one. Go from -1 back to 0. So forth and so on.
If any comrades got -3 points lost track of them. For every friend left behind one guard will come and assist. The thieves are fighting on a small railing only allowing for up to 5 people. If you lose fall of the railing and get healed in town they get away. Get half you're gold reimbursed by thats it. Gain half EXP for the fight too at least. But win you gain their stuff and 20 gold. Two thief stat blocks.
After all of these quest are complete you will have made a name for yourself. The people will allow you to keep the documents. If you wish to take them to the Great Plains capital you can. If not they will understand. It is survival of the fittest and fastest. They respect that you caught him and care not for politics. They only are in the council to retain freedom.
They will ask you to take care of something for them. An Ogre.
If you do have the documents on the way to the cove with Ogre two scouts.
Elven Scouts will want the papers. With high tech equipment and high powered bows. +1 bows. (Bowguns) (But they are the scout statblock with +1) Gain 150GP off their bodies their armor and bowguns.
Can short rest (or head back and long rest) Than fight the Ogre! (Ogre statblock)
The Ogre doesn't have anything really good in his cave. But turning the quest will gain you 500GP!
The people will acknowledge you with the title of "Hunter"
If you approach and talk to Roger and persuade 10 or more for work or interact with him enough. He will ask you for help in hunting a Wight.
Find out the Wight is his dead partner. He works alone. Get half EXP and he'll give you a 100GP and let you take the studded leather armor from the corpse if you persuade otherwise it's his keepsake.
Nathaniel if you interact with him can persuade with 10 or higher for work. He'll tell you he's got a job and he'll slip the pay in half giving you 120GP. He's chasing down a "Former Hunter" named Red Fang an Orc. If you help him you'll get half EXP of Red Fang Orc. Interact enough works too. He'll claim the armor but can persuade or intimidate or fight him for it.
He will ask you to spar before taking you out to Red Fang. Can persuade against him or Intimidate to forget that. If you win you get 450EXP. If you lose you get 50EXP but he'll heal you with potions afterwards anyway. Telling you he wants to get stronger and has to grow stronger.
[h3 Off to Whitemane]
So they are ready to head off to White Mane! Sol Gareth Mary Kaida all set off!
It's a bit of a journey! With twist and turns to take!
The closest city/pride on the way is an old city/pride known as Greymane Frontier heading to Whitemane capital.
Two ways to get there a desert or a jungle. It's up to you either can be perilous.
Minute Hour Fast 400 feet 4 miles Normal 300 feet 3 miles Slow 200 feet 2 miles
Minute Day Fast 400 feet 30 miles Normal 300 feet 24 miles Slow 200 feet 18 miles
Every hour past 8 hours is a DC constitution of 10 + hours over 8 every failed save is exhaustion. Either path will probably need a tent [h3 Jungle] 100 miles to the city. Farther but more clean ravines in which to drink from.
Every 10 miles roll survival every failed survival is 1 mile wasted lost.
Roll survival 10 or higher for camping or wake up with 1d6 biting damage.
Mile: 15: Perception check of 12 or higher or don't notice snake. If stepped on snake dex save of 13 or higher or take 2d4 poison damage. (Not poison condition) up ahead see two Yuan Ti brood guards. Serpent trying to head towards them. Cut down snake everyone gets one attack against Snake AC of 13 if all members fail broodguards are warned! If you kill them can sneak on the broodguards or try to sneak around. (Allow group check for this)
Mile: 20: Perception of against a single yuan ti broodguard. (Can only allow roll of person highest perception) if fail surprised! If succeeded notice 5 yuan ti pureblood squad before they notice you! Approach with stealth/social however you wish.
Mile 24: Yuan Ti Pit master looking for his squad members/hunters. He won't stealth with a perception of 10 or higher can notice him. If failed fair fight.
Mile: 28: 2 veterans sneaking around (One perception vs one sneak roll) They've been killing travelers and Yuan Ti alike for skins and gold. (They have 200GP on them) can attempt social/sneak
Mile 35: You see Drow and Yuan Ti fighting. One elite drow warrior left behind to watch a camp. (Instructed to attack anything on site) Site has 500GP in it. Perception of 12 to notice him. (Or passive perception) if unnoticed fair fight. If noticed can sneak/social etc but he is hostile.
Mile 40: Perception of 12 or higher and hear movement. Nature of 12 or higher (Anyone can roll) and notice two assassin vines! Can get free attack or surprise.
Mile 48: Dancing Leaf Village is a village of diverse races here to hide from the. Dancing leaf has a Shaman (She is undead use shaman from dragon rider RP) she is undead but.. Sentient. She will sell +1 weapons and armor for 500GP (Only greens) Town has lodging and rest and other shops as well. There is a job to handle a Wyvern not far from town. Restrained by the shaman herself the guards (8 guards) don't feel up to the challenge. Willing to pay 750GP for the job. Wyvern statblock (of course) and free lodging/food afterwards. Nathaniel is there and the Wyvern is used by Yuan Ti!
Mile 50: End of the village (Size of the village) back to jungle.
Mile 70: Yuan Ti Mind whisperer and Yuan Ti Nightmare speaker. Perception of 11 or higher if not noticed fair fight if noticed? Can try to sneak against passive perception.
Mile 85: Later up ahead see the Drow fighting Yuan Ti and the drow mage makes two Helmed Horrors! The experiement goes awry killing... Everyone there. Fight two helmed horrors! Perception of 12 will allow you to see the spell immunites via creation. Can try and stealth. (Stealth of 10 or higher works here. Easy check)
Mile 95: 10 Lizardman guard the border on top of the remaining Yuan Ti and drow as they shake their head at others trying to claim their own land. With so few numbers left they need money. You're money they ask for 500GP worth of stuff or GP. If you lose against them they take 1000 worth of stuff and dump ya outside the jungle. If you beat them they have 1000GP
Arrival: Make it to Greymane Frontier! They sell greens for 500GP a piece.
