Ragnar wird in Feldweiler entführt Plot in The Struggles of Rabea and Serenada | World Anvil
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Ragnar wird in Feldweiler entführt

Ragnar hat einen Freund in Feldweiler. Er möchte ein treffen mit ihm vereinbaren um ein paar mehr infos über die Gildenaktivitäten zu erhalten.

Structure

Exposition

  • Die Gruppe betritt Feldweiler. (warscheinlich Abends.) Ragnar erwähnt, dass er hier einen Freund hat, den er treffen möchte.
  • Die Gruppe sollte Rasten
  • Er wird sich morgens kurz von der Gruppe trennen um Kontakt mit ihm aufzunehmen und ein treffen zu arrangieren. Rabea und Serenada haben den Tag Zeit um anderen Aktivitäten nachzugehen.
  • Rising Action

    Das treffen ist arangiert. Am Abend erscheinen sie bei der Person zuhause.   Die Person ist ein Mann mittleren Alters ( Name Ichta), sieht ein bisschen heruntergekommen aus, aber hat gütige Augen. Ragnar kennt ihn anscheinend aus frühen Zeiten und sein Kontakt ist ein Freund aus der Assassinengilde, der aber Aufgrund einer verletzung am bein nicht mehr teil der Pläne war.   Ragnar erzählt ihm was sie vorhaben, und fragt um Rat, oder wie er am besten vorgehen sollte, Der Freund begutachtet die beiden anderen, fragt ob man ihnen vertrauen kann, Ragnar sagt ja, und er bittet alle drei ins Hinterzimmer.   Das Hinterzimmer ist Dunkel und es riecht nach Verwesung, Fliegen schwirren herum. Ein Perception (DC20) wurf enthüllt das die Fliegen und der Geruch von einem Wandschrank stammt.   Es sollte den beiden irgendwie etwas komisch vorkommen.

    Climax

    Der Flüsterer enthüllt sich als die Gestalt, zu denen die Gruppe gesprochen hat (College of Whispers fähigkeit) und er benutzt Dominate Person auf Ragnar. Er gbt den Befehl, die beiden anderen zu bestrafen, und ihm nach draußen zu folgen, bevor er sich rausteleportiert. Ragnar sollte entweder einen der beiden bewustlos hauen, oder fliehen wenn es aussichtslos für ihn aussieht. (Muss jedes mal Wisdom saving throw würfeln, wenn er getroffen wird.)

    Falling Action

    Der Kampf ist beendet, und die Beiden sehen wie der Flüsterer Ragnar von zwei Assassinen auf ein Pferd gebunden wird, und sie nach Norden aus der Stadt reiten.

    Resolution

    Was machen die beiden, jetzt wo Ragnar anscheinend entführt wurde?

    Backdrops

    Encounters


    Der Flüsterer CR: 5

    Medium humanoid, chaotic evil
    Armor Class: 16 (Studded Leather Armor)
    Hit Points: 87
    Speed: 30 ft

    STR

    9 -1

    DEX

    18 +4

    CON

    14 +2

    INT

    13 +1

    WIS

    11 +0

    CHA

    20 +5

    Saving Throws: Dexterity +10, Charisma +11
    Skills: Acrobatics +10, Animal Handling +3, Arcana +4, Athletics +2, Deception +16, History +4, Insight +11, Intimidation +16, Investigation +4, Medicine +3, Nature +4, Perception +3, Performance +8, Persuasion +8, Religion +4, Sleight of hand +10, Stealth +15, Survival +3
    Senses: passive Perception 13, Darkvision 60 ft.
    Languages: Common, Fey
    Challenge Rating: 5

    Spellcasting. He is a 13th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He has the following bard spells prepared:   Cantrips (at will): Blade Ward, Mage Hand, Message, Vicious Mockery
    1st-level (4 slots): Disguise Self, Dissonant Whispers, Sleep
    2nd-level (3 slots): Cloud of Daggers, Detect Thoughts, Enthrall, Hold Person, Misty Step
    3d-level (3 slots): Enemies Abound (XG), Feign Death
    4th-level (3 slots): Dimension Door, Locate Creature
    5th-level (2 slots): Dominate Person, Synaptic Static (XG)
    6th-level (1slots): Mass Suggestion
    7th-level (1slots): Teleport


