ATG Mission 3 - Corralon
The party begins their journey to Stoneport and must investigate some strange disappearances and the possible location of Karnak's Mother. Making their way to dagger cat pass they must rescue a couple of villagers who are desperate for help. After saving the poor folks they are convinced to travel to Corralon Township and save the town from dangerous Sea Trolls. The trolls are a lie and the villagers are looking for new victims for the cult they belong to. Once they are brought into town though they can never leave. The statue of Blankalon in the center of the stadia Anima creates a magical barrier that traps the party inside a four square mile bubble. The invisible barrier extends below the surface of the forest in a sphere. It is only active when there are non cultists in town.
To make sure the players come this way use a glowing snowy owl that seems to appear to Karnak at times in his dreams. Show a vision of it on the road up to Dagger Cat Pass before the wyvern fight and then again when the cultists beg them for help. It leads Karnak in the direction of Corralon. Karnak’s mother is taken in by this cult confused by her own Druidic powers and the lycanthropy disease that courses through her veins. She has taken on this other persona and truly feels in love with the Dwarven man Archie Frisson. If the party can defeat the leader of the cult and destroy the statue to Blankalon they can remove the curse placed on this town but they still have to find a way to cure the Lycanthropy. Karnak’s Snow Owl wolf body griffon druidic nature God can help her, she may spirit her away to a safe haven and let her heal from the lycanthropy.
DM notes - with Karnak’s new smell ability he can notice one thing about all the Lycanthropes. They have an extra scent to them. Intermingled in all the normal smells of other people is just a whiff of rancid meat. Much like sitting next to a very fat man that covers his body odor in powders and deodorant that slight smell of BO comes through every other minute or so. Karnak can even smell that on his own mother. The statue at the center of the stadium of Blankalon does two things. It creates the force field that keeps people/prey inside the four mile radius and it also has a device under it that disseminates potions throughout the town like a magical aerosolizer. It also holds the souls of the lycanthropes. The curse isn't just your standard magical virus infection, the statue to Blankalon is feeding off of their souls as well. A conduit to the god of the hunt and certain monsters, the statue is revealing the townsfolk inner beastly nature and giving them more and more power every night. If mew uses her soul sight she won't see any amongst the townsfolk. (with the exception of Wallash and Canter.). The center of the stadium however will have a beam of light shooting up into the sky, the concentration of all the souls centered on the statue.
To make sure the players come this way use a glowing snowy owl that seems to appear to Karnak at times in his dreams. Show a vision of it on the road up to Dagger Cat Pass before the wyvern fight and then again when the cultists beg them for help. It leads Karnak in the direction of Corralon. Karnak’s mother is taken in by this cult confused by her own Druidic powers and the lycanthropy disease that courses through her veins. She has taken on this other persona and truly feels in love with the Dwarven man Archie Frisson. If the party can defeat the leader of the cult and destroy the statue to Blankalon they can remove the curse placed on this town but they still have to find a way to cure the Lycanthropy. Karnak’s Snow Owl wolf body griffon druidic nature God can help her, she may spirit her away to a safe haven and let her heal from the lycanthropy.
DM notes - with Karnak’s new smell ability he can notice one thing about all the Lycanthropes. They have an extra scent to them. Intermingled in all the normal smells of other people is just a whiff of rancid meat. Much like sitting next to a very fat man that covers his body odor in powders and deodorant that slight smell of BO comes through every other minute or so. Karnak can even smell that on his own mother. The statue at the center of the stadium of Blankalon does two things. It creates the force field that keeps people/prey inside the four mile radius and it also has a device under it that disseminates potions throughout the town like a magical aerosolizer. It also holds the souls of the lycanthropes. The curse isn't just your standard magical virus infection, the statue to Blankalon is feeding off of their souls as well. A conduit to the god of the hunt and certain monsters, the statue is revealing the townsfolk inner beastly nature and giving them more and more power every night. If mew uses her soul sight she won't see any amongst the townsfolk. (with the exception of Wallash and Canter.). The center of the stadium however will have a beam of light shooting up into the sky, the concentration of all the souls centered on the statue.
