14.0 - Crossing

Plot points/Scenes

Late Evening of Day 19 of the Flora Cycle.

  Potential further conversation with Korinth. Have some explanation about his imprisonment ready. This is not his home, though it is less chaotic here. He followed a rift onto this plane, not expecting to find this world. That not how rifts usually function in the Amalgamation. They typically lead to other loose pockets of chaos, vaguely ruled or owned by someone. He was not expecting to find a whole new world. He encountered a young woman and helped her obtain rank and power ( Shiela Lash. Mmmmm, she was so ambitious. If opportunity arises, can wiggle in that Atani's presence felt familiar to Korinth.).   But sometime later he was pulled back into this world and his will subdued by a woman with long red hair. Half elf. A pendant with the same raven feather design as the brooch Kilith now wears. Trapped him in the coin seemed to be some sort of test for the woman. Since then, for over a decade, Korinth has been passed around forced to be a slave to any that hold his cursed vessel.   Korinth will be interested in Kallista, and offer to help hone her portal opening and closing powers. He will say it'll be a great advantage for the group to be able to travel through the rifts. They can escape, track someone they're looking for, witness wonders no one in the world has, and so much more. His end goal? He'll say as payment for his freedom, but he'll be looking to corrupt Kallista to his side and work through her to try and bring his realm to the stability of this world.  
 

Boat

  Flyer for a goods transport, kinda hidden. "Your guide in transporting chaotic goods. Kord "Preservation" Varlsonn, east end docks pier 6.   Kord "Preservation" Varlsonn (Triton) appears behind the group. Shadow Monk. "I sense the chaos around you. Are you in need of a guide across the channel?" He occasionally gets stuck in a loop of conversation (his mind being "preserved" to slow the insanity). If we have the time, his boat is small and won't fit everyone at once. They'll have to go 3 and 3. The channel is only a few miles wide, so it won't take long per trip. Encounter for each trip over (2 fights).   Kord stat block  

Martial Arts Adept

Medium humanoid, any
Armor Class 16
Hit Points 60 (11d8+11) 11d8+11
Speed 40ft

STR
11 0
DEX
17 +3
CON
13 +1
INT
11 0
WIS
16 +3
CHA
10 0

Skills Acrobatics +5, Insight +5, Stealth +5
Languages any one language (usually Common)
Challenge 3 (700 XP)


Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.


Actions

Multiattack. The adept makes three unarmed strikes or three dart attacks.   Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:

  • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).   The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.   The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn.
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.


 
 
 

Shopping

  Hvithavon is full of crafters, most of them kenku who pass down their craft.   There's also calls for work posters around. Various jobs from butchery help, deliveries (local and abroad), wall washing, house painting, pet walking, etc.   Armor and Weapons: Slaughter Survivor Armaments.   Potions: Dewy Tinctures and Elixirs.   Gemcutters and Jewelers:   Eateries: Mak and Rel - Hvithavon Specialty. Best fish in Isfeljor for 100 years.   Winery: Glossy Scale.   Alehouse: Bitter Wheat and Treats.   Arcane: Hansi's Hafts and Hats.   Fishing: O-FISH-al Supplies. Literally stuff for fishing and scaling/gutting services.

Relations

Neutrals/Bystanders

Backdrops

Locations

Klarhavon

Encounters

SRD

Merrow

Large monstrosity, chaotic evil
Armor Class 13
Hit Points 45 ( 6d10+12 )
Speed 10ft Swim: 40ft

STR
18 +4
DEX
10 0
CON
15 +2
INT
8 -1
WIS
10 0
CHA
9 -1

Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Aquan
Challenge 2


Amphibious. The merrow can breathe air and water.


Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 ( 1d8+4 ) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 ( 2d4+4 ) slashing damage.
Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 ( 2d6+4 ) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.


 
Protagonists
Plot type
Main Plot
Key Items
  • Natur Seed
  • Aond Seed
  • Ild Seed
  • Korinth's Coin
  • Holg's Pocket Watch: morning, afternoon, evening, or nighttime
Isfeljor
A map of the notoriously cold land of ice and mountains.


Cover image: by holyflpncows

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