[h3 Desert] 80 Miles to the city The desert is closer but has little water so must pack water!
Every ten miles roll survival for every fail (10 or lower) 1 mile wasted.
Roll survival 10 or higher for camping or wake up with 1d6 hot/cold damage
Mile 10: Two basilisk! Perception of 11 or more needed! Can sneak on them against passive perception. 1400
Mile: 15: Bandits hiding! Roll you're perception vs their stealth. (Bandit captain) 1 bandit captain with 4 bandits! Want 100GP! They have 200GP on them! Red Sand Guild 550
Mile 24: Roll survival if failed attacked by a snake. Perception of 12 needed to notice if failed to notice steps on a snake needing a dex save of 13. (Not acrobatics) Fail and take 2d4 damage everyone can attack the snake before it leaves its got AC of 13 and 2HP. A Gladiator searching for two of his scouts. Need Perception of 9 if fail fair fight. (He's yelling for his friends) and if he see ya tries to mug ya a 100GP. (He has 800GP on him)
Mile 30: 16 Bandits can be seen roaming! (No perception required) they have 900GP on them. Can roll to sneak against passive perception.
Mile 36: Two Knight's hired as Mercs from the Red Sands hunting for the group. Perception against stealth and if noticed can stealth against their own perception roll of course social skills allowed.
Mile: 41: Enchanter CR 5 hired as a lone merc to find the group. Has 300GP on him to find and kill the trouble makers.
Mile 48: A job in town no one has taken Town sells greens for 500GP! Roger is in the town! (Nathaniel is in the jungle town) He's heading to Greymane as well but he's taking his time he tells you to be careful of the red sands. That if you wish.. You guys could deal a blow to the city he'd pay you 800GP. He needs you to kill a powerful Mage (Mage statblock) He can distract his guards though as a team effort. He paid for lodgings for you to rest from the fight.
Mile 50: End of the town and back to the desert.
Mile 59: Two giant scorpions perception of 9 and can try stealth etc.
Mile 65: Martial Arts Adept cr3. Veteran: Knight Perception of 11 if failed fair fight 400GP
Mile: 75: Boss: Boss of the red sand comes to handle things himself Has 950GP on her. She is worth 2500EXP and she knows of "Sol's" master and tells her they can return to the master. That she gained more power under that sleazeball.
Arrival: Arrive in Frontier
[h3 Greymane Frontier]
Gareth Plothooks: People recongize him as an arena fighter. Greymane frontier is a massive city and he remembers the underground work and fights here.
Someone who worked on Sol's mutations with her master who wanted to purchase her plothook.
Plothook for Mary and Kaida too. She used to try and play her songs her but she was almost kidnapped. As for Kaida their are Yuan Ti hissing at him in the alleyways smelling the remains of his old patron. (They hated his patron) Mary reconginizes those Yuan Ti (She won't say it but her village was attacked when she was younger)
Greens for 500GP
[h3 GreyMane] Things in bold you'll describe!
Welcome to Greymane city! The group finally arrives this is but a pit stop in the parties journey! If they wish not to stay? They need not to!
Roll History: 10 or higher [b Greymane is a city of many sights! Many highs and lows. Noble Leonin can be seen in full stride in gleaming armor. Unlike the harsh sands of toothy maw the city looks alive and bustling! The ale hardy and it's people hardier. Greymane may birth many great warriors but it isn't without it's pleasure and luxury. That isn't to say that Greymane doesn't possess a darker side.
[h3 Town Plaza]
[b You enter the plaza and all of it's hustle and bustle! Full of traders and Mercs asking Merchants and Adventerers alike if they want a body guard. You feel the energy of this town. The desert air is gone replaced with a moist calming breeze. The tension however? Feels as it could be cut through with a knife.]
Exploring you see one of Gareth's old buddies. An old friend Klimmer Bhamash a Red dragon born merc vet. Grizzled and worn this man seems happy to see Gareth! That he should come back to the Feral Grounds! Offering him a job for old times sake. When Gareth refuses he nods saying he was afraid it'd be like this. That because he considered him an old friend.. He'll warn him. The boss wasn't happy with him leaving the way he had.
Insight: 10-14 sense an air of sincerity about him
Insight: 15 and up Sincere but an underlying feeling of intensity. Red half dragon born vet monster stat block.
In the plaza a festival is being held! With many mini games and performers!
[h3 Perfomances/Minigames] Multiple Party members may join in the events!
Singing/Instruments: They provide instruments and Mics and you dance and sing against other competers! If you are proficient with an instrument or singing add you're PROF bonus on top of it. Must use Performance!!
These rolls decide the places of each tourney! 10-14 earns you 3rd Place: 50GP and 30EXP!
15-19: Earns you 2nd place! 100GP and 45EXP!
20 or higher Earns you 1st place!: 150GP and 75EXP!
Strong Arm competition:
3rd place: 50EXP
2nd Place: 100EXP
1st Place: 50GP and 130EXP!
Spot the Difference!:
See the difference in images. Perception or WIS modifier. Can add half of you're INT modifier.
3rd Place: 45 EXP/GP
2nd Place: 75EXP/GP
1st Place: 110EXP/GP
INT Modifier! Plus half of you're WIS modifier if you wish!
3rd Place: Healing potion of 2d4 + Con modifier. 30EXP
2nd Place: Healing potion of 2d8 + con modifier 50EXP
1st Place: Mana potion restores a spell slot. 80EXP
Feral Gauntlet: Take a shield and block hi powered metal orbs! Stand on a platform above water! Knocked off? You lose!
2-4 You take 1d8 blunt damage
Nat 1 you take 2d8 Blunt damage
5-8 You take 1d6 blunt damage
9: You fall but take no damage.
3rd Place: 50EXP and 100 GP
2nd Place: 75EXP and 150 GP
1st Place: 125 EXP and 200GP
Can use DEX or Acrobatics!
