Poisoners in Falanstad Plot in Florenic Worlds | World Anvil

Poisoners in Falanstad

A Level 6 Episodic

Inferiin. Always dabbling in trickery and foul artistries. Their recent schemes have been supplying orc warlords with poisons that have been giving them the edge against the Hulstead defenders. The poison is easy to cure but the problem is that more wounded are getting in the infirmary than they are getting out.

So, your goal is go up north and coordinate with Martial Olmhart. From there, he can guide you as a strike force to stop those inferiin cretins from doing any more harm. I hope you all have strong resolves for something like this.

— Remus Starner

Exposition

An orc warlord, Tashok, seeks to dominate a part of western Hulstead. Having struggled to overcome the goliaths, inferiin have offered them poisons to apply on their weapons to give them a leverage. Vicarion has decided to setup a station among the inferiin that would help look into his plan for Averse manipulation.

Adventure at Hand

Arrival to Hulstead

Read when heading to Hulstead up into Falanstad.

Gathering your things, Faust opts in to drive the carriage northward. With a flick of the reigns, you’re off. As the Early Ardent month begins, you see along your journey the leaves speckle with orange dots and the air becoming cooler than before. The journey then begins to elevate as you near the mountainsides within Hulstead. To the west, you can see avians practicing their flight.

The carriage begins to slow down when you reach the town of Falanstad. The streets are quiet and tense as you arrive. Regardless, Faust pulls up outside a facility where half the soldiers practicing outside are made up of goliaths while the other half are in Auxiliary uniform.

Heading inside past the guards and into the fortress, the party meets with Martial Olmhart and his staff.

Heading into the war room, you see a goliath decked out in furs and sporadic armor plating as he points around a map. At his side are a few other goliaths but also a half-elf and dwarf look over it as those two are in Auxiliary uniform. They all look up at you, a bit confused.

Mentioning that Albert Mayhew sent word for aid, Olmhart isn’t mad just irritable that Mayhew “probably overreacted” to hearing the problems at hand.

Olmhart’s Dilemma

Olmhart has been trying desperately to discern the location of where these orcs are getting their poisons. He has fought Tashok before and knows that such a strategy is unlike him. What avian scouts have been sent out have not seen anything of note. No caravans, signs of groups moving around, nothing. The Martial has no leads.

Gavaln’s Guidance

The party receives a Sending from Gavaln…

An odd coincidence, wouldn’t it be, if you headed for the Thanhagen Bridge within the next two days to rest awhile and see the sights?
— Gavaln

Thanhagen Bridge Meeting

Should the party wait two days and head for the Thanhagen River, the Thomter Twins are there:

On the side of the road is a small picnic setup where you see the Thomter Twins sitting on a blanket. Edwin prepares a sandwich while Ellen admires a jar with a butterfly inside of it. Beside them are many baskets of various foods.

Edwin looks over to his twin, “I think they’re getting warmer.”

Ellen rolls her eyes, “The Ardent months are ending, brother. They’re going to get colder.”

“No, I mean they’re getting warmer.”

She looks at him, nodding her head, “I see. Still, not every place is hot or cold equally as the landscape changes.”

“So you think ‘cold’ foods will help them stay regulated?”

“Why else did we plan out this lovely picnic?”

“Because the Hollow months are a beautiful time?”

“And what better time to admire the scenery than with a picnic?”

The Thomter Twins provide provide the party with enchanted food that helps them resist the Averse obelisk’s alterations. As they eat, the Thomters try providing entertainment.

Read when the inferiin arrive:

In the distance, across the river, you see three inferiin elves and a dragonborn. All of which carrying messenger bags. They settle down just shy of the tree line by the river. You can vaguely hear them mutter in Undercommon.

“Orcs. Never on time are they?” You hear an older voice ask.

“Maybe we are a little early?” You can hear a younger voice reply.

“Preposterous. We have been here at this site before and we shall do so again.”

A different, deeper voice sighs, “Did we have to bring Zalleen here with us?”

The lead inferiin turns around, “We all are in need of sums. Regardless, the Apprentice insisted. So perhaps he has seen something we do not.”

“Never liked those mystics. Always vague and unclear.”

The younger voice pipes up again, “Oh come on Greskan. We can enjoy the local surroundings while we wait. I’ll even go fill up our canteens by the river real fast.”

Zalleen heads by the river to fill up their canteens.

The Inferiin smugglers:

  • Thamvol, the leader and impatient veteran of the group
  • Zalleen, the youngest and inexperienced of the four
  • Ahveern, the silent observant type
  • Greskan, the dragonborn brute

Because they aren’t fit for combat, their instinct is to run or stall until the orcs arrive. Two orcs and a berserker show up to receive the package.

