23.0 - Faster Than Light
Plot points/Scenes
Recap
Holg fixed the energy seal, releasing the energy guardian back in the Amalgamation and then Ånd's heart was restored. Holg agreed to the Ånd's champion. Holg will feel compelled to join and yank the life out of Paritet members. And remember, all "energy" related things will no longer work (except for Holg if he agreed). They can feel a very faint connection to something, but it doesn't feel the same as normal and it'll take a lot of concentration to call forth the same spell/ability, and even then, it's now got the characteristics of that distorted, greasy magic.- Who exactly will they make contact with? Lycoos, Oroos's great-grandchild.
- What are they doing there? 1. This site is holy. It is the burial ground and end destination of the journey of life. 2. They will be no safer in the hills with the creatures roaming.
Cat and Mouse
Current Day: Early morning day 28 Squad of 16, 8 Paritet (1 Magister, 7 Altruists) 8 Enforcers (1 Taskmaster, 4 Slayers, 3 Mercenaries), arrive at Sluttheyde looking for fugitives by order of the Servitor. These fugitives are dangerous, responsible for the destruction of a Representative's manor, the kidnapping of a child under the Servitor's care, and the coercion of an Alturist to aid in their escape through the swamp. They have the right to search Sluttheyde for these fugitives and demand entry. They will spread out to canvass the area. The party will need to either engage them in combat or try and sneak away. Arrow cart 1 action to load, bonus to aim, 1 action to fire. Arrows. Ranged Weapon Attack: +6 to hit, range 120/480 ft., 3 targets. Hit: 1d10 piercing each. Ballista one action to load, bonus to aim it, one action to fire. Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.The Road to Seur Vinyard
Rift, for Kallista. But what? and why? Large wind rift that starts sucking everyone and everything in. She can close it with a DC 20 Sanity check. If she succeeds, then Korinth will have an "in" with her. A way to suggest more training and uses of the rift and travel. When he helps, Kallista will glimpse his larger true form. He'll coyly say "I can't hide from you, and you can't hide from me. You have so much potential. Don't waste it. Use it. Use it for your sibling's sake." success = komar farms failure = roll 1d6 1 = mist glen 2 = vindoars 3 = riner is 4 = korinth's home 5 = Amalgamation - 1d8 Inner plane 6 = Amalgamation - 1d20 out planes + astral, ethereal, feywild, and shadowfellBackdrops
Locations
Encounters
Giant Scorpion
Actions
Multiattack. The scorpion makes three attacks: two with its calws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 4d10 poison damage on a failed save, or half as much damage on a successful one.
Archer
Archer's Eye (3/Day). As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.
Actions
Multiattack. The archer makes two attacks with its longbow. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 1d6+4 piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 1d8+4 piercing damage.
Veteran
Actions
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) slashing damage, or 8 ( 1d10+3 ) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 ( 1d10+1 ) piercing damage.
Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.
Priest
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ( 3d6 ) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 ( 1d6 ) bludgeoning damage.
Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.
A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
Centaur
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 3d6 piercing damage.
Actions
Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 1d10+4 piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 2d6+4 bludgeoning damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 1d8+2 piercing damage.
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