3rd place: 50EXP 65GP
2nd Place: 80EXP 100GP
1st place: 125EXP and 150GP
Dancing: Compete against other dancers! Roll and add you're DEX and CHA modifiers! Can replace CHA with performance if you wish and DEX with Acrobatics. Entry fee is 100GP!
10-14 Will earn you third place a bronze medal and 50GP and 50 EXP per member
15-19 Will Earn you second Place! 100GP and 100EXP!
20 and Up: Earns you 200GP and 175 EXP (All EXP is per member)
3rd Place: River Dewdrop a Water Genasi
2nd Place: Eli Rosemary
1st Place: John Smith the dancing dragon with the odd name!
John Quest: Win or lose John will notice you're party is armed and will ask for you're help. He believes he can only trust someone with the heart of a dancer but the body of an adventurer! He ask you to escort him to a ballroom dance at Greymane castle. The "Feral" dance he wishes to travel the lands learning what he can of each dance and style there is to learn!
Encounters: The dance is at night when you retrieve him you can head to the castle! With a perception roll of 12 or higher you can notice on the way a group trying to ambush you! Stat Blocks of the thugs:
2: Orc with Greatclub (Ogre Stat blocks)
3: And a Centaur
All claiming they can take him for a "Ransom" All characters must roll Perception those who fail? Surprised!
Can question John Smith! Need 15 or higher for him to tell you he's a "Noble" from Brimstone. 20 or higher? He admits he's the "Prince" of Brimstone but he will not tell you which prince.
Insight of 15 or higher lets you know the noble is a lie or any other lie he may have but without persuasion he will not help. Intimidate him? He will leave and take his chances.
After the encounter he heads to the ball! Many nobles can be found here!!
One such noble a white haired Leonin says he heard of your exploits! He's a Prion of the Whitemane and that it's a pleasure to meet you. Insight of 10 or higher says he seems odd/eccentric. 15-19 says he doesn't seem truly happy.
20 or higher tells that he is perhaps hiding something. With a persuasion of 15 or higher he will admit he is hiding something but not what. 20 Or higher? He will grow nervous and leave entirely.
He tells you though that of the White Mane he believes they should work with Luminous that because of the Great Plains standing being at 5th they could benefit in sending the Humans forces to handle the growing monster stem in Luminous. That they could gain enough reknown to become a seat higher and the humans wish to overtake the elves of course. He tells Solandis she looks rather ravishing of course.
John's partner was wounded! He requires a dancing partner! You must roll against a competitor a strict no nonsense elven silings from Fyuria. Zev and Bev. John and you will roll together!
Zev and Bev have a DEX/CHA modifier of 3 dex and 1 charisma. While John has a DEX of 2 but a CHA of 4! Netting him a bonus 6 to his roll! Must choose one partner for him and they add their rolls! While Zev and Bev make identical rolls and add that as well. If you win you will gain 400 EXP per member!! And a title of Feral Dancing Queen or King.
Here rumors of Gareth's old boss the "Wandering Maruader" Here causing more fights on the streets.
When you are done with here head to another area of the town!
[h3 Grey District]
To get here from the Town Plaza must go up a very fancy staircase. Up this fancy stair case Kaida will be approached by a Yuan Ti. One that is a "Hunter." An abomination stat wise he won't start a fight here (Cause guards.) But he tells Kaida that he will be next for reeking of that creatures "Stench" Mary freezes up seeing this man. (Remembers him from her village attacked) The man veers close to see Mary saying that he recognizes her but not sure from where... It is here when Nathaniel comes in telling him to be gone. He curses Nathaniel for killing his brethren in the jungle. Alone Nathinal will admit he only handled so much in the Jungle and came to learn more of the Yuan Ti/Grow stronger to help those people more.
Red Sand thief is being arrested by the guard when they enter the Grey District which is a noble district.
This District also has the Market place! As well as the Tavern the Rosy Lion (It's actually between the common and Noble quarters here some nobles don't mind drinking here)
This place has a nicer Restaurant called the Kings Claw. Very expensive. 50GP to get in. 150 GP to eat in. Gain 1d12 inspiration if you eat here! See the Whitemane from before (OR first time) eat here he may approach and talk to the party with the rules of the first time. See Roger and catch up a bit! He tells you that he has learned of the Red Sand working with Yuan Ti but knows nothing beyond that.
[h3 Council Temple]
This is the International agreement this temple has area's for each god of the other 4 kingdoms even though the Leonin and others hate it. The cleric a Elven woman will seem troubled when she ask if you wish to pray. (Need 10 Insight)
The Cleric will tell them that a Cambion has created a cult to have tieflings and even other races serve them losing members from the church (Need persuasion of 10 or higher to convince.)
That she can file a report.. They'd lose face losing followers in this way. She knows the Cambions hideout. A waterfall not too far away. But be careful she has a large cult and she herself is rather powerful.
Reward: 750GP and Studded Leather +1
[h3 Waterfall Cult Dungeon] Balanced around LV 4
Learn of the Hunters here and the Yuan Ti working with them. They are using the Cambodian.
Survival of 15 in the jungle. Fail once? 5 Purebloods attack you they will tell you where the hideout is if they lose.
[h3 Area 1/Waterfall entrance]
In front of the waterfall entrance two yuan ti broodguards at the front (Monster looking) 1900EXP
Past the waterfall the cavern has many holes and openings allowing light in.
A trap ahead as a vine trap. Perception of 14 or higher for the marching order of the front. If they fail everyone must roll perception vs it's stealth.
Two assassine vines! 3300EXP
[h3 Area 2:/Inner Falls]
Up ahead is a meeting of elves and Yuan ti.
5 Pureblood and 5 Drow (The drow dual wield shortsword instead of using crossbow and give 100EXP each instead 4800EXP
[h3 Area 3:/Lair]
Up ahead is a frontal assault with the beast herself ready to throw down. Afterwards can ask her questions and she can tell you that she was given Yuan Ti. That the quest board involving Yuan Ti.. That guy knows more than she does like where they reside and who they work she doesn't know why elves came to help her. She only took it because society hates her and her kind.