The four of them took on the job mostly to get sums. Life in the Western Wastes is all they know since Ardentians tend to get hostile with them. Their former boss, Ruskin, was “transferred” as their new boss, Iocoss (jolly in Infernal, is Setesk’s code name. The Savvy Strays know of this), takes command. Though, he never has revealed himself. His spokesperson is a vician mystic named Gavaln. Supposedly Ruskin and Iocoss have traded their positions as Iocoss apparently has taken in interest in the operations of the alchemical wares and transferred it up north. The goliath and orc fighting is supposedly a test to see about the poison’s efficiency.

What unnerves the group is that they have seen goliath prisoners be taken to the facility but not for the purposes of testing poisons. They’re taken to a room that none are allowed in. Those who intrude have not been seen since. The smugglers can be convinced that they’re not “betraying” their operation since it has a new sketchy owner than Ruskin.

The Alchemical Laboratory

This old temple for a temporal deity was repurposed by inferiin smugglers to craft and store poisons. Now Setesk has taken it over for Vicarion's own twisted agenda of using Averse distortion to acquire great telepathic minds.

Confronting Setesk

Evantil's Return

Should Setesk send an inferiin squad after the party, a fireball spell catches him off guard as it takes out the squad. Read:

A fireball erupts, taking out a cluster of the inferiin elves.

Setesk screams in frustration, "What? How did I not predict the matter?"

Amdist the confusion, two more familiar voices add to it. The Thomters…

Ellen walks along one flank, “The question is not if you did predict the matter.”

Edwin walks the other flank, “The question is if you could predict the matter.”

The two of them then convene into one spot.

Ellen speaks up, “Though I do believe your operation here will be quite concluded.”

Edwin smiles at her, “And I believe a surprise is in order.”

Stepping up from one hallway, a familiar elf, Evantil, appears, “Apologies for the intrusion, everyone.”

Evantil joins the fighting.

Assuming a party of 6 level 6 characters, Setesk is joined by three inferiin and an aversal victim to combat them.

Setesk’s Defeat

Hoping to save himself, Setesk offers a reading of what the party desires, for only he can foresee what they seek as the Reverie deems his divination as blasphemous.

Setesk can give Antharine a reading on the origins of her true parents. They were indebted to an Inferiin household for propping up a homestead as no one else would offer up assistance. The parents, having their desperation preyed on, dropped off their children to the nearby Luminous Monastery so they would not have to endure being indentured servants.

Maedhros’ Reading

Setesk levitates 5 feet in the air. Arms swirl in strange motions as his head lurches back. His fingers contort to craft an illusionary cloud in front of him to depict a scenery of a reputable school for nobility.

It began within the Civarion Academy. A time of learning, a time of growing, and a time for connecting. Levander and Ialane, a classic tale of a man and woman falling for the other. It was all so pure at first. Levander had lived a lowly life and she was the light his heart needed after so long. But there was a problem…

He had gone to profess his feelings with a moonstone and rosy flowers only to find despair. She was with another instead!

Wrought with ache and woe, it hurt knowing she did not feel the same. Desperate to find some sort of means, he did the unthinkable. He reached out and the shadows saw his snuffed light. “She is the only one for me,” he cried, “I want to be with her forever!” Because he beckoned, the shadows then rose up so darkness shrouded Levander. Sidresk heard, and he would answer the call.

Shadows then sprawled out, claiming Levander and soon the lover amidst a spur of tragedies. It only stopped when Ialanae bested the haunter. She went into hiding just to be sure.

All that remained of Levander was a bloated tree, alone in a grove, just as he had feared from the start…


 

Returning to Olmhart

Reporting the news of the fallen poisoning site to Martial Olmhart, he suspected that it must have fallen if the previous battle he had gotten his men into showed that the orcs had a poison shortage.

The party is awarded with 150 sums per character.

Creature Stat Blocks

Bestiary

Averse Wretch

Aversal Wretch CR: 3 (700 XP)

Medium aberration, any
Armor Class: 15
Hit Points: 75 ( 10d8+30 )
Speed: 30 ft

STR

16 +3

DEX

12 +1

CON

16 +3

INT

8 -1

WIS

12 +1

CHA

10 +0

Saving Throws: CON +5
Damage Resistances: Acid, Poison
Senses: Darkvision 60 ft., Passive Perception 11
Challenge Rating: 3 (700 XP)

Aggressive. As a bonus action, the wretch can move up to its speed toward a hostile creature that it can see.

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

Actions

Multiattack. The wretch makes two Claw attacks. If both attacks hit the same creature, the target must succeed on a DC 13 Constitution saving throw or become poisoned until the end of the target’s next turn. While poisoned in this way, the target is also paralyzed.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 ( 1d4+3 ) piercing damage plus 7 ( 2d6 ) poison damage.