Plot points/Scenes
Mission 3 - On the Road to Stoneport part 1
You make your way up to Morden’s Bridge fairly easily, A day and night on the road and you show up to familiar faces and free meals. You all have standard rooms now at the Cobbleton Inn that you are accustomed to. You grab a long rest and some drinks and set out on the road once more at twilight. The midsummer night air is fairly warm this time of year and the two moons shine overhead in a complex pattern of stars. Your first two days on the Eastern road are uneventful and even pleasant. You eat from your stores of dried meat and rations picked up in morden’s bridge. You have some fruits and vegetables packed away in Vom Fass’s bag of holding which stay nice and fresh in the cool dark pouch. On the third day, however, something happens. He shows up again.
The road goes through a series of hills which arise at different heights and look much like Marcellus or Ithaca NY. Small rivers and waterfalls can be seen from the rocky packed dirt road that you travel on. At the top of one of these hills in the midst of several very tall pine trees a man stands in the branches over the road a hundred feet up. You are still probably 70 feet away from the base of the tree that he stands on but you can see him pretty clearly despite the darkness. It is another clear moonlit night and his clothes are impeccable as always, the elven man with the great hair that taunted you during the dog fight. “Hallo, old friends, my you cut quite a dashing figure as you vanquish your foes! I brought you a present!” In his hands is an egg the size of a basketball. As you begin to form words for a rejoinder he drops the egg!
What would you like to do? Roll a perception check DC18. On a success one of you notices the whooshing sounds of wings streaking from the sky towards you. Roll Initiative. 2 Wyvern’s attack from the sky. They try to never land so they will stage the players trying to claw them and sting them with their tails.
1d4 Vials of Wyvern Venom. Can be applied to a weapon or piece of ammunition. A creature hit by the poisoned attack must make a DC 15 Constitution saving throw, taking 24 poison damage on a failed save, or half as much damage on a successful one. 2 Wyvern Wings. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to poison damage. 1d10 Wyvern Teeth. Acts as a dagger. 1d10 Wyvern Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to Poison.
As you cross over into the Eigerlands you travel on the eastern road over plains and hills. For a few miles in the distance you can see the Placid Sea until you are once more surrounded by trees. For three days and nights you see the mountains in the distance and on day four the road leads into them. The best way to get to Stoneport is through the Dagger Cat pass and the small town of Rollus. The old inn the Blue Brazier is renowned for it’s comfort and fine food and drink. After a few hours you wander into a strange sight. A gnome arguing strongly with a Halfling man. The Gnome points his finger in the face of the Halfling and They both shout at each other. You are still too far away to hear what they are saying though. The last thing you hear as you approach is “—I’ll kill you all!” And the gnome shoots into the air and flies away into the mountains! The Halfling man looks distraught and genuinely upset. He is dressed in a dark cloak and dark brown studded leather armor. [He is a member of the Hare’s Catch a famous thieves guild that Sara belongs to]. His name is Hobbalon Pigeonfoot. As you approach he looks down at a broken figurine and says “I didn’t know, I had no idea. He was asking me for some water and got very abrasive when I said i was out. He was such a jerk I pickpocketed him. He caught me as I pulled out a small stone figure that looked like it was worth some coin. He screamed at me and said it was his cat, it fell out of my hands and one of us stepped on it and broke it. I didn’t know!”
He asks that he accompany you into Rollus and the Blue Brazier. An insight check of DC 15 reveals that he is telling the truth and is genuinely scared of the crazed gnome who seems to have some power as a wizard. Nothing is scarier than a crazed nomadic wizard in the mountains. If Sara reveals his guild membership and befriends Pigeonfoot they can talk about the Abyssal Knife and other rumors in the area.