[h3 Greymane's Temple]
This is a Monk Temple and it has an old Tortle here. Basil his last name discarded. He offers seances of sorts. A calling to summon ones inner self.
Many people that are not monks come here to have their hearts read and fortunes told. He insist they are not fortunes but rather advice from an old man instead. With a cane a shell on his back he is a LV 7 Monk tortle though he was once much stronger time has taken it's toll.
You can ask for a number of things.
1 Tea Time: What most people come for he ask a number of questions to learn more of you're inner self. Getting a sense of you're KI (He is a Monk of Mercy) each interaction is alone.
Kaida: There is much.. Hatred in you. If it is not settled he will become what he himself most hates. That he may with that power gain vengeance but he will lose the part of his heart that had him sought vengeance. (Will do kaida last as it can get hostile.) There will come a time when you must make a choice at a crossroads of his destiny.
Gareth: There is... Much doubt in you young man. Doubt that you can walk away from you're old life. Doubt that it won't come back to hurt you're new friends. You carry those sins and that burden and in order to grow you must look forward. Loss or love may come to path but you must not stand still or look back for if you do. You will lose who you are. Believe in the warmth of you're heart and the strength of you're bonds. No matter what bonds are lost the ones who remain will become stronger in you're greatest hour of need. When you will be forced to make a hard choice.
Solandis: Peering into her key will cause Basil to weep softly but also to laugh through the tears. That she is overcoming a great darkness but it threatens to return and overcome her in turn. That her struggle of yin and yang is great. That she is a woman of many tears and many laughs. That she is a coin of two sides. Warm and cold and that it may bring turmoil.. If those things can come to balance. Light and shadow she will discover true peace. That she must show her friends her light.. As well as her shadow. (If Kaida was already down by this point) That to an extent the same could be said of Kaida.
Mary: He sense a very brave soul with a very tiny vessal. That once fear consumed her being and just recently.. It enters her heart again. He tells her that bravery cannot exist without fear. To dive in without fear is to be a mindless beast with no thought of consequence. That she may have fled in the past. That is okay fear is natural. If she lets that rule her life she can never stand firm in the present.
Inner Summoning. Still get the speech from above but he warns many do not do this except for monks. That it can be.. Trying. You will confront both you're Yin and Yang light and shadow. Only to be confronted by a third image one unique to you.
Shadow Kaida meets his innerself. Telling him to forsake his friends to gain the power he needs to strike out on his own. That they will only hold him back that he can offer the power he needs.
Inner Light: Will be faint and weaker but it will tell him that he must remember that love he was shown. The love his friends have shown him. That he must remain true that resorting to lower tactics won't breed strength that a shortcut will create a man of weaker character.
The third image will silence the other two in a huff of smoke. In a deep tone that whatever he will choose he must follow that path to the end. To be true to himself whether he is to strike or be struck down.
Her inner darkness will show herself in a cage. Showing the previous affection of her master before flashing to the present. Showing her master in the image of Gareth. A man who loves to own and dominate her. That Gareth is truly just another leash. That she must run and leave this place. Or she must dominate Gareth with her charm before he can her. Be the master of her own life be the master of others this time.
Inner Light: Will tell her that the darkness has no hold over her. That Gareth is no cage nor a pet to be tamed. That she is no caged bird herself that the two bring strentgh to the other and cover the weaknesses. That even if that love is to burn out. The flames are imprinted and the two will be forever changed. Strong enough to defeat the shadows of the past.
Third Image: Will give silence and a hug.
Gareth: See his old boss his old wife and Sol. Wing the rest
Mary: Remind her of running and being captured. Of her village and family being destroyed. That she lied to others and herself.. She ran to be a bard. To memorialize the stories of heroes and.. Of the people she failed to protect.
After all the inner sides are seen the party gains 100-500 EXP depending how much he see's they have "Passed"
[h3 Hunting Gardens] Connected to the tavern just as the Greymane District was too.
This is full of gardens and beatiful nature. A woman will ask you to help her with gardens the place is dying. Nature of 10-14 will slight heal it gaining 40EXP/GP
20 or higher is 100EXP/GOld she will tell you that she thinks they were poisoned by the rumored "Cult" of the tiefling making the church lose followers and etc. Can get to the Market Place from here as well!
Traveling through the alley ways will cause the party to be attacked by 3 bandit captains! Can persuade/intimidate etc or fight them! They ask for 200GP
[h3 Feral Grounds]
Gareth's Boss Here:
Yuan Ti Gang Here: (Quest Board)
Red Sand Guild base here. (Quest board not the one they have the paper for though)
Vampire Hideout Here:
Place is MASSIVE.
Noble will meet you here if you take the quest.
Many dangerous allways to get lost in! Every time you get lost face an encounter I created! (4 different encounters) One easy two normal three hard four deadly
Only face one of each though.
[h3 Rosy Lion]
[b As you enter the roadside inn, feet sore and throat parched, you’re greeted by a scene of warmth and welcome. The floorboards are worn and well-trodden, showing evidence of old spills and stains that will never be removed, but still freshly cleaned and highly polished by a loving hand. There’s a small bar and a few tables, all that can fit in that small space. The furnishings are simple but sturdy and serviceable. It’s the smell that makes you feel at home--roasting meat and spiced vegetables. The odor permeates the air, makes your belly rumble and your mouth water.
A woman with a pleasant smile greets you from behind the bar, a musical lilt to her voice that reveals a good nature. “Welcome to the Rose and Lion, traveler. You have the look of one in need of a hot meal and a soft bed. The sheets are fresh as spring daisies, washed daily and aired by wind and sun, as is right. Not a bedbug to be found, on my honor. My husband makes the food, and you’ll find no finer cook for a hundred leagues. Trained in Arcstead, he did, and could have been chef to the king. Ah, but that’s a story best told over a mug of ale.”