Acid Retch (Recharge 5–6). The wretch retches forth a spray of acidic bile in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one.

Inferiin

Inferiin Conscript CR: 1 (200 XP)

Medium humanoid (elf), any
Armor Class: 15 (studded leather)
Hit Points: 33 (6d8+6)
Speed: 30 ft

STR

15 +2

DEX

16 +3

CON

12 +1

INT

11 +0

WIS

13 +1

CHA

14 +2

Skills: Athletics +4 , Perception +3 , Intimidation +4
Senses: Darkvision 120 ft., Passive Perception 13
Languages: Common, Undercommon
Challenge Rating: 1 (200 XP) ( 200 XP)
Proficiency Bonus: +2

Fey Ancestry.The inferiin has advantage on saving throws against being charmed, and magic can't put the inferiin to sleep.

Innate Spellcasting. The inferiin's spellcasting ability is Charisma (spell save DC 12, +4 to spell attacks). It can innately cast the following spells, requiring no material components:
At will: produce flames
1/day each: hellish rebuke

Actions

Multiattack. The inferiin can make two weapon attacks.

Flyssa. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) slashing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 ( 1d8+3 ) piercing damage plus 4 ( 1d8 ) poison damage.

NPC’s

Setesk

Florenic Worlds

Setesk

Medium Fiend (Vician, Neutral Evil

Armor Class 16 (natural armor)
Hit Points 150 20d8+60
Speed: 30 ft Fly: 30 ft

STR

16
( +3 )

DEX

14
( +2 )

CON

16
( +3 )

INT

18
( +4 )

WIS

15
( +2 )

CHA

16
( +3 )

Saving Throws CON +7 , WIS +6 CHA +7
Skills Arcana +8 , History +8 , Insight +6 , Perception +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 60 ft., Passive Perception 20
Languages Common, Infernal, Undercommon, Telepathy 1 mile
Challenge Rating 10 (5,900)
Proficiency Bonus +4

Indomitable (3/Day). Setesk can reroll a saving throw he fails. He must use the new roll.

Infernal Wound. Setesk’s weapon attacks deal an additional 9 ( 2d8 ) fire damage. On a successful weapon or spell attack that deals fire damage, the creature must succeed on a DC 16 Constitution saving throw or receive an Infernal wound. Setesk can inflict only one Infernal wound per turn.

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

Actions

Spellcasting. Setesk casts one of the following spells, using Intellgence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks):
At will: Chill Touch, Flurry of Crows, Message
3/day each: Bane, Dissonant Whispers, Dispel Magic, Misty Step
2/day each: Scrying, Sending

Multiattack. Setesk can make two Fork attacks or Flame Ray attacks.

Fork. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 ( 2d6+4 ) slashing damage plus 9 ( 2d8 ) fire damage.

Flame Ray. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 20 ( 3d10+4 ) fire damage.

Reactions

Reprise of Spirits. When a creature within 30 feet that Setesk can see hits him with an attack roll, he can use his reaction to invoke spirits to seek out revenge for him. The creature must succeed on a DC 16 Charisma saving throw. On a failed save, the creature takes 10 ( 3d6 ) necrotic damage and is pulled up to 40 feet in a horizontal direction of Setesk’s choosing. On a success, the creature only takes half damage and is not pulled.

Lair Actions

On initiative count 20 (losing initiative ties), Setesk can take a lair action to cause one of the following magical effects; Setesk can’t use the same effect two rounds in a row:

  • Setesk summons up to two shadows within the lair. Setesk can cast spells through these shadows. If shadows are already present, Setesk can use this lair action to move his shadows.
  • Setesk swaps places with a shadow.
  • Setesk casts darkness within the lair, requiring no concentration. Using this option again, he can dismiss it or resummon it elsewhere.

Plot type
Episodic
Related Session Reports

Averse Effects

The Averse Obelisk causes wild and uncertain things to occur.

Distance Warp

Distance no longer functions in a comprehensible manner within a 20-foot radius sphere. Creatures make attack rolls with disadvantage on targets within the radius, and the space in that range of those attacks is halved.

Energy Conversion Reference
  • Acid <-> Poison
  • Fire <-> Cold
  • Radiant <-> Necrotic
  • Psychic <-> Thunder
  • Lightning <-> Force
Limbs of the Unfathomable

The ground in a 20-foot radius forms into the ground. A creature in the area when the limbs form or first enter it must succeed on a DC 16 Strength saving throw or be restrained by the entangling limbs until the spell ends. A creature restrained by the limbs can use its action to make a Strength check again. On a success, it frees itself. The area is difficult terrain.

Florenic Discord


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