The night passes into dawn and the long shadows of dagger cat pass lead you to a small settlement built into the sides of the mountain. A huge conglomeration of wooden buildings makes up the Blue Brazier inn and tavern. Large wooden pillars can be seen underneath the larger structures and the wood is so old it may be petrified. The main building has existed for centuries or so the stories go. As you enter the lower floor a bleary eyed Firbolg man looks at you as if he just woke up. He sits at a large black desk with several notebooks and scrolls on it. “You just get in? Need rooms?” He yawns as if he just woke up from drinking all night and looks for some keys to some rooms. “How many you want?” The first set of wide stairs leads up to a wide common room area filled with tables and chairs, some early morning drinkers sit around a huge stone table in the middle. As you pass by you see that this 20 foot stone table has a strange scene moving about on it. Hundreds of ghostly figures move about between tiny trees and transparent foothills as they begin to slaughter each other with ancient weapons. You don’t recognize the uniforms or even the armor but the tiny ghosts move in battle formations across the fields and attack each other. A human man clinks a glass with a Fire Genasi and says”I’ve got 20 gold on red team, you in?” The other man says “It’s a bet! But that yellow team is going to mop the floor with them, look at that trebuchet!” The first man just replies “It’ll break halfway through, it’s rickety.” Each day over an hour or so there is a new battle and they never repeat. The bartender tells anyone who asks that no one knows if they are ghosts of ancient times or if these are bizarre simulations for some wizard or vizier of a bygone era. The table and this portion of the inn have been here for a millennia.
Later today a couple desperate for help with ask the party to protect their village from sea trolls that threaten to kill everyone. A strangely familiar ghostly owl can be seen by Karnak behind them.
That night the Gnome wizard from before descends on rollus with a dozen ice bats from the mountains to kill the Halfling rogue and anyone who gets in his way! [DM Note - Ice Bats are in the Creatures and Lore section]
You make your way up to Morden’s Bridge fairly easily, A day and night on the road and you show up to familiar faces and free meals. You all have standard rooms now at the Cobbleton Inn that you are accustomed to. You grab a long rest and some drinks and set out on the road once more at twilight. The midsummer night air is fairly warm this time of year and the two moons shine overhead in a complex pattern of stars. Your first two days on the Eastern road are uneventful and even pleasant. You eat from your stores of dried meat and rations picked up in morden’s bridge. You have some fruits and vegetables packed away in Vom Fass’s bag of holding which stay nice and fresh in the cool dark pouch. On the third day, however, something happens. He shows up again.
The road goes through a series of hills which arise at different heights and look much like Marcellus or Ithaca NY. Small rivers and waterfalls can be seen from the rocky packed dirt road that you travel on. At the top of one of these hills in the midst of several very tall pine trees a man stands in the branches over the road a hundred feet up. You are still probably 70 feet away from the base of the tree that he stands on but you can see him pretty clearly despite the darkness. It is another clear moonlit night and his clothes are impeccable as always, the elven man with the great hair that taunted you during the dog fight. “Hallo, old friends, my you cut quite a dashing figure as you vanquish your foes! I brought you a present!” In his hands is an egg the size of a basketball. As you begin to form words for a rejoinder he drops the egg!
What would you like to do? Roll a perception check DC18. On a success one of you notices the whooshing sounds of wings streaking from the sky towards you. Roll Initiative. 2 Wyvern’s attack from the sky. They try to never land so they will stage the players trying to claw them and sting them with their tails.
1d4 Vials of Wyvern Venom. Can be applied to a weapon or piece of ammunition. A creature hit by the poisoned attack must make a DC 15 Constitution saving throw, taking 24 poison damage on a failed save, or half as much damage on a successful one. 2 Wyvern Wings. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to poison damage. 1d10 Wyvern Teeth. Acts as a dagger. 1d10 Wyvern Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to Poison.
