Roden Horde in Dusterson Plot in Florenic Worlds | World Anvil

Roden Horde in Dusterson

A Levels 5-8 Adventure

Roden have always unnerved me. That is why it makes it all the more easier for me to say this that they have been a problem within the town of Dusterson. It is a valley town within the Province of Kalgarim with many farmers. Typically the Civil Guard can handle the situation but they have been dealing with more roden than they would like.

It is suspected that a den could be involved. Dealing with their pack leader should cause the cowardly creatures to scatter. Though, the first step is to even find such a thing in the first place. I’d be more worried if the leader is found outside of it.

— Welma Reedacre

Adventure Exposition

Supported by Vicarion and Skralkal, Skeething has the power necessary to form a pack. He is tasked with growing and maintaining a strong horde. However, he has been sloppy about keeping his tracks hidden with the population surplus and needing to feed them all.

At first, the residents of the town didn’t care much for thefts and spies here and there. It’s when it began growing did it start concerning Mayor Sunbury that he reached out to the Duchess and Queen for aid, believing it all to be a cause for concern.

Adventure Phase

Before the party enters the Province of Kalgarim, Arnsley Dorian and Vicar Delkrum join the party in heading to Kalgarim.

I have received reports about vician shadows in the night sky. It is not unusual for powerful fiends to send their shadows as agents but to harass locals during the night? It is most peculiar to the Inqusition. That is why the Vicar and I are heading out to investigate these rumors.
— Arnsley Dorian

Journey to Dusterson

Past the natural rocky gateway takes our adventurers into a land down between two mountains. The rivers and streams here intertwine seamlessly through the region to feed into many farms and orchards. The clouds stay parted so that the sun may shine down its warm blessings.

It’s here that many humble folk tend to the fields from sunrise till sundown. Though small in stature they may be, it’s about the heart and harvest that makes up for it. To say love could not be the secret in what they do best is to admit you don’t know the stouts in the slightest. Perhaps, there has to be some truth to what they say.

Why, the cows in the field swing their tails contently, the ponies trot with pep in their step, and the kids play with merry smiles. So maybe to say love is their secret in what they do best is as honest as the work they toil.

Heading on down to Dusterson Town, it’s just as true as it is for the rest of the valley…

The party enters the town of Dusterson, anticipating to meet with Mayor Sunbury. On arrival to his estate, he brings the party to the parlor. There he explains the situation about how roden sightings have been getting worse within the town. Mrs. Hollyworn’s and Mr. Kenton’s farms were hit the worst. The vermin tend to pick on caravans before they can even reach the market.

He proposes that the party could follow a decoy caravan and intimidate the cowardly things into revealing whether or not they have a den. Alternatively, they could track one down that roams the streets.

Gavaln’s Inquiry

Regardless of which method, roden of the Skeething pack are ordered to bring the party to Setesk’s apprentice, Gavaln. He has been fascinated with the mortal world for some time and seeks out the party to have his questions answered.

Gavaln

Gavaln is a young vician who hasn’t spent much time within Inferna, making him far less innately twisted by its influence. He has studied under Setesk in hopes of seeing more beyond Inferna in exchange of aiding him with Vicarion. These studies, however, have proven lackluster with their current findings. Namely ways that are selfish and blind without a higher purpose.

Gavaln's Reading

Should the party entertain Gavaln's wishes of fortunes, he offers a fine bargain:

Assistance in confronting his master's plans more accurately in exchange for allowing him to do a reading on the party.

Altor's Reading. The Guild Member. I see one who sought to befriend many and could very well befriend more. Not very keen on a violent approach. I can tell I am in safe hands with you. Should I watch myself, of course. Regardless, I see you happy and content with those you mingle with should you both agree, of course.

Darwin's Reading The Soldier. I see a man who has endured hardship not just for himself but of others. One who seeks to strike Alkaran's truth's denied. But with every soldier there is a war to be waged and I foresee a coming struggle that will test your compatriots. I hope they ready well.

Johan's Reading. The Ghost. I see a troubled past with this one. One that is unresolved and requires care in due time. And yet, it feels so close. It will all make sense in due time when the fog dissipates.

Maedhros's Reading. The Innocent. I see purity between you and another. But that which is pure is happy and happy draws the coveting and envy of those that are foul. I see it as shadows reaching for their throat not only to enjoy their suffering but of yours as you watch. Be careful, aetheriin. Keep her close by.

Antharine's Reading. The Shepherd. I see one you hold dear suffocate under the weight of a great burden. Leave him, and he shall perish. Aid him, and he shall flourish. Should this prove effective, I can foresee a great leader otherwise, I see a whimpering coward.

After the reading, Gavaln explains the following:

There are things my master, Setesk, has set in motion. I cannot explain everything in great detail lest he truly suspect I have betrayed him outright. I can tell you where you can start your journey into finding his schemes. Look to the night sky when the stars blink out. Stay indoors for that is their favorite prey. They are silent as they fly but their fury made up for it. If you allow them, they can show you the way. Just do not let them take you underground...


Part Two

Nightfall

The moon rises overhead. As you watch carefully, sure enough, the stars begin to blink but it’s very rapid as it happens. After a brief moment, you hear something gently tap on the rooftop. You hear it move along the rooftop and to the window. You see black claws tapping at the sides of the windows, seeing if they budge open. It then slinks back up out of sight.

The nightgaunts are keen to take the party to Skeething’s lair but to their den instead. Should the party fight back, they will drop them, as they’re used to easy prey.

Skeething’s Lair

Entering into the lair, they find Skeething’s setup to confront and dismantle his setup. In there, they will find that Skeething is attempting to warp people through Averse energy in hopes of getting a psionic servant in order to coordinate Vicarion’s campaign easier.