With a wink and a nod, she pours a pint of fine amber ale and presents it as foam rolls down the side. “Now. Sit, weary traveler, and enjoy what we offer.
No payment necessary, at least not your coin. Put it away, I say! All we ask here... is that you share your tale, and don’t skip a single detail. The ups and downs of your life, a life unique to you and you alone, that’s all we want to hear. Tell us of your frustrations and challenges, of the thrill of success and what you’ve accomplished. Start where you like, and leave nothing out. That’s payment enough. There’s no currency more valuable than a life well lived and sharing it with others. But first, let me fetch your meal, and my husband besides, for we both want to hear every word.”]
Free food for first time customers. They have a quest board!
In the tavern roll a perception. 10 or higher notice someone looking. 15-19 they are looking at Kaida. 20 Or higher it's a Yuan Ti looking.
Gareth has a man tailing him (3 versions of perception for more info too)
Rolling insight shows they are not connected to each other! The tavern has arm wrestles and other matches a plenty! One halfling recognizes Mary! Joseph! An old friend who escaped the village but she tries to hide her past and hushes him on that glad to see him!!
[h3 Red Sand Quest:] The quest board says that the place is incredibly dangerous and to meet up with an informant. That by posting even this request attempts have been made to end their life. You go to meet the informant only to see that it is Roger! After catching up he informs you the place is swarming with enemies and it doesn't seem likely to be able to defeat them all. That you guys could retrieve evidence as well as information to take them down further. He gives you an inner lay out and tells you which office room would be best to search. It's in the upper levels. The place looks like a modern Asian tower. After handing you the map he tells you it's up to you to decide how best to get in. He also informs Solandis of a Black Market medical ward for her basilisk that it'll take 500GP but they should be able to heal him. The Basilisk will start off LV 3 (To represent CR 3) At it's 4th level it will gain an ASI. Every level up is a hit die of d8+con modifier of 2. It can gain proficiency bonus like the players. Every 4 levels it will gain ASI. It only gains EXP (Takes a portion of it) if it helps in battles. Roger informs you it may help in the battle ahead. So when you read the map you see multiple approaches and a few times and dates of certain events. Roger lets you know he'll split up and find his own way in.
[h3 Breaking In] (BTW Party will last all night long. 8-10 hours)
Ways of breaking in (Of course the player can do something for themselves!)
Frontal Assault (The most brash and reckless)
Underground the sewers one pipeline leads into the lower cellar used for storage.
Catering services/contest. In the next in game 24 hours they are having many chefs both lowly and highborn that earned passes in the entrance exam to come in! The bosses son is having his 14th birthday! Can pass the entrance exam! (Must have the skill to cook with utensils otherwise the performance check is 15 or higher. Otherwise? 10 or higher)
Dancers, the Don here prefers the women but any talent of art is wanted here. They arrive with the chefs as well to make a debut. You're CHA and DEX mods add together. (Can replace Dex with performance) Need a 15 or higher to get in! (Women need only a 14) If you get in this way in the dancing room you'll see John Smith!
Guard patrols: One dangerous group patrols out the furthest to an alleyway (That leads to a back entrance) could ambush them take their things and head back.
It's a high building with walls all around. Walls denying the back entrance but the back is climbable if one is athletic enough (Thus the guards for the back) Normally disguising as guards wouldn't work but they hire so many outsources from other sectors of the Red Sands for big events like this.
[h3 Red Flower Tower]
The heist begins! The tower has 3 floors!
Part One: This is how you broke in (I could change this depending if another route was found)
Dancing Room: Only the party members who succeeded are in here. This room only has 4 thugs guarding with one instructor. (Instructor is a commoner and won't fight) The dancing room is on the first floor. Meant to entertain first class guest on the second floor and the entry level guest of the first floor. A contest will be held to decide the last two to enter the higher level! All others are beaten with a 12 or higher. John however will roll with +1 dex and 4 cha or rather he can use his performance which is 6 giving him a bonus 7. He is eager to perform for thugs and nobles alike to prove his worth as a dancer! The thugs have a 2nd floor pass on them. With a stealth check and a sleight of hand check (10 or higher for both) you can take the key. Fail the stealth they won't grow hostile but annoyed. Fail the sleight of hand? They will try to capture you. Fail the stealth and the sleight of hand is a roll of 15 or higher. If you do fight them? One Thug will try to run and warn the others. He cannot be allowed to run more than 60FT away. (I won't allow them to dash however for funs sake.) If so? An alarm is raised. But the racket will cause attention anyway.
New guards come into the fray! Goblin guards!
1 Hobgoblin captain (Tai) 5 Goblin bosses with him!
If they are defeated the palace will be on high alert but the party will go on. (However if a thug escaped the party will end and an alarm will blare. Course if one escapes and the party splits? The other party may be able to stop him? We'll see.)
Sewer Route: In this route you head underground up a drainage pipe! It is very dark here. And very wet so torches can go out if you aren't careful. Sleight of hand 12 or higher to keep it up.
As you head in the sewer there is a Drider and 3 giant spiders! Feasting on those who wander in here. Many have thought this route before and though the Red Sands never found it? It's because an intruder has never made it past the Drider (Whom speaks elvish and undercommon)
After defeating them you will head in! Gotta roll against Driders stealth! If you have light? Gain advantage on each perception roll as it's small pathway. If you somehow lose here? She will web you up and save you to eat for later. However Nathaniel comes he is here because of a Yuan Ti Informant he is hunting down. He will cut you down and get you into the storage unit. He has the Gladiator stat block but he does not have "Brute" but he does half Breastplate (14AC and his dex) 16AC He uses two shortswords now as well with Gladiators multi attack. It's parry to. 3 attacks for action 1 attack for bonus action gets modifier each strike
[h3 Outside Guard]
The outside guard has 6 Bandit Captains! As well as 1 scout! Dangerous for a frontal Assault 300GP. If stealth gotta stealth past the scouts passive perception of 15
[h3 Floor One]
[h3 Area 1/Entrance:] The entrance room that has drinks and food and servants. Guest wait here to be evaluated this room has 12 (Dozen Guards) the guards are modified however to be wearing Chainmail. (18AC each) and wielding Longswords instead of spears! (1d8) Each guard gives 50 EXP instead of 25 to compensate for this.