As you cross over into the Eigerlands you travel on the eastern road over plains and hills. For a few miles in the distance you can see the Placid Sea until you are once more surrounded by trees. For three days and nights you see the mountains in the distance and on day four the road leads into them. The best way to get to Stoneport is through the Dagger Cat pass and the small town of Rollus. The old inn the Blue Brazier is renowned for it’s comfort and fine food and drink. After a few hours you wander into a strange sight. A gnome arguing strongly with a Halfling man. The Gnome points his finger in the face of the Halfling and They both shout at each other. You are still too far away to hear what they are saying though. The last thing you hear as you approach is “—I’ll kill you all!” And the gnome shoots into the air and flies away into the mountains! The Halfling man looks distraught and genuinely upset. He is dressed in a dark cloak and dark brown studded leather armor. [He is a member of the Hare’s Catch a famous thieves guild that Sara belongs to]. His name is Hobbalon Pigeonfoot. As you approach he looks down at a broken figurine and says “I didn’t know, I had no idea. He was asking me for some water and got very abrasive when I said i was out. He was such a jerk I pickpocketed him. He caught me as I pulled out a small stone figure that looked like it was worth some coin. He screamed at me and said it was his cat, it fell out of my hands and one of us stepped on it and broke it. I didn’t know!”
He asks that he accompany you into Rollus and the Blue Brazier. An insight check of DC 15 reveals that he is telling the truth and is genuinely scared of the crazed gnome who seems to have some power as a wizard. Nothing is scarier than a crazed nomadic wizard in the mountains. If Sara reveals his guild membership and befriends Pigeonfoot they can talk about the Abyssal Knife and other rumors in the area.
The night passes into dawn and the long shadows of dagger cat pass lead you to a small settlement built into the sides of the mountain. A huge conglomeration of wooden buildings makes up the Blue Brazier inn and tavern. Large wooden pillars can be seen underneath the larger structures and the wood is so old it may be petrified. The main building has existed for centuries or so the stories go. As you enter the lower floor a bleary eyed Firbolg man looks at you as if he just woke up. He sits at a large black desk with several notebooks and scrolls on it. “You just get in? Need rooms?” He yawns as if he just woke up from drinking all night and looks for some keys to some rooms. “How many you want?” The first set of wide stairs leads up to a wide common room area filled with tables and chairs, some early morning drinkers sit around a huge stone table in the middle. As you pass by you see that this 20 foot stone table has a strange scene moving about on it. Hundreds of ghostly figures move about between tiny trees and transparent foothills as they begin to slaughter each other with ancient weapons. You don’t recognize the uniforms or even the armor but the tiny ghosts move in battle formations across the fields and attack each other. A human man clinks a glass with a Fire Genasi and says”I’ve got 20 gold on red team, you in?” The other man says “It’s a bet! But that yellow team is going to mop the floor with them, look at that trebuchet!” The first man just replies “It’ll break halfway through, it’s rickety.” Each day over an hour or so there is a new battle and they never repeat. The bartender tells anyone who asks that no one knows if they are ghosts of ancient times or if these are bizarre simulations for some wizard or vizier of a bygone era. The table and this portion of the inn have been here for a millennia.
Later today a couple desperate for help with ask the party to protect their village from sea trolls that threaten to kill everyone. A strangely familiar ghostly owl can be seen by Karnak behind them.
That night the Gnome wizard from before descends on rollus with a dozen ice bats from the mountains to kill the Halfling rogue and anyone who gets in his way! [DM Note - Ice Bats are in the Creatures and Lore section]
Themes
After the battle with the Ice bats the owners of the Blue Brazier introduce the party to the mayor who is a Nimblewright. The Nimblewright thanks them and during this interaction they can notice the differences between the automaton and Cog. The Nimblewright has no emotions and though he has free will and decision making he lacks any soul or heart. He gifts them a scroll of remove curse, a healing potion and cure poison potion.
