The Hexenkessel

The party hears of a cauldron that may be of use. It originally was used by powerful Hags and is currently residing in a ruined town to the north0east. The party casters may find it useful to get it as if attuned to may provide a means to countering some of Adalwolf's plans.

Plot points/Scenes

The party is asked by the council to seize the dreaded Hexenkessel from a recently overrun Barvarii town to the north-east. It has came to light the Hexenkessel was moved there by the tribal leaders to use it in a potential uprising against the Franks but they got overrun by the Dollmaker and his minions looking the same thing. Fortunately a scouting party had gone out and the Dollmaker left empty handed. They need someone to come and move the Hexenkessel to Eschbach at least temporarily for safekeeping.

They can travel easily enough there, but when they arrive they will see that the town has been badly damaged and no-one is alive. The whole town has been massacred and what remains of the scouts is holed up in the local one room church.

The scouts will warn them that they have suffered attacks carrionettes and blasted by spells. With only 4 left out of initially 10, they didn't want to risk making a run for it nor sending for further aid.

There seems to be something humanoid & lumpen blasting them at night when venturing out and they think their attackers are using the bodies of the unburied as cover to attack.

They also point to the local chieftain's home to the north of the town as the resting place of the Hexenkessel as they saw it there last in a vault below it. Most of the attacks they suffered are from that direction.

The party must decide whether to get out with the rest of scouts, get them to help or get them going while making for the Hexenkessel.

If the scouts are to be persuaded it need a DC 17 Charisma check to do it. They can be persuaded to help, to run or to stay put.

When at the chieftain's home it is a DC 15 on Survival or Sleight of Hand to find the vault entrance and dismantle the poison dart trap. The poison darts will do 5 damage each and confer the Poisoned condition unless a DC 15 Constitution saving throw is passed.

Here they may get attacked by 10 2d10 carrionettes and or the Green Hag, who is also looking the Hexenkessel.

If successful they can return to town with the Hexenkessel and get rewarded with 10000 gold altogether.


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