The fighting is loud enough that the bandits outside will hear. But you will be given a chance to escape from them. Rolling against their atheltics or acrobatics if you decide to start climbing out a higher window. Need 10 acrobatics or higher to not fall as you head to the roof tops. This room they will ask for ID and whatnot while making sure what sort of guest you are and getting everything sorted. Can stealth past the guards here (Only gotta beat passive perception)
Can try deception/persuasion and other sort of means as well! Here all the guards will roll against deception but one fail does not mean a loss. Instead they "Vote" to decide to let you in or not.
[h3 Area 2/Backdoor Entrance/Dining Hall]
You'll likely have guard outfits giving an edge! You're outfits are a little fancier you'll notice. So a few guards may look at you a bit off. This room has a sentient minotaur guarding. This room also has 10 Flying sword stat blocks as "Swordsman" Guards.
This is also where you go in the "Chef" Route. Chef route you must cook for those around! Do a 10-14 in Performance and you may stay otherwise they ask you to go. 15-19 a Noble will want you as his own and request you guys speak alone for a moment. Letting you know he is a 2nd tier guest and invites you upstairs with him. 20 or higher and without a conversation you are gained a pass to head upstairs.
As you pass through this room you can head down a hall to right or left.
Right has ribbons and glitter and appears to be very beautiful. You even see a dancers slipper left on the ground. (Dancing Floor)
Left looks elegant fool of asian decor
With a perception of 10-14 you notice the left's floorboards are slightly higher.
15-19 Upon further inspection the right seems to lead to the dancing contest.
20 or higher: You are able to deduce that left probably leads higher up in this place.
[h3 Area 3/Dancing Room]
The situation already explained in the dancing Route. However come into here not part of the contest and they will ask you for verification as you've wandered off. A chance to talk to things out. (Unless you stealth in here of course.) John Smith still here.
[h3 Area 4/Staircase] This room is heavily guarded and only those with 2nd tier approval can head up here. Past this room however is a window.
If you wish to climb it will be rough and requires 15 Acrobatics or Athletics.
If you decide to head through the room instead. One must know the room has "Substances" and 600GP as well as beautiful women. The guards are slightly slacking off today but they still won't anyone pass. To convince them.. WITHOUT a pass need a persuasion of 18 or higher! Can Intimidate for 17 or higher but fail that and they will attack. This room has a winter wolf and 2 veterens!
One of the beautiful women will cry not to kill these men and to simply leave. If she is ignored she will attempt to sneak on the party! As she is.. A succubus using the Red sands as bait! She will tell you that you have to play with her instead.
Can persuade/intimidate but either takes 15 or higher!
Agree to "Play" Rolling a Con save. 10 or higher passes. You take 4d6 damage but half as much on a pass as she extracts energy regardless through this "Event"
She is not evil and has not killed her victims but requires this energy to live. If she wins the fight? She will tell them she won't kill them but just "Take" a little something. However before she can guards will come in forcing her to retreat as the party is captured! If she is defeated she will plea for her life. If she is spared? Can ask her (With advantage for sparing her) to create a distraction upstairs if you do not ask her she will take her leave.
[h3 Floor 2] Storage Room/Sewer Route can lead to here.
[h3 Area 1:/Party Entrance] Security seems more.. Relaxed up here as Security was so heavy on the bottom. The place only has 5 guards (Flying Sword stat blocks) Roger will be up here with a pass and so will Nathaniel! Nathaniel will talk to you and so will Roger on what info they found. Roger tells you third floor is for high staff only and that even esteemed guest can't enter. But that is where the info they need is.
Nathaniel will point out a well dressed Yuan Ti Isskis a Yuan Ti man who is well groomed and well mannered. Nathaniel thinks that he had something to do with what happened in the jungle.
If you approach him he will roll checks on the party as they would on him. Having +2 in every social interaction. He has the stats of a Yuan Ti abomination. (Powerful) he will tell Kaida that his scent.. Is lovely yet familiar an a eerie tone flickering his tongue.
He will roll perception to gauge the party physically than an insight on each member. Fought with deception a hand shake where he is purposely firm so it's a strength saving throw vs him. (Lose and take 1d4 damage and he will apologize. Win? His next social roll will not have a +2) He will taunt the players with information. Of Brimstone and the Red sand but in turn.. Try to deceive while learning information from them. For every question they ask he will turn and ask one in return. (after answering theirs albeit maybe not always honestly.) May learn that he is indeed a Fey Hunter. And that the Yuan Ti are causing trouble in Caelum. The son comes out and can interact with him but only one can cause guards. All his rolls are neutral. Only social encounters and rumors here like Gareth's old boss Maruader making stirs recently. Meet Melissa and Jericko a married couple that with enough interaction can realize something is off. (The spy and the thief)
[h3 Area 2/Pleasure Room:] Must find excuse to get through! A Gladiator stops you and is within hearing distance of the flying sword guards. Social skills/stealth/misc can be used.
[h3 Area 3:/Staircase:] Shield Guardian blocks the staircase telling the party to head back and enjoy the party. It has sensors up as well. Giving it advantage on perception rolls. Can climb out the window but barely any steps outside and 3rd floor. Need 18 Atheltics or acrobatics to perform and failing is a dex. 4d6 fall damage Dex save of 15 or higher and you take half. Or can fight the guardian run up the stairs and barricade yourself on the 3rd floor. Guardian cannot be persuaded however. It will inform you of his master being on this floor. The Gladiator guarding the pleasure room. Can swipe his key. Persuasion/Intimdation has disadvantage due to the situation to gain the key. (Unless altered somehow) If you do go out Spy and a thief rooftop climbing. They will roll acrobatics up here as well trying to beat the party to steal that info for money!