As you either spend the night in Rollus or gear up to continue your journey you are stopped by a couple of farmers. The man has a rickety crutch made of a dead tree branch and limps. The bandages around his left leg tell a tale of blood and pus. The woman wears a basic muslin shawl and a thin coat. They are desperate to get their daughter back and don’t know who to go to. She ran off with a young man down the peninsula and hasn’t been seen since. The woman keeps having nightmares every night of her daughter being devoured by a giant demon. She pleads with you to investigate. Roll a DC insight check if you think she is being dishonest. Karnak as you listen to this story an owl appears on a tree branch. It glows slightly and looks very much like the owl from your visions. No one else seems to notice it and you are not sure it’s real. They describe their daughter and tell you her name is Issa Fontanelli. “We are staying here in Rollus for another week. My husband broke his leg coming down the mountain. I’m worried it’s infected.” As you converse with the couple Hobbs comes over, “I can’t help but overhear your conversation, I think you are looking for Corralon Township. I’ve heard mixed stories of the region. Some say it’s a protected paradise of a town, safe on the peninsula. Others say it’s one of the most dangerous places in the Eigerlands, which is saying something. One thing’s for sure with conflicting rumors like that something is up.” DM note: If the players waver the Nature creature will prod Karnak further.
As you either spend the night in Rollus or gear up to continue your journey you are stopped by a couple of farmers. The man has a rickety crutch made of a dead tree branch and limps. The bandages around his left leg tell a tale of blood and pus. The woman wears a basic muslin shawl and a thin coat. They are desperate to get their daughter back and don’t know who to go to. She ran off with a young man down the peninsula and hasn’t been seen since. The woman keeps having nightmares every night of her daughter being devoured by a giant demon. She pleads with you to investigate. Roll a DC insight check if you think she is being dishonest. Karnak as you listen to this story an owl appears on a tree branch. It glows slightly and looks very much like the owl from your visions. No one else seems to notice it and you are not sure it’s real. They describe their daughter and tell you her name is Issa Fontanelli. “We are staying here in Rollus for another week. My husband broke his leg coming down the mountain. I’m worried it’s infected.” As you converse with the couple Hobbs comes over, “I can’t help but overhear your conversation, I think you are looking for Corralon Township. I’ve heard mixed stories of the region. Some say it’s a protected paradise of a town, safe on the peninsula. Others say it’s one of the most dangerous places in the Eigerlands, which is saying something. One thing’s for sure with conflicting rumors like that something is up.” DM note: If the players waver the Nature creature will prod Karnak further.
Structure
Exposition
Walking south from Rollus down the Dagger Cat Pass you find the space in between two mountains that Hobbs mentioned. The area known as Jagged Tooth Pass. It starts as a small canyon and then begins to open up a bit, as the path south becomes clear. The pass is relatively easy to traverse and it takes eight hours or so to make your way out of the mountains into a deep forest. Far to the south west you see a flat blue space that must be the Wyvern Sea. You march deeper into the forest and start to find a clearing to set up camp. Off in the distant you hear strange howls and barks that don’t sound quite like your standard wolf.
Karnak as you lay down on your bedroll and stare up at the stars you fall asleep. You have another dream very akin to the one you had weeks ago. A beautiful bird circle the tree tops of a forest. As it drifts over a pool of water you take the form of a sparrow and begin to fly with her. As you float amongst the warm currents of air lazily you both look at each other, unaware that you are drifting closer and closer to the water. With a great whooshing sound a huge beast head rears up out of the water with a roar and you are encircled by it's great teeth and the both of you feel the jaws clamp down around you and blackness ... You wake with a start clutching your chest. In a cold sweat you sit up only to see Cog sitting a few feet from you , his purple and pink eyes staring out and scanning the darkness.
Karnak as you lay down on your bedroll and stare up at the stars you fall asleep. You have another dream very akin to the one you had weeks ago. A beautiful bird circle the tree tops of a forest. As it drifts over a pool of water you take the form of a sparrow and begin to fly with her. As you float amongst the warm currents of air lazily you both look at each other, unaware that you are drifting closer and closer to the water. With a great whooshing sound a huge beast head rears up out of the water with a roar and you are encircled by it's great teeth and the both of you feel the jaws clamp down around you and blackness ... You wake with a start clutching your chest. In a cold sweat you sit up only to see Cog sitting a few feet from you , his purple and pink eyes staring out and scanning the darkness.
