6.0 - Tracked Plot in Amalgama | World Anvil

6.0 - Tracked

Takes 2 days to get to Lyston. They get to the bridge on day 2. traffic will pick up a bit more by then; farmers and people who live out in the "country".   When/if they leave in the morning, Asriya will be investigating the statue, pretty discreetly, but there nonetheless.   The merchants will still travel with them.   After the cross the bridge. So after crossing the bridge, guards pick up. Unless the party tried to conceal themselves, they will be caught at the gates.   Group can flee (bribe), fight, or be jailed. Figure out the scenario for each. Have a map ready for a game of "avoidance" in the city streets.   End of session will likely be them getting into town and finding a place to lie low. What about Zaru? Well, if they really press the safe-house, perhaps they can run into him heading to a dinner with the town rep. If they lie low somewhere else, they can run into him coming off his ship that just docked the night before.   safe house can be in a run-down fish shop of the Shesh family fish (look that up again. they would've struggled to branch out like their competition)   What I need: *Lyston *Asriya

Plot points/Scenes

Morning Flora Cycle Day 7

  When/if they leave in the morning, Asriya will be investigating the statue, pretty discreetly, but there nonetheless. The caravan will encourage them to leave, but they don't have to.   They take off! The first thing to note is as they leave from the SE road, it's nicely paved. The Vestvei. The icy lake scenery and shrubs give way to greener grass and copses of evergreens with a few deciduous. They pass a small group of workers replacing stones in the road. Nothing eventful along the way.  

Flora Cycle Day 8

  They get to the bridge on day 2. traffic will pick up a bit more by then; farmers and people who live out in the "country".   So after crossing the bridge, guards pick up. Unless the party tried to conceal themselves, they will be caught at the gates.   Group can flee (bribe), fight, or be jailed. Figure out the scenario for each. Have a map ready for a game of "avoidance" in the city streets.  

Flee (bribe)

They will need to attempt this before reaching the gatehouse.
Flee -> they will be chased. They'd have to outrun (skill challenge?). There are the other gates, but it'd take like 2 hours to get around to the north gate. Same for the docks, but there are cliffs to scale or docks to try and get on without being noticed.
Bribe -> They can bribe the guard, but he will still report them after they leave, hoping to catch them with more support in the city. They will notice they are being tailed by several guards.   They will need to look for or ask around for the slums, which are in the SE corner of town. They'll want to continue to avoid large crowds; they'll catch their wanted posters posted here and there. They are looking for a building that has a small etching of the symbol from their letters. Kallista would probably recognize how to spot that, having learned that sort thing from the Enforcers.  

Fight

Pls no. But then this either branches to Flee or Jailed, with more dire consequences.  

Jailed

If they cooperate and get captured peacefully, they will spend most of the day in jail, following a trapdoor down and being lead SE in a tunnel under the city. Wet, slimy, cold, and dark. Escort seems larger than necessary. They will emerge into a larger room with several cells. They will be split, 2/2/1 with Sil'Ferrous the solo one.   After several hours, Servitor Kulden will enter, alone. He will confront Sil'Ferrous. "Let's not stretch this out longer than it needs to be. Give me the stone." "Did she convince you to do it? She lies, whatever she told you." "You doom us all if you do not return the gem to me." "I will give you some time to think on it."   Right after Zaru leaves, 2 "guards" come in. They are definitely not wearing typical guard uniforms. One sets out torture implements while the other (human) circles and heckles the players. "I think we can start with flaying the centaur's hide; it'd make a nice seat cover. And a woman's screams is music to my ears. But I was told my plaything is you, elf-boy. How about I fix your fingers? I can pull them apart, slowly so we don't break anything." He laughs, but then the tabaxi setting up the tools throws a knife into the back of his neck. Valgyr.   He breaks them out, leads them further down the tunnels not the direction they came. They emerge in the middle of a storehouse in the docks. Valgyr leads them out and they need to avoid the occasional guard. There's more than normal since Servitor Kulden is in town. Valgyr leads them to the safe house.  
  They enter the safe house. Valgyr leads them to the backroom and starts a small fire in the hearth. "Hearty should be here soon. He was pulling attention away from that sector of the city." He gives them a look. "But I should do this before he gets here. One of you is a traitor. Only those at the lighthouse knew about the meeting. Which one of you is responsible for Areon's death?"   After a bit the devil from before and a couple assassins come in and attack. combat. Valgyr tries to hold the attention of the assassins while the devil leaves the party at 1 hp. Devil kills Valgyr. Then the group erupts through the floorboards, impaling any remaining assassins and the devil. The devil vanishes in a queasy puff of smoke.   "I'm late, it seems." a woman's voice.  
  Merchants agreed 6 gold per person, but they can't afford that, and instead pays 6 gold total promising more later.  

