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
Homebrew-ish
Quasitalian CR: 5
STR
16 +3
DEX
17 +3
CON
18 +4
INT
12 +1
WIS
14 +2
CHA
14 +2
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
Homebrew
Mutated Cockatrice CR: 2
STR
6 -2
DEX
12 +1
CON
12 +1
INT
2 -4
WIS
13 +1
CHA
5 -3
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.
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