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Burning of Greenpath

This event kicks off when the players return from the Shi'to during the Investigating the Wild Tribes quest. Upon getting close to Greenpath, the party will notice heavy smoke coming from its direction. When getting close, they will notice the village is up in flames. The ones who instigated these fires are a bunch of ghouls that are raiding the village. The party will have to clear out the ghouls and save as many villagers as they can. Before the party enters the burning village, each player must make a DC 14 Wisdom saving throw. On a fail, fear will beset them, leaving them unable to act to their full abilities. A scared player will have a -1 penalty on any saving throw or skill check during the event. If they fail the check by 5 or more, the penalty will be a -2 instead. When the event is finished, those who failed the check against becoming frightened will have to option to take the Fire Trauma flaw.   During the raid, a few events can occur.
  • Collapsed building: A building collapses on the road the party is traveling. This will cause the party to be split. The players who are positioned in the middle of the party will have to make a Dexterity saving throw depending on their position. If the player is right in the center, a DC of 15 is required. Otherwise, a DC 13 must be succeeded upon. If a player fails their saving throw, they will be covered by the debris taking 1d8 force damage + 1d4 fire damage. When stuck below the rubble, they must make a DC 16 Strength roll to get out. Each time they fail, they will take 1d6 fire damage. On a successful saving throw, they will dodge out of the way in time. The way they dodge depends on where they are closest to. Except for the player in the center, they can choose. A saving throw of 18 or higher allows a player to pick a side to dodge towards regardless. At this point, the party will be split up. Due to the burning buildings surrounding the streets, it is not possible for the party to see a direct way of regrouping.
  • Burning wagon: A rampaging horse rushes through the streets, pulling a burning carriage behind it. Any creature in the wagon's path must succeed on a DC 15 Dexterity saving throw. On a failed save, they take 1d6 force damage and are knocked prone. Additionally, if the card hits any creature, the collision will cause a burning ghoul to drop off the card. This ghoul takes 1d6 burning damage each turn, but all his physical attacks deal an additional 1d4 fire damage.
  • Propane explosion: Passing a warehouse, it erupts in a giant explosion. This explosion is caused by a large stockpile of propane caskets. The entire party must make either a Dexterity or Constitution saving throw of DC14. Every party member takes 2d6 fire damage, which is halved if they succeed on their saving throw.
  • Raging bees: At the apiary, the bees have gone berserk. Creatures getting close to this place will be attacked by swarms of bees. There are up to 6 swarms. Roll a d6 to determine how many swarms.
  • Suffocating smoke: A harsh wind gust blows the thick smoke produced by a burning field right towards the adventurers. Shortly blinded, the players must succeed on a Constitution saving throw DC 15 or take 1d6 fire damage, ignoring resistance, due to them inhaling the burning smoke.
  • Fire plane rift: As a result of the raging flames and a number of other obscure circumstances, a rift opens in the sky. This rift connects to the fire plane. From it, an elder fire elemental descends (https://www.5esrd.com/database/creature/elemental-fire-elder/). The fire elemental flares up the fires even more, greatly increasing the danger of the situation. At this point, those who succeeded on the original Wisdom saving throw against being frightened must make it again.
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