Random Names

Relations

Allies

Neutrals/Bystanders

Areon Thornfoot
Zaru Kulden   Rish
Yasmah
Ivory
Flynrich

Adversaries

Backdrops

Locations

Is bridge: light grey stone, lots of torches open to the outside and inside of the bridge but not to each other. covered bridge. Statues of animals, people, hunts, etc. lined along the walkway, all rising/embeded into the stone. The curved ceiling is patterned with perma-ice insets that glitter with the torches.   safe house: Ci's Fish: Abroad- a small and defunct fishery, mainly looks like it sold fish rather than catching them. The sign is still hanging, but it's grimy and rotting. The inside has a counter and display areas, all empty and full of dust. Light barely filters through the filthy windows. The back room is only separated by a fraying curtain. It has a small, round, splintering table but no chairs. There's crates, but open and empty. In the corner is a wash basin full of clean water. If they investigate around the basin, they will find (a bit of fur from a bloodhound-locate creature, silver dust-scrying. The water itself is holy. Smears of blood under a crate from summoning.) tucked in a box on it's side.

Encounters

*battle map: avoidance  

Guard

 
SRD

Guard

Medium humanoid (any race), any
Armor Class 16 (chain shirt, shield)
Hit Points 11 ( 2d8+2 )
Speed 30ft

STR
13 +1
DEX
12 +1
CON
12 +1
INT
10 0
WIS
11 0
CHA
10 0

Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)


Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 ( 1d6+1 ) piercing damage, or 5 ( 1d8+1 ) piercing damage if used with two hands to make a melee attack.


 

Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

 

Horned Devil

  A winged humanoid, skin a sandy color, with tips in red. Long barbed tail, large horns that curl to the sides of its head. Eyes glow red, and when it opens its mouth to yell, flames and heat escape. Wields a 2-pronged fork.  
SRD

Horned Devil

Large fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit Points 178 17d10+85
Speed 20ft Fly: 60ft

STR
22 +6
DEX
17 +3
CON
21 +5
INT
12 +1
WIS
16 +3
CHA
17 +3

Saving Throws Str +10, Dex +7, Wis +7, Cha +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Challenge 11 (7,200 XP)


Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 2d8+6 piercing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 1d8+6 piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 3d6 hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 3d6 . Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 4d6 fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.


 
 

Assassin

 
SRD

Assassin

Medium humanoid (any race), any
Armor Class 15 (studded leather)
Hit Points 78 [roll 12d8+24)
Speed 30ft

STR
11 0
DEX
16 +3
CON
14 +2
INT
13 +1
WIS
11 0
CHA
10 0

Saving Throws Dex +6, Int +4
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistances poison
Senses passive Perception 13
Languages Thieves' cant plus any two languages
Challenge 8 (3,900 XP)


Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the assassin deals an extra 14 4d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.


Actions

Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 7d6 poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 1d8+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 7d6 poison damage on a failed save, or half as much damage on a successful one.


 

Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

 

Valgyr

 

Valgyr

Medium Shifter (Wildhunt, Ranger, Chaotic Good

Armor Class 16
Hit Points 52
Speed: 30 ft

STR

10
( +0 )

DEX

18
( +4 )

CON

14
( +2 )

INT

10
( +0 )

WIS

16
( +3 )

CHA

9
( -1 )

Saving Throws Strength +3, Dexterity +7
Skills Athletics +3, Nature +3, Perception +6, Sleight of Hand +7, Stealth +7, Survival +6
Senses Darkvision 60ft
Languages Common, Primordial
Challenge Rating 6

Suggested Environments

Boreal forest, tundra

Save DC 14

1/day: Slayer's Prey. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.   Cordon of Arrows. Casting Time: 1 action Range: 5 feet Components: V, S, M (four or more arrows or bolts) Duration: 8 hours You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.   When you cast this spell, you can designate any creatures you choose, and the spell ignores them.   Pass Without Trace. Casting Time: 1 action Range: Self Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Duration: Concentration, up to 1 hour A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.   Zone of Truth. Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

3/day: Hunter Sense. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.   Zephyr Strike. Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.   Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.   Cure Wounds. Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   Protection from Good and Evil. Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.


Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated. Once you shift, you can't do so again until you finish a short or long rest.

Actions

Extra Attack.   Throw Dagger. Ranged Weapon Attack: +7 to hit, reach 20/40 ft. one target. Hit: 1d4+4 slashing damage.

Protagonists
  • Kilith
  • Atani
  • Sil'Ferrous
  • Holg
  • Kallista
Plot type
Main Plot
Related Organizations
Related Locations
Key Items


Cover image: by holyflpncows

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