    Alert. Can’t be surprised while he is conscious. Other Creatures don’t gain advantage on attack rolls against him as a Result of being hidden from him.   Psychic Blade. When he hits a creature with a weapon attack, he can expend one use of your Bardic Inspiration to deal an extra 5d6 psychic damage to that target. He can do so only once per round on his turn.   Cloak of Displacement. While he wears this cloak, it projects an illusion that makes him appear to be standing in a place near his actual location, causing any creature to have disadvantage on attack rolls against him. If he takes damage, the property ceases to function until the start of his next turn. This property is surpressed while he is incapacitated, restrained, or otherwise unable to move.   Bardic Inspiration (5/Rest). As a bonus action, he chooses one creature other than himself within 60 feet of him who can hear him.
    That creature gains one Bardic Inspiration die, a d10.
    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the bardic inspiration. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

    Actions

    Longsword +3. Melee Weapon Attack: +12 to Hit, one target. Hit: 11 (1d8+7) piercing damage   Countercharm. He can start a performance that lasts until the end of his next turn. During that time, he and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear him to gain this benefit. The performance ends early if he is incapacitated or silenced or if he voluntarily ends it (no actions required).

    Reactions

    Mantle of Whispers (1/Rest). When a humanoid dies within 30 feet of him, he can magically capture its shadow using his reaction. He retains this shadow until he finishes a short or long rest.
    He can use the shadow as an action. When he does so, it vanishes, magically transforming it into a disguise that appears on him. He now looks like the dead person, but healthy and alive. This disguise lasts for one hour or until he dismisses it with a bonus action. While he is in the disguise, he gains access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that he can pass himself off as the person by drawing on its memories. Check contested by your charisma.
    Another creature can see through this disguise by succeeding on a wisdom (Insight) contested by your Charisma (Deception) check. You gain a +5 bonus to your check.


    Ragnar

    Small Halbling (Stout) , Chaotic Neutral

    Armor Class 18 (Studded Leather Armor)
    Hit Points 84
    Speed 25ft

    STR
    13 +1
    DEX
    20 +5
    CON
    17 +3
    INT
    16 +3
    WIS
    7 -2
    CHA
    14 +2

    Saving Throws Dexterity +8, Intelligence +6
    Skills Acrobatics +11, Deception +5, Investigation +9, Perception +1, Sleight of Hand +8, Stealth +11
    Damage Resistances Poison
    Senses passive Perception 11
    Languages Common, Halfling, Thieve's Cant
    Challenge tbd.


    Ideals

    Chains are meant to be broken, as are those who would forge it.

    Bonds

    Rabea (duh)

    Flaws

    I'm never satisfied with what i have, i always want more.



    Tool Proficiencies. Thieves Tools (+11), Dice Set, Disguise Kit, Poisoners Kit
    Lucky.
    When he rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
    Brave. He has advantage on saving throws against being frightened.
    Halfling Nimbleness. He can move through the space of any creature that is of a size larger than him.
    Stout Resilience. He has advantage on saving throws against poison.
    Sneak Attack. Once per turn, he can deal an extra 4d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.
    Cunning Action. He can take the Dash, Disengage or Hide action as a bonus action.
    Assassinate. He has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit he scores against a creature that is surprised is a critical hit.
    Evasion. When he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
    Crossbow Expert. He ignores the loading properities of crossbows. Being within 5 feet of a hostile creature doesn't impose disadvantage on his ranged attack rolls. When he uses the Attack action and attacks wit a one handed weapon, he can use a bonus action to attack with a hand crossbow he is holding.
    Cloak of Elvenkind. While he wears this cloak with its hood up, Wisdom (Perception) checks made to see him have disadvantage. and he has advantage on Dexterity (Stealth) checks made to hide. Pulling the hood up or down requires an action.


    Actions

    Hand Crossbow. Ranged Weapon Attack: +9 to Hit, range 30/120., one target. Hit: 9 (1d6+6) piercing damage.
    Boots of Levitation. He can use an action to cast the Levitate spell on himself at will.
    Snake Venom. He applies the poison to one of his weapons or ammunitions. A creature hit by the poisoned weapon or ammunition must succed on a DC 11 Constitution saving throw, taking 10 (3d6) posion damage on a failed save, or half as much damage on a succesfull one. Once applied, the poison retains potency for 1 minute before drying.

    Reactions

    Uncanny Dodge. When an attacker he can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.


     
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