Conflict
Current Townsfolk and Shops -
Xander Ober - Ober’s Clothing - Run by Xander Ober a human male in his 40’s , he has springy white hair and a large nose. He is in surprisingly good shape for his age.
Clanchin Stoat - Stoat Brewer and Distiller - Clanchin Stoat / Lion Lycanthrope.
Gunny Trafalgar - Talgon’s Tavern - Run by Gunny Trafalgar. Bear Lycanthrope.
Albashar Glazer - Red Wolf Lycanthrope, a fire Genasi who runs Glazer’s Butchery.
Plasser Yew - runs Yew’s Smithy and Tools. Turns into a Bipedal Lynx at night.
Pericos Gancho- the Halfling man who runs the Butchery. He is tall for a Halfling at 5’5” and surprisingly StrongGancho’s Butchery - A busy Butcher shop in Corralon Township. A DC 15 perception/investigation check reveals some of the meat may be human, elven or kobold.
Plankton Verhoof - Green Elf turns into a green mongoose. Plank’s Creature Parts -
Utipar Elgar - Alewife Inn -
Ochel - A Firbolg woman who turns into a large bat creature. Bartender of the Alewife.
Valis Rito - green elf who turns into a Ferret like creature. Cook at the Alewife
Carito Oller - Firbolg man who turns into a red panda at night. Barback and stable hand at the Alewife.
Archie Frisson - Frisson Smithy - A Dwarf who fell in love with Karnak’s mother. He turns into a Warthog at night.
Wallash Bilge - **A turtle who runs Fishmonger BIlge - He does not transform and hunkers down at night due to his shady past as a pirate with a price on his head.
Bandrus Rhododendron - Brandy’s Dry Goods - Half elven woman who turns into a Raven.
Rik Canter - **Is not a lycanthrope, he is a half elven man who runs Canter’s Bar. He also never goes out at night and is running from a dark past.
Maddie Wendellson - Maddelson Candles - Halfling woman who turns into a fox at night.
Helena Smoak - AKA Elena Karenina Thimbleshack. Karnak’s mother, she followed a dwarf here 18 years ago, now she is a large snowy owl lycanthrope at night.
Casey Stengel - A Halfling man who runs Stengel Butchery - Turns into a Large black rat at night.
Bragger Umbleton - Human man with dark skin and runs the Umbleton Fletcher and Bowyer - Turns into a Doberman Pinscher at night.
Lallis Hallie - runs the Corlin Leatherworks - Green elven woman who turns into a green otter like creature at night.
Barkley - an older man who runs the Corralun Stables - Large white dog lycanthrope.
Davos Kareshi - A tall human man who turns into an enormous grey wolf at night.
Other townsfolk -
Old Gil - A senile old Gnome who wanders town. He is addled and proclaims the truth out loud sometimes. At night he transforms into a mole like creature.
Issa Fonatelli - A young elven woman visiting from the Forest Realms, she is infected but has yet to piece together the greater plot. She is enamored of Kareshi even if she won’t admit. Turns into a wolf at night.
The Rattle Gang - A group of Wererats who are never given Kareshi’s or Blankalon’s blessing. They hover around town and in the outskirts feeding off of left overs and scavenge carcasses at night. By day they are weak bandits and thieves who harass anyone new , they dare not attack any of the actual Animaniacs.
Xander Ober - Ober’s Clothing - Run by Xander Ober a human male in his 40’s , he has springy white hair and a large nose. He is in surprisingly good shape for his age.
Clanchin Stoat - Stoat Brewer and Distiller - Clanchin Stoat / Lion Lycanthrope.
