Chapter 6: Conversion at Mt. Fae
General Summary
As the group leaves Cullfield, they are approached by Francis Sinclair IV who asks them for safe passage to Forgevail for 100 gold.
If they can't trust him, have them roll a insight check.
If they worry about his abilities:
He's not a fighter, he is paying for transit.
He shows his DJINN'S PROMISE.
DJINN'S PROMISE:
A mark that a Djinn or the master of a Djinn places on someone where if the recipiant is killed, a Djinn will imerge from their corpse and avenge them.
Peter Sinclair, Francis' younger brother was killed by Deva (So he thinks, but has no proof.)
-His Father, Francis III was killed by a bunch of wasps.
Francis' goblin wife, Cezne and his daughter Sila disappeared a month ago, he thinks that they were kidnapped but he has yet to get any ransom notes. So he has buried himself in his own work.
-He wants to get to Forgevail to expand Sinclair meats into Merdya (due to the high orc population.)
Sinclair explains that there are three routes to get past Mt. Fae.
Over Mt. Fae
Through the Elven Boarder
Through Lake Glenarm as a trader.
Fenric wants to go over Mt. Fae because he sees the it as the path the Kings of Leons' destiny lies.
Sinclair thinks he can get through the Elven boarder.
REGARDLESS OF WHERE
All Roll Wisdom:
Low:
They run into a Human, Tabaxi, and Bugbear gang of raiders who stop them on the road with the Bugbear lying on the ground. They are in school of illusion robes and claimed to have wandered too far from town.
Whomever is in the turret can make a perception check above 15 to find the Kanku archer.
BANDITS:
HP: 20 EACH
AC: 13
ATK: 1d6
KANKU LEADER
HP: 25
AC:13
ATK: 1d6
Hunter's Mark + 1d6 on target.
Medium:
Everyone outside has to perception check above a 10 to spot something coming at them from a distance.
Whomever is driving needs to roll high enough to dodge it.
It's a Rod made of solid Ruby.
Take it or not.
High:
They encounter a Traveling Tort merchant, Vashe
BAYAZ's The Rose Lounge IN A TREE OR THE SIDE OF A MOUNTAIN.
IF THEY GO TO MT. FAE:
Things get hotter as they go up Mt. Fae.
They encounter shrines to Fae, Fae warshipers walking up and around the mountain. burning effegies and tents made out of leather.
If they talk to a cultist, it's a Goblin named Cezne.
Then, they encounter a group of Goblins and humans lined up to get into a small blue building on the other side of the mountain.
In front of the only entrence to the building are two well armored Deva.
Going through the line is an older looking Deva in a long blue cloak and a blue, jutting hat.
They will convince or Charm Ky-uul to go through a conversion.
Wisdom saving throw above 18
The room that they take you into looks out of place. Totally white, a chair, no windows. Motes of light shining from each corner.
Constitution saving throw:
10: Ky-uul gets a human's arm.
15: Ky-uul gets a Deva's arm that will regrow.
20: Ky-uul gets a Mage-Arm. He can pick stuff up, reach through walls.
IF THEY GO THROUGH THE BORDER:
The Elven border is made up of hundreds of miles of tall, silver spearheads arranged in a thin row. On arcana check, they can see that alarm has been cast on everyone
They are stopped by a drow with a greatsword named Tazeth Melrae.
Tazeth asks them what business they have in Myrdia.
They have to roll a high enough charisma unless Francis steps in.
Tazeth warns them about members of The Uprising being active in the area.
If asked more he will bring up The Great Unshackling where the gnomes were freed from slavery by a reform of the New Party.
As they go down the road. They come across. Two elven soldiers fighting an Orc, Berg'dor Kront'tabban who has black chest armor with the arm guards taken out.
They both try to convince the party to help the other out claiming they are in disguise.
IF THEY CHOOSE GLENARM:
There are bards everywhere.
One bard, a halfling woman named Idoo, a bard in training will point them in the right direction.
A drunk Araakokra will pick a fight with Budrash. Either a performance off or a fight.
Rherc the Araakokra bard.
HP: 15
AC: 10
Atk: 1d4
Item: Panflute
Spells: Vicious Laughter 1d4
They will have to wait till morning to cross with the carriage on a barge.
Notes
Sy spared the Tabaxi Bandit (NAME) and the Kanku who will die.
Ky-uul has a human arm and now has undergone Deva Conversion into a human.
The Deva know of a rogue Ky
The Deva Conversion
Francis Sinclair VI
HP: 30
AC: 14
Weapon: Silver Dagger with a bone hilt. 1d6
Items:
Bag of Remote Storage:
10 Full Chickens 10 Gold each
10 Racks of Ribs 20 Gold
1 Manticore Shank
1 Dragon Tongue
Boar
Berg'dor Kront'tabban:
HP: 50
AC: 15
ATK: 1d8 +4
Items: Ebony Hammer
Deva Converter
HP: 80
AC: 17
Immunities: Charmed
Spells:
Chromatic Orb: 2d6
Expeditious Retreat AT 20 HP
Healing Touch: 2d8
Elven 'Soldier'
HP:25
AC:16
Atk: 1d4 +2
Spells:
Hail of thornes: Dext saving throw of 14 or 1d10
Report Date
28 Apr 2018
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