0.7 - Origin
Takes places in Himmgulhaven, which at this point is a modest port town. Early morning, sun not yet crested over the horizon.
Players start with steam mephits and giant crabs surrounding them, the town around them being smashed. As they are swarmed and overrun, Vira runs in to clean up. She charges through, runs past, and tells them to join her at the boats. They have to stop the whirlpool that's creating all these creatures.
Skill challenge to pilot the boat to the whirl pool, not too far from shore. 5 successes before 3 failures.
Whirlpool slowly sucking them in, elementals attacking, swarm of quippers occasionally as the boat tips and dips on one side. All water based, as they are attracted by Vand passing by.
Combat: Defend Vira as she closes the whirlpool. at least 8 spawned enemies up at a time (quipper swarms and water elementals). The Water Weird guards the center of the whirlpool and will emerge after a couple rounds of combat (if it feels like it's needed).
After all is said and done, Vira will collapse on the shore and ask about where the players are from. Himmgulhavon isn't a big town, and she doesn't recognize them. Conversation can be cut at any point with Zlea (elf, long black hair), Zaru (elf, long white hair), Etanro (tabaxi, lots of white fur), and Dolgos (triton) approaching and calling after Vira. They don't see the players, as the players begin to be pulled out of the vision, like being detached and floating.
Vira will close the whirlpool by trying to suck in the magic. As she does, the faintly luminescent and distortion magic swirls around her until she's able to absorb it. Once absorbed, her skin drips a faint blue magic. She's able to expel the magic in a powerful burst. Weak afterward.
The players must guard her and prevent her from being attacked.
What sort of equipment will be on the boat(s)? Spare sail, ropes, small barrel of freshwater, simple tools.
How will magic and sanity behave? If magic is cast, there is no element. It's purely the oily, distorted rainbow-like see through magic. It's hard to wrangle and grasp, even to the point that the monks feel the sluggish response to their inner power. No sanity rolls.
Vira needs a stat block or sheet.
Vira Rhedell
Medium Human Lady , Chaotic Good
Indomitable: (2/Day). Vira rerolls a failed saving throw. Second Wind: As a bonus action, Vira can regain 20 hit points. Recharges after a Short or Long Rest. Improved Critical: Weapon attacks score a critical hit on a roll of 19 or 20. Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Action Surge: On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.
Actions
Multiattack. Vira makes three attacks with her spear. Spear. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage, plus 5 (1d8) slashing damage if the champion has more than half of its total hit points remaining.
Steam Mephit
Steam Mephit
Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 ( 1d4 ) slashing damage plus 2 ( 1d4 ) fire damage.
Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 ( 1d8 ) fire damage on a failed save, or half as much damage on a successful one.
Giant Crab
Giant Crab
Amphibious. The crab can breathe air and water.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Water Sprite
Water Sprite CR: 1/4
STR
12 +1
DEX
11 +0
CON
11 +0
INT
5 -3
WIS
10 +0
CHA
10 +0
Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 1d8+2 bludgeoning damage.
Swarm of Quippers
Swarm of Quippers
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater
Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 4d6 piercing damage, or 7 2d6 piercing damage if the swarm has half of its hit points or fewer.
Water Weird
Water Weird
Invisible in Water. The water weird is invisible while fully immersed in water. Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.
Actions
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.
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