[h3 Floor 3]
[h3 Area 1:/Guard room] (Skip this room if Climbed) The first room is a body guard sitting on a chair asleep. Can stealth (Get advantage) If pick pocket has 500GP but must be passive perception without advantage. Small guard room.
In the guards hands is a map. Need a stealth of 10 to grab it without advantage. If failed combat will begin!
You head out to see another lobby of sorts hotel like yet homely with fancy decorations. With the map you know where to go.
Can roll surival to figure out needing a 15 to get where to go. With map only need a 10
Without rolls? You see a big door that says "Master Guest Room" Peering in stealth etc it is empty and a sign on the door says it must remain empty. Can rest here!
Down the main hallway you can hear laughter and drinking. In that room ahead is the guards barracks. This room has 2 Captains and 2 body guards talking real loudly.
Down the other hallway seems to be more laughter but it sounds less hardy and less people (Perception 12) with clanking of tankards.
And the other way looks to be a maze almost. (Surivival 15 or 10 without map find the office the maze route)
[h3 Area 2:/"Guest Room"]
With a perception of 12 or higher notice the painting has scratched against the wall. Behind the painting is a safe. Can lockpick the safe. If you strike it will be loud and grab attention!
Besides that the room has 100GP and full of love letters and magical recordings. This is where the don takes his favorite women. One letter is from a Yuan Ti telling him he should visit her in Caelum and join forces with her organization.
[h3 Area 3:/Barracks] In here the guards have a key to the office around their waist as they laugh and talk. Can wait/stealth/talk but talking will be with disadvantage unless certain methods are used. Stealth too because it is crowded in the small room. (If you possess the fancy guard outfits) can convice them but they will say they don't remember you looking like that. Can roll social skills with outfits on normal rolls. If party fails and is KO'd? Nathaniel and Roger save the day here. Raising a large alarm forced to flee with them.
[h3 Area 4:/Mess Hall] See 3 Nobles (Corrupt) heating. Can stealth on them as they have keys. Normal rolls for social and sneaking as they are not so bright.
They are here to gain info on the underground world while enjoying it's "Pleasures" such as women and illegal substance. Using what they learn here to gain an advantage. They know the Red Sand hideout was moved to Caelum as they plan to strike in Caelum. Truly strike as in... Take over the proof is in the papers in the office. That some Great Plains nobles want this to happen so they can seize power in the chaos. So they are helping fund the project.
[h3 Area 5/Office] Need a lockpicking of 15 18 without tool proficiency. The spy and the thief will come and try to.. Trick you away from the door. If that fails? They will run and refuse to open the door as they want the stuff for themselves. Can persuade and etc etc. You can peak in the office door and the boss here?
He is a diamond and an Elf. His son may be adopted? Hard to say. (or make the son an elf either or) He wears his diamond badge. Can stealth in. His alignment is Lawful Evil so unless you share those values cannot persuade with him (Unless it is a deal that benefits both) If you roll Intimidation he gets advantage you get disadvantage. (His castle his men you look tired etc) Can fight him of course and take the papers in the office! Or try some other means!!
After you take the documents you must escape the building!! He has 500GP on him also he grants an extra 150EXP to each party member on top of his usual worth. (1400 EXP unless Basilisk is involved) If party loses? Nathaniel and Roger step in! Fighting him for the rest! Roger swashbuckler nathaniel the custom Gladiator.
If they lose? Roger will show he has a bomb on him. Tackling the guy out the window and blowing up. Nathaniel drinks his last health potion and tells them to get up. He looks to heal them noticing the spy and thief get in! (If alive) they will throw health potions in a scatter to distract him and escape with the info!
Reward: After that entire ordeal... Roger will grant you 1200GP! (If he's alive of course)
If defeated the party is captured! They will have no weapons and armor. 4 Knights will be watching the cells.
They can use perception. 10 or higher finds a bobby pin in the dirt.
Can sleight of hand (-2 if not skill in thieves tools) to lockpick if failed the Knights will get angry and try to punch the lock picker. 1d4+STR modifier. Can short rest in the cell.
Any persuasion or intimation is with disadvantage while they roll against it with advantage cause you are locked up after all. (Unless a good enough argument is made somehow)
In the cell the knights will receive orders to kill the group. So as they come in to do finish the job. Roger will come in handing the party a pair of keys informing them where their stuff is. He'll than draw the map of what was needed. (It's fake to garner attention) the Knight's freak out and attack him as he runs away to create a distraction. Here in the dungeon if you go up? It'll lead you back to the first floor entrance.
Noble in Greymane: The Whitemane is looking for information on possible foreign spies. More of a "Tips Hotline" rather than a quest. (Same one you meet at the castle/restraunt)
[h3 Vampire Hideout:] The quest reads of a sentient vampire spawn trying to gather food for his master. (The truth will be more sinister for our party)
The information tells that it's in the Feral Grounds in the undercity a lost tomb! "Bestial Tombs" old tombs of the Ansenstors of the Great Plains.
(Balanced around LV 4)
You search the under ruins and roll Survival of 10 or higher to find the entrance of the tomb. If you fail? Attacked by Giant spiders and must roll again. (4 spiders)
[h3 Bestial Tombs]
This a small packed tomb and is dim in light (Not dark but dim)
As you journey forward (marching order required)
A trap (Disadvantage if the one leading can't see)
Need perception of 14 or higher to see (Passive or roll)
If the trap is set off? Heading downhill behind the team is a massive boulder! Can stop it with a strenght save of 20! Or run! Run is Athletics can use Acrobatics to try and dodge the boulder as it comes down. Need an athletics or acrobatics of 14 to avoid. Anyone hit by the boulder? Takes 4d8 bludgeoning damage.