Gunny Trafalgar - Talgon’s Tavern - Run by Gunny Trafalgar. Bear Lycanthrope.
Albashar Glazer - Red Wolf Lycanthrope, a fire Genasi who runs Glazer’s Butchery.
Plasser Yew - runs Yew’s Smithy and Tools. Turns into a Bipedal Lynx at night.
Pericos Gancho- the Halfling man who runs the Butchery. He is tall for a Halfling at 5’5” and surprisingly StrongGancho’s Butchery - A busy Butcher shop in Corralon Township. A DC 15 perception/investigation check reveals some of the meat may be human, elven or kobold.
Plankton Verhoof - Green Elf turns into a green mongoose. Plank’s Creature Parts -
Utipar Elgar - Alewife Inn -
Ochel - A Firbolg woman who turns into a large bat creature. Bartender of the Alewife.
Valis Rito - green elf who turns into a Ferret like creature. Cook at the Alewife
Carito Oller - Firbolg man who turns into a red panda at night. Barback and stable hand at the Alewife.
Archie Frisson - Frisson Smithy - A Dwarf who fell in love with Karnak’s mother. He turns into a Warthog at night.
Wallash Bilge - **A turtle who runs Fishmonger BIlge - He does not transform and hunkers down at night due to his shady past as a pirate with a price on his head.
Bandrus Rhododendron - Brandy’s Dry Goods - Half elven woman who turns into a Raven.
Rik Canter - **Is not a lycanthrope, he is a half elven man who runs Canter’s Bar. He also never goes out at night and is running from a dark past.
Maddie Wendellson - Maddelson Candles - Halfling woman who turns into a fox at night.
Helena Smoak - AKA Elena Karenina Thimbleshack. Karnak’s mother, she followed a dwarf here 18 years ago, now she is a large snowy owl lycanthrope at night.
Casey Stengel - A Halfling man who runs Stengel Butchery - Turns into a Large black rat at night.
Bragger Umbleton - Human man with dark skin and runs the Umbleton Fletcher and Bowyer - Turns into a Doberman Pinscher at night.
Lallis Hallie - runs the Corlin Leatherworks - Green elven woman who turns into a green otter like creature at night.
Barkley - an older man who runs the Corralun Stables - Large white dog lycanthrope.
Davos Kareshi - A tall human man who turns into an enormous grey wolf at night.
Other townsfolk -
Old Gil - A senile old Gnome who wanders town. He is addled and proclaims the truth out loud sometimes. At night he transforms into a mole like creature.
Issa Fonatelli - A young elven woman visiting from the Forest Realms, she is infected but has yet to piece together the greater plot. She is enamored of Kareshi even if she won’t admit. Turns into a wolf at night.
The Rattle Gang - A group of Wererats who are never given Kareshi’s or Blankalon’s blessing. They hover around town and in the outskirts feeding off of left overs and scavenge carcasses at night. By day they are weak bandits and thieves who harass anyone new , they dare not attack any of the actual Animaniacs.
Rising Action
The statue of Blankalon in the center of the Stadia Anima serves a dual function. At it’s base is a device that Amplifies potions and disseminates the effects over several miles through the very air. The gems in the eyes of the statue creates the magical force fields that shield the town from outsiders and keeps prey in. With the Scroll of remove curse and enough Bella Donna weed from the nearby forest combined with a healing potion can be used with the device to cure all of the townspeople of their lycanthropy. The party can search the forest for the Bella Donna with a d6 roll. It will take at least two hours in the woods each player gets one roll and the total needs to add up to 16 to have enough to use the device.
Davos Kareshi - Charismatic leader of Corralon, he seems to have everyone in thrall and in perfect harmony. THough very little farming is getting done the townsfolk seem happy and downright jovial. They participate in drunken brawls , men and women alike, and fornicate often and openly. They eat quite a bit during the day and their injuries seem to either not bother them, or heal rather quickly.
