Part 1 - Like a Thief in the Night - COMPLETED Plot in Asyl'Erya | World Anvil
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Part 1 - Like a Thief in the Night - COMPLETED

The South is in ruins. The Stepstones were never truly prosperous, well stocked, or well fortified, but this is unprecedented. Town after town, village after village. This Winter has wasted no time in exacting it's toll. Many laid to ruin by the fierce weather, others by beasts and monstrosities that hide in the snow and ice, and others still just get up and leave in search of larger settlements, hoping for a better chance to survive.   Yet, even with this, there are some villages that have come to ruin with almost no explanation. No survivors left behind, but no bodies either, and all within the span of a night. Villages that are seen bustling and well settled one night are empty and ramshackle the next. First there was just a few farmstead and fishing hamlets, but those weren't concerning. Hamlets like these would be ruined from storms even in the Summer months. But, merely two weeks later Maerin was gone. A week later Sandviik. Then Beggar's Watch and Anja's Cove three days later, and Raven's Watch last week. All the same signs, or lack of signs you might say.   Fimbulwinter has everyone holed up, tending to their own. No one else seems interested in putting themselves at risk. Even so, the danger is still there, and who knows when it will stop, and how many will be lost.

Plot points/Scenes

Act 1 - Picking up the Trail

  • Investigate ruins of towns, especially the most recent
  • Find an unlikely survivor, near death, perhaps crazy
  • Find some of the war sleds, stopped, repairing, resting
 

Act 2 - The Chase and the Rescue

  • Reveal House von Berlich, tease the connection to von Glauer
  • Find the main caravan and deal with them
 

Act 3 - The Confrontation and Revelation

  • Final Boss Fight
  • Reveal they are based out of Fljot right now, at least one of their main bases

Relations

Allies

Le Petite Marquis

 
Description

Adversaries

House von Berlich Troops

House von Berlich Kommandant
Description:   Statblock:   Equipment:
House von Berlich Raider
Description:   Statblock:   Equipment:
House von Berlich Huntsman
Description:   Statblock:   Equipment:    

Beasts of Burden

House von Berlich Warhound
Description:
  Statblock:  
House von Berlich War Ram
 
Description     Statblock    

Vehicle Reference

House von Berlich Fortified Cargo Sled
Description
  Statblock  
Notes:
  • Pulled by 4 large or 12 medium creatures
  • Up to 5 passengers by stripping accomodations
  • Loading ballista takes two times

House von Berlich Armored Warsled
 
Description
    Statblock
Notes:
  • Pulled by 2 large or 6 medium creatures
  • [color:#b2dbff]Loading ballista takes two times
[/color]
House von Berlich Warsled
Description   Statblock  
 
Mounted Siege Weapons Rules

https://2e.aonprd.com/Rules.aspx?ID=1622
https://2e.aonprd.com/Rules.aspx?ID=1623
https://2e.aonprd.com/SiegeWeapons.aspx

Additional Enemies

House Tarskov Bloodmage
  Description:   Statblock:   Equipment:  

Backdrops

Locations

   

The War Path

The Ruins of Maerin
Background   Description  
The Ruins of Sandviik
Background   Description  
The Ruins of Beggar's Watch
Background   Description  
The Ruins of Anja's Cove
Background   Description  
The Ruins of Raven's Watch
Background   Description    
Gull's Rest - The Next Target
Background     Description    

Encounters

Surprising the Stragglers

Description
 
Encounter
 
 

The War Party

Description
 
Encounter
  Obstacles   Avalanche/rockslide
  • DC 24 Nature
  • DC 24 Survival
  • DC 21 Relevant Lore
  • DC 28 Athletics
  • DC 26 Acrobatics
  • DC 28 Reflex to dodge?
  Cracking/breaking ice
  • 28 Reflex to dodge?
  • 26 Crafting to determine weak spots?
  Sea Serpent (left behind by the Hags)
  • 28 Reflex to dodge?
  • 31 Stealth
  • 26 Survival
  • 28 Nature to direct the beast
  • 21 Relevant Lore
  • 26 Athletics
  • 24 Acrobatics
  Twisting canyon/crevices
  • 26 Perception to see the way through
  • 24 Survival to anticipate the path
  • 26 Acrobatics to react to quick turns (maybe 28 Reflex?)
  Bandit/raider trap/ambush
  • 26 Perception
  • 28 Stealth
  • 24 Deception
  • Spells or attacks to reduce numbers?
  Von Berlich Ambush?
  • 28 Perception
  • 24 Deception
  • Spells or attacks to reduce numbers?
  • 31 Thievery to disable vehicles?
  **9th level, base DC of 26**
  • Very Easy DC 21
  • Easy DC 24
  • Base DC 26
  • Hard DC 28
  • Very Hard DC 31
  **2 point pools, their Lead on the enemies, and the current obstacle**
  • They need to accumulate successes to get through an obstacle
  • Failures (or crit fails?) mean they lose their lead
Potential Battlemaps
   
 

Confrontation with the Komondant

Description
 
Encounter
 
   

Razing a Town

Description
 
Encounter
 
Related Organizations
Related Locations

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