After that the next trap is a wire trap that sends out wolves. (3 winter wolves) Perception of 13. Wolves will stealth too. If perceived and noticed? See it's an alarm of sorts and find the wolves sleeping instead.
Than up ahead of that? Is yet another trap. This time firing swords in the one at the lead!
The back of the line must make a perception roll of 12 or higher to notice they are being followed by elves. 6 Drow (Only one stealth roll though if the back fails) If spared? They tell you that some of the Fyurians are working with an ancient vampire because they heard of the Great Plains planning to gain more power. That they don't more than that. The great vampire might be in.. Fyuria.
So journeying ahead a skeleton lies ahead. It lets the lead go so the lead requires a perception of 15 Twitching ready to strike the second (Second needs 12) Skelliton has skelly statblock but with greatsword. It strikes out with advantage if unnoticed! (Well strikes either way) If noticed they dispatch it easily (No fight required) After it slashes he team takes it down (100EXP)
Heading on deeper is a hallway with holes in the wall. Whoever is third in the line order a giant spider will try to attack with stealth! (It rolls stealth) Same case as with the skeleton. Spider came out the hole. Notice several sleeping spiders in the walls.
Later on ahead it seems brighter and easier to see due to some strange magical ore around. Only to see the Vampire Spawn approaching the party with rapid speed!
If defeated but not killed it knows the master is in Fyuria's capital in it's underbelly using the elves to cause strife. To what end? Only the master knows.
[h3 Maruaders Crew:] Agravain the head of the Marauders. Agravain is a LV 7 Barbarian of the Bear and a real nasty SoB. CR is also 7 he himself gives 3000EXP (100 more exp than a usual CR 7) This encounter is balanced for lv 5.
Marauder hideout/Gareth knows where it is.
Gareth knows the layout! Though the traps and guard will have been changed.
The front has some guards before entering! Can stealth past! However upon viewing the gate guards? Notice they aren't well equipped and seem rather weak. Can steath if you wish.
Actions: Multi Attack: Action is 2 longsword strikes 1d8+3 Bonus action is shortsword strike 1d6+3
Can use action surge once 1/1 (Free action) Can use second wind once 1/1 1d10+4 (Bonus action)
Feat: Dual Wielding
The EXP he gives his 2300+11800
Heading down the hall is a patrol! In this underground tavern of sorts. 4 displacer beast! 2800EXP
Can try and stealth at them or past them. They are lawful evil so no animal handling.
Marching order needed. As they head on the place becomes like a maze no survival needed as they have Gareth.
The back and front roll a Perception check against two helmed horror stealths. (They get disadvantage as they are wearing plate.) 2200EXP
4000EXP all together!
Walking up ahead is a woman begging for help! She's got a longsword and blood on her saying she stole a sword and got away. They were gonna kill her. Gareth will say he doesn't remember Agravain caring much for women but his men... Insight 10-13 she seems oddly at peace with her circumstance.
Insight 14: She seems too calm
Insight 15-19: She doesn't seem to be angry but instead you sense a little bit of nervousness but.. Not the kind that comes from terror.
20 or higher this women is not telling you something.
Heading down you notice fancy statues along with other decorations. The statues are bestial sculptures.
Follow her down the path ahead to go save her little sister. (Or tie her up attack her etc) If she isn't tied whoever she is nearest to she will attack. She's a commoner. But with longsword. Perceive against her stealth strike if failed she attacks you're AC with advantage but is quickly defeated. (10EXP per party member)
However when she does this attack?
You will be ambushed! By 3 gargoryles! (Perception against one of their stealth rolls) Can attack them before too if the player investigates 10 or higher.
As you head down notice the same hallway 3 times. Describe as such.
It's here when you see... A few things. Kaida's beloved patron alive and well! As well as Sol's master with a better attitude And Agravain telling Gareth they can head back that the boss will forgive him. They are his family. For Mary it's her mother and father.
If the player doubts these ghost? Make a wisdom (OR INT) saving throw. Need 13 or higher succeed and face off with 3 illusionist fighters!
Boss here gives 3000
[h3 Yuan ti revolt]
Nathaniel is the informant here. He needs you're help tracking a "Fey Hunter" leading a group of Yuan Ti. This organization of Yuan Ti has many fey hunters. He takes you outside the capital to hunt this one group. This group has kidnapped halflings from a village and this angers Mary. You can overhear them talking about overthrowing another patron (One in Caelum)
There are 15 Broodguards and one pit master.
Nathaniel will handle 9 broodguards while they handle 6 broodguards and the pit master.
The Pit master is a "Hunter" who's worked with the raiders he was only a grunt than but he was part of Mary's village Raid and Kaida's patron slaying. But his orders.. They came from Caelum. Kill or spare (Most likely kill)
Reward: 600GP And a lead in Caelum where those who killed Kaida's mother (Fey Hunters) and Mary's village (Raiders)
[h3 Donation Request:] A request for Luminous to have gold to help in the rising monster threat. Donate gold (Once) Gain exp equal to the gold you gave and the guy (Luminous noble) will explain the situation and be grateful. (Only can gain exp like this once and I won't say it does anything special either)
[h3 Last Quest/Fire Giant hunt:] A true quest information written of the last location of the target. The target? A Fire Giant. the Reward? 1500GP The Fire Giant is named Gorm destroying hunting parties easily left and right by itself.
[h3 White Mane] Will write for here if chosen
[h3 Country Swap?] Won't work on these till a place is chosen just an absurd amount of work. Time to flesh out the town!
Wings Beat-John Smith plothook perhaps something more.
Great Plains- Political intrigue from outside forces/Gareth's Boss here.
Brimstone: Rumors of Red Sand having ties here.
Luminous: Monster Uprising Plothook
Caelum: Yuan Ti causing problems here.
Azure Industry: Solandis Master is Here.
Continue reading this role play by signing up to Roleplay.cloud Roleplay Now ! No email required!