At night Davos leads his large pack of Lycanthropes on hunts and night runs. He transforms into a 10 foot tall lupine being and sometimes a huge wolf. His true nature is revealed later as he begins to toy with Cog. As the one being in town that will never join him in his hunts he views him as a threat. Unlike the Loxodon Cult leader he has no interest in converting Cog or taking him over. He just wants to separate him from the team and then destroy him burying the pieces across the four corners of Tanaheim. He tells Cog this in a jovial manner and in great detail. Reducing his hit points to below 50 will cause him to taunt Cog with a threat and then teleport out. The other way to defeat him is to use the statue and break the curse amongst the townsfolk. His plan rent asunder will cause him to throw up his hands and give up the game. Either way he taunts the party and vows revenge before disappearing.
Davos Kareshi / Arrakalon. Demi-God descended from Blankalon. Armor Class 22 (natural armor) Hit Points 247. Speed 50 ft. swim 50 ft. STR 30 (+10) DEX 21 (+5) CON 30 (+10) INT 21 (+5) WIS 22 (+6) CHA 27 (+8) Saving Throws Str +17, lnt +12, Wis +13, Cha +15 Skills Insight +13, Persuasion +15 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Senses truesight 120 ft., passive Perception 16 Languages Infernal, common, elven, dwarven, Goblinoid, orc,
Innate Spellcasting. Ray of Enervation/Mass Suggestion/
Claws +12 to hit 2X attacks. 2d6 +4 damage.
Davos Kareshi / Arrakalon. Demi-God descended from Blankalon. Armor Class 22 (natural armor) Hit Points 247. Speed 50 ft. swim 50 ft. STR 30 (+10) DEX 21 (+5) CON 30 (+10) INT 21 (+5) WIS 22 (+6) CHA 27 (+8) Saving Throws Str +17, lnt +12, Wis +13, Cha +15 Skills Insight +13, Persuasion +15 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Senses truesight 120 ft., passive Perception 16 Languages Infernal, common, elven, dwarven, Goblinoid, orc,
Innate Spellcasting. Ray of Enervation/Mass Suggestion/
Claws +12 to hit 2X attacks. 2d6 +4 damage.
Climax
As the players explore the town eventually Davos Kareshi will find them and greet them. He takes particular interest in Cog, due to his war forged nature Davos knows he will not be able to be turned and targets him. He greets them all with warmth and genuine interest and then turns on Cog. "Master Cog, you are a fascinating creature you must have a conversation with me at some point. Perhaps we can have a friendly challenge tonight? A contest of strength say tonight around 830? A wonderful way to test your mettle?"
DM note: Davos / Arrakalon will try to destroy Cog and as the sun sets he will send the lycanthropes to kill the rest of the party. Potentially knock them all unconscious, stabilize them, and then tie them up in the center of the stadium. As the characters awaken near dawn chained in front of the statue to Blankalon, the will recognize the real truth. Davos enters again and tells them how great it will be to have them as part of the family. Unfortunately Cog will not have that opportunity. He directs their attention to an area near the top of the stadium where cog hangs with chains attached to each limb. Scheduled for destruction. The chains are attached to winches and as they are turned cog will literally be torn apart. Davos glares at cog with a devious smile and says "You are too dangerous my friend, I will tear you apart and bury each piece in a different corner of Tanaheim! Though I recognize how unique you all are! I am looking forward to adding all of your many abilities and talents to our little family." He takes his leave whispering some orders to some of the townsfolk. Two men continue to assemble the winch mechanisms attached to Cog, and two women tend to the statue and continually add different herbs and liquids to the base of the statue. Small doors and copper pipes can be seen within the base of the statue.
Battle notes- the battle can take place at the stadium, as the players investigate it or just out in the forest or town depending on where they go. Ten of the large Lycanthropes attack as well as Davos who goes after Cog. They use their natural fighting abilities and resistances but they also attack with small burlap bags filled with a sleeping potion. They idea is to incapacitate the team as quick as possible and prep them for conversion.
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