By disrupting the Averse pillars, Skeething’s plan falls apart. Some roden fear the punishment of their vician masters and start running off. Skeething and his most loyal stay behind.

Stat Blocks

Florenic Worlds

Roden Warrior CR: 1 (200 XP)

Small humanoid (roden), any
Armor Class: 15 (leather, shield)
Hit Points: 36 ( 8d6+8 )
Speed: 30 ft , climb: 30 ft

STR

10 +0

DEX

14 +2

CON

12 +1

INT

8 -1

WIS

10 +0

CHA

8 -1

Senses: Darkvision 60 ft., Passive Perception 10
Challenge Rating: 1 (200 XP)

Pack Tactics. The roden has advantage on attack rolls against a creature if at least one of the roden’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Shortsword. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.

Shortbow. Ranged weapon attack: +4 to hit, range 80/320 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.

Florenic Worlds

Roden Soldier CR: 3 (700 XP)

Small humanoid (roden), any
Armor Class: 16 (Scale Mail)
Hit Points: 66 ( 12d6+24 )
Speed: 30 ft

STR

16 +3

DEX

14 +2

CON

14 +2

INT

10 +0

WIS

14 +2

CHA

12 +1

Saving Throws: STR +5 , CON +4
Skills: Athletics +5 ,Perception +4
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Common, Undercommon
Challenge Rating: 3 (700 XP)

Pack Tactics. The roden has advantage on attack rolls against a creature if at least one of the roden’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The roden makes two weapon attacks.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 ( 1d10+3 ) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 ( 1d8+2 ) piercing damage.

Reactions

Riposte. When a creature that the roden can see misses it with a melee attack, it can use its reaction to make a melee weapon attack against that creature.

Florenic Worlds

Nightgaunt CR: 4 (1,100 XP)

Medium aberration, any
Armor Class: 16 (Natural Armor)
Hit Points: 78 ( 12d8+24 )
Speed: 30 ft , fly: 40 ft

STR

18 +4

DEX

16 +3

CON

14 +2

INT

10 +0

WIS

14 +2

CHA

10 +0

Saving Throws: STR +6 , DEX +5
Skills: Perception +4 , Stealth +7
Damage Resistances: Cold, Poison
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Psychothic, telepathy 60 ft, but rarely speaks
Challenge Rating: 4 (1,100 XP)

Clutches. If the nightgaunt uses its flying speed to move itself and a grappled target, it can fly at full speed.

Faceless. The nightgaunt has no face, but can still see in all directions as if its entire body were an eye. It is immune to gaze attacks (like that of a medusa’s gaze), but not to illusions that rely upon vision to function. It has no need to breathe, and is immune to all inhaled and scent-based effects.

Ichor Regeneration. The nightgaunt regains 10 hit points at the start of its turn. This trait does not function if it is hit by fire damage. The nightgaunt dies only if it starts its turn with 0 hit points and doesn't regenerate.

Additionally, any limbs the nightgaunt loses regenerate after it finishes a long rest.

Limited Telepathy. The nightgaunt can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Spider Climb. The nightgaunt can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Tickle. As a bonus action, the nightgaunt can use its tail to tickle a grappled creature with horrible efficiency. The target must succeed at a DC 14 Constitution saving throw or be poisoned for 1 minute.

Actions

Multiattack. The nightgaunt can make two claw attacks and one attack with its horns.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 ( 2d6+4 ) slashing damage. Instead of doing damage, the nightgaunt can grapple a creature (escape DC 14).

Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 ( 1d8+4 ) piercing damage.

Suggested Environments

Desert, Forest, Grassland, Hill, Mountain, Underdark, Urban

Florenic Worlds

Skeething

Small Roden, Pack Master, Neutral Evil

Armor Class 17 (Mage Armor)
Hit Points 110 ( 20d6+40 )
Speed: 30 ft Climb: 30 ft

STR

11
( +0 )

DEX

18
( +4 )

CON

14
( +2 )

INT

12
( +1 )

WIS

16
( +3 )

CHA

18
( +4 )

Saving Throws WIS +6 , CHA +7
Skills Arcana +4 , Perception +6 , Religion +4
Senses Darkvision 120 ft., Passive Perception 14
Languages Common, Infernal, Undercommon
Challenge Rating 5
Proficiency Bonus +3

Ideals

Domination. I will make everyone kneel before-fore me!

Bonds

My ties to Vicarion shall gather-bring much help to my goals.

Flaws

I must have power! I crave it so much-much!

Spellcasting. Skeething is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Skeething regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, mage hand

1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, invisibility, scorching ray, spider climb


Devil’s Sight. Magical darkness doesn't impede Skeething’s darkvision.

Infernal Blessing. Skeething’s weapon attacks deal an additional 1d8 fire damage. On a successful weapon or spell attack that deals fire damage, the creature must succeed on a DC 15 Constitution saving throw or receive an Infernal wound. Skeething can inflict only one Infernal wound per turn.

Pack Tactics. Skeething has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Undying Soul (Recharges after a Short or Long Rest). If Skeething is reduced to 0 hit points, he immediately makes a DC 10 Constitution saving throw. If he succeeds, he is instead reduced to 1 hit point.

Actions

Multiattack. Skeething can make two attacks.

Sabre. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 ( 1d8+4 ) bludgeoning damage plus 4 ( 1d8 ) fire damage.

Fire Ray Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 13 ( 2d8+4 ) fire damage.

Reactions

Redirect Attack. When a creature Skeething can see targets him with an attack, Skeething chooses another roden within 5 feet of it. The two swap places, and the chosen roden becomes the target instead.

Plot type
Episodic
Related Session Reports

Florenic Discord


Comments